Unit 6
Unit 6
7.0
Unit
6:
Robotics
©University
of
Oregon,
2016
Exploring
Computer
Science—Unit
6:
Robotics
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Version
7.0
Introduction
Robotics
provides
a
physical
application
of
the
programming
and
problem
solving
skills
acquired
in
the
previous
units.
Robots
are
shared
by
several
students,
which
will
emphasize
the
collaborative
nature
of
computing.
In
order
to
design,
build
and
improve
their
robots,
students
will
need
to
apply
effective
team
practices
and
understand
the
different
roles
that
are
important
for
success.
Discussing
the
features
of
robots
provides
an
opportunity
to
emphasize
how
computing
has
far-‐reaching
effects
on
society
and
has
led
to
significant
innovation.
Students
can
discuss
such
topics
as:
The
Edison
Robot
software
utilized
for
this
unit
uses
drag
and
drop
programming,
which
will
provide
a
natural
transition
from
Scratch.
Note
that
these
three
main
sections
can
be
applied
to
different
types
of
robots,
such
as
Finch
robots.
Teachers
can
use
the
same
lesson
plans,
but
substitute
the
appropriate
robot
and
software.
Throughout
the
unit
the
similarities
and
differences
between
Scratch
and
the
programming
needed
to
move
the
robot
can
be
highlighted.
In
addition
to
robotics,
there
are
other
applications
that
share
the
feature
of
combining
programming
software
and
a
device
of
some
type.
The
overall
structure
of
the
unit
in
these
cases
can
remain
the
same
with
replacement
of
the
appropriate
software
and
device.
Specific
topics
for
each
instructional
day
for
the
original
unit
are
listed
in
the
overview
chart
on
the
next
page.
Additional
examples
of
possible
replacements
can
be
found
at:
www.exploringcs.org/curriculum.
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Robotics
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1 What is a robot? Identify the criteria that make an item a robot.
2-‐3
Evaluate
robot
body
designs
and
create
algorithms
to
control
robot
behavior.
14
Introduce
RoboCup
real
life
robotic
competition
and
write
instructions
for
tic-‐tac-‐toe.
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6:
Robotics
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Topic Description: “What is a Robot”? Identify the criteria that make an item a robot.
Objectives:
Student Activities:
• Brainstorm
what
they
think
of
when
they
hear
“robot”
and
then
identify
common
features
of
robots.
• Participate
in
whole
class
activity
determining
if
common
items
are
robots.
• Work
in
small
groups
to
complete
“Are
we
Robots?”
activity.
Teaching/Learning Strategies:
• Brainstorm:
Ask
students
what
they
think
of
when
they
hear
“robot”.
Display
responses.
Responses
may
include
the
following:
o Movie
and
TV
robots
such
as
Wall-‐E,
iRobot,
Robots,
Rosie
from
The
Jetsons
o Modern
industrial
robots
such
as
those
involved
in
assembly-‐line
factory
work
o Mars
Rovers
o iRobot
robots,
both
the
vacuum
cleaner
and
the
robots
built
for
military
use,
other
robots
such
as
bomb
detection
and
detonation
• View
the
video
“Kismet”
from
Teachers
Domain.
• Ask
students
if
they
can
identify
common
features
of
the
robots
they
have
identified.
What
do
all
those
robots
have
in
common?
What
tasks
are
easy
for
robots?
What
tasks
are
hard
for
robots?
(Answers:
robots
are
often
used
for
dangerous
or
repetitive
tasks
such
as
recovering
bombs,
search
and
rescue
operations
in
dangerous
conditions
where
the
robots
search
and
the
humans
rescue,
factory
work.
They
are
replaceable,
unlike
humans,
and
don’t
get
bored
or
make
mistakes
when
doing
the
same
thing
over
and
over.
Tasks
that
require
judgment
or
human-‐like
interaction
such
as
recognizing
when
there
is
a
problem
or
walking
and
seeing
like
humans
are
hard
for
robots.
The
two
articles
listed
in
the
resource
section
provide
more
information
and
would
be
interesting
for
students
to
read.)
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• Use
the
What
is
a
Robot?
handout
to
guide
a
discussion
of
robots.
• Hand
out
copies
of
Am
I
a
Robot?
activity,
with
the
pictures
of
a
basic
stove
and
a
fancy
microwave.
Check
with
students
to
make
sure
they
recognize
the
items
in
the
two
pictures.
Based
on
student
input,
display
the
five
criteria
for
whether
something
is
a
robot:
body,
input,
program,
output,
behavior.
Note
that
what
distinguishes
a
robot
from
a
programmable
device
is
the
ability
to
respond
to
changes
in
the
environment
and
adapt;
robots
respond
to.
Explain
to
the
class
that
as
a
group
you
will
figure
out
whether
each
of
the
two
machines
shown
is
a
robot.
• Go
through
the
stove
first.
Ask
students
to
figure
out
whether
the
stove
meets
the
criteria
for
a
robot:
Body—yes
Input—yes
(dials
to
turn
the
burners
off
and
on,
set
oven
temp)
Programmable—yes,
in
the
sense
that
oven
temperature
tells
a
sensor
what
temperature
the
oven
needs
to
be
heated.
§ Remind
students
that
they
programmed
in
Scratch
and
that
the
programmable
aspect
of
the
robot
will
require
a
language
to
provide
the
robot
with
instructions
Output—yes
(heat!)
Behavior—yes,
the
oven
responds
by
stopping
at
the
desired
temperature.
It
also
adapts
to
changes
as
in
opening
the
oven
door,
adding
a
frozen
item,
etc.
by
adding
more
heat
to
get
back
to
the
desired
temperature.
Next
go
through
the
microwave
in
a
similar
way:
Body—yes
Input—yes
(buttons)
Programmable—yes
(buttons
set
time,
set
mode,
microwave
can
be
programmed
by
the
user,
for
example
“cook
3
minutes
50%
power,
hold
1
minute,
cook
1
minute
90%
power)
Output—yes
(microwaves
in
chamber,
light
comes
on)
Behavior—yes
(cooks
food,
makes
popcorn,
boils
water…)
Question:
Does
a
microwave
adapt?
• Hand
out
copies
of
Are
we
Robots?
activity
two.
Explain
the
directions.
Either
have
students
brainstorm
machines
as
a
group
to
complete
the
table
or
have
them
think
of
machines
on
their
own.
Have
students
work
in
small
groups
to
complete
the
table,
determining
whether
each
machine
is
a
robot
according
to
the
criteria.
• Optional
Extra
Credit—have
students
research
Isaac
Asimov’s
three
Laws
of
Robotics.
What
are
the
three
laws?
What
is
law
Zero?
Why
did
he
come
up
with
these
laws
and
how
do
they
think
these
laws
affect
our
thinking
about
robots
today?
Law
Zero:
A
robot
may
not
injure
humanity,
or
through
inaction,
allow
humanity
to
come
to
harm.
Law
One:
A
robot
may
not
injure
a
human
being,
or
through
inaction,
allow
a
human
being
to
come
to
harm.
Law
Two:
A
robot
must
obey
the
orders
given
to
it
by
human
beings,
except
where
such
orders
conflict
with
Law
One.
Law
Three:
A
robot
must
protect
its
own
existence,
as
long
as
such
protection
does
not
conflict
with
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• Jennifer
Casper
and
Robin
Murphy,
Human-‐robot
interactions
during
the
robot-‐assisted
urban
search
and
rescue
response
at
the
World
Trade
Center,
IEEE
Transactions
on
Systems,
Man
and
Cybernetics
33:3,
2003,
pp.
367-‐85.
• Robin
Murphy,
J.
Kravitz,
S.
Stover
and
R.
Shoureshi,
Mobile
robots
in
mine
rescue
and
recovery,
IEEE
Robotics
&
Automation
Magazine
16:2,
June
2009,
pp.
91-‐2003.
• What
is
a
Robot?
Handout
(
Based
on
handouts
from
The
Big
Picture
“Robotics
Teacher
Guide
1”
(Item
#29852
from
LEGO
Dacta))
• Am
I
a
Robot?
Activity
• Are
we
Robots?
Activity
(Based
on
handouts
from
The
Big
Picture,
“Robotics
Teacher
Guide
1”
(Item
#29852
from
LEGO
Dacta))
• http://www.teachersdomain.org/resources/eng06/sci/engin/design/lp_robot/index.html
specifically
http://www.teachersdomain.org/resources/eng06/sci/engin/design/kismet/index.html
(may
require
free
registration)
• Asimov’s
three
laws
of
robotics:
http://en.wikipedia.org/wiki/Three_Laws_of_Robotics,
http://www.asimovonline.com/asimov_FAQ.html#series13
,
essay
at
http://www.sfwriter.com/rmasilaw.htm
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There
are
many
different
kinds
of
robots,
from
ones
designed
to
build
cars
to
ones
that
vacuum
to
ones
that
explore
other
planets.
To
be
a
robot,
a
machine
must
meet
certain
criteria.
A
machine
is
only
a
robot
if
it
has
all
the
elements
listed
below:
Body
The
body
is
a
physical
substance
and
shape
of
some
type.
The
body
will
be
designed
based
on
the
function—
some
look
like
vehicles,
some
like
an
arm,
and
some
like
a
person.
If
you
can
touch
it,
that’s
the
body.
Control
Control is a program to control the robot. Robots must be told what to do. To control a robot we need:
Input
Input
is
the
information
that
comes
from
the
robot’s
sensors.
Robots
have
sensors
that
they
use
to
get
information
from
the
robot’s
environment.
For
example,
a
smoke
detector
can
detect
smoke.
(In
other
words,
sensing
the
robot’s
environment).
Robots
typically
have
external
and
internal
sensors.
Programmable
The
program
is
a
set
of
instructions
or
rules
that
the
programmer
gives
the
robot.
For
example,
a
smoke
detector
has
a
program
to
make
a
sound
if
it
senses
smoke.
To
be
a
robot,
a
machine
must
be
programmable.
Output
The
output
is
the
action
a
robot
takes,
often
involving
motors,
lights,
or
sounds.
For
example,
a
smoke
detector
makes
a
loud
sound
and
might
flash
lights.
(In
other
words,
effecting
change
in
the
robot’s
environment—adapting.)
Behavior
Behavior
is
the
combination
of
outputs
that
result
in
the
task
or
job
the
robot
does.
For
example,
the
behavior
of
a
smoke
detector
is
to
“go
off”
in
the
presence
of
smoke.
“Going
off”
is
a
combination
of
making
noise
and
flashing
lights,
and
may
also
involve
calling
the
fire
department.
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Robotics
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Am I a Robot? Activity
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Robotics
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Instructions:
Below
is
a
list
of
machines
that
you
may
encounter
in
your
daily
life.
Add
machines
to
the
bottom.
Complete
the
table
by
deciding
if
the
machine
meets
the
criteria
for
being
a
robot.
Then
determine
if
the
machine
is
a
robot.
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Robotics
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Topic Description: Evaluate robot body designs and create algorithms to control robot behavior.
Objectives:
• Evaluate
how
the
design
of
a
robot’s
body
affects
its
behavior
• Create
an
algorithm
to
direct
a
human
“robot”
from
one
part
of
the
room
to
another
Student Activities:
Teaching/Learning Strategies:
• Revisit
“Are
we
robots”
activity.
Go
through
the
list
of
items,
asking
students
to
indicate
if
they
thought
each
item
was
a
robot
or
not.
Occasionally,
especially
if
there
is
disagreement,
ask
students
to
defend
their
answer.
• Journal
Entry:
What
happens
when
you
change
the
design
of
a
robot?
o Have
students
share
their
responses
o Ask
students,
“If
you
could
change
the
body
of
the
printer
(or
another
device
in
the
room)
what
would
you
change?
How
would
that
affect
other
things
like
the
behavior
or
function
of
the
printer,
price,
cost
to
build,
or
popularity?
Have
students
share
their
ideas.
• Explain
that
there
are
limits
to
what
robots
can
do
because
robots
are
limited
by
their
bodies.
For
example,
it
is
difficult
to
create
a
robotic
hand
that
can
grasp
small
or
delicate
items—it
would
require
many
motors
(simulating
all
the
muscles
in
the
hand)
and
many
sensors
to
detect
the
item
(simulating
the
neurons
in
the
hand).
o Make
sure
each
pair
of
students
has
a
shoe
that
can
be
tied.
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Direct
students
to
first
try
tying
the
shoe
blindfolded
or
with
eyes
shut.
Discuss
how
it
went—
o
Was
it
hard?
What
was
hard
about
it?
How
was
it
like
a
robot
tying
the
shoe?
o Direct
students
to
tie
the
shoe
with
heavy
gloves
on.
Discuss
the
experience.
How
was
it
like
a
robot
tying
the
shoe?
What
made
it
hard?
o Direct
students
to
tie
the
shoe
with
tongue
depressors
taped
onto
thumbs
and
forefingers
or
just
holding
tongue
depressors.
Discuss
the
experience.
How
was
it
like
a
robot
tying
the
shoe?
What
made
it
hard?
o Direct
students
to
tie
the
shoe
with
pliers.
How
was
it
like
a
robot
tying
the
shoe?
What
made
it
hard?
o Direct
the
students
to
work
with
their
partner
to
tie
the
shoes
using
the
pliers,
each
person
holding
one
pair.
Discuss
the
experience.
How
was
it
like
two
robots
working
together?
What
made
it
hard?
• Activity:
Walk
like
a
robot
o Choose
one
student
to
be
a
“robot”
or
tell
students
that
you
will
be
the
robot.
Choose
a
starting
point
and
an
ending
point
between
which
the
“robot”
must
navigate.
Make
sure
the
path
is
not
direct.
o Tell
the
class
that
they
must
direct
the
robot
from
the
starting
point
to
the
ending
point
using
only
five
commands:
§ Turn
left
90
deg.
§ Turn
right
90
deg.
§ Take
a
step
forward
with
the
left
foot.
§ Take
a
step
forward
with
the
right
foot.
§ Stop.
o Students
can
take
turns
or
work
as
a
group.
The
robot
should
only
follow
those
five
commands
and
not
respond
to
other
commands.
Tell
students
to
be
careful
with
the
robot
and
not
walk
it
into
walls
or
barriers.
(The
robot
should
stop
before
it
hits
a
barrier
such
as
a
wall.).
o At
some
point,
remind
students
about
loops.
They
can
tell
the
robot
to
repeat
a
command
or
a
block
of
commands
such
as
“repeat:
take
a
step
forward
with
the
left
foot,
take
a
step
forward
with
the
right
foot
until
you
are
at
the
wall”
o Point
out
that
this
is
frequently
what
is
done
in
dancing
and
choreography—sequences
of
steps
are
repeated.
o If
there
is
time,
show
the
video
of
the
“macarena”
referenced
in
the
resource
section.
o Conclude
by
pointing
out
that
these
kinds
of
commands
are
what
they
will
be
programming
their
robots
to
execute.
Resources:
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Robotics
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Objectives:
Student Activities:
Teaching/Learning Strategies:
• Prior
to
lesson
familiarize
yourself
with
Edison
and
it’s
features
by
reading
Lesson
1:
Get
Familiar
and
Set
Up,
page
9
-‐
15
from
10
Lesson
Plans.
• Give
each
pair
(or
group
of
three)
an
Edison
robot.
Point
out
the
picture
that
shows
where
each
sensor
is
on
the
robot.
Have
students
follow
along,
pausing
until
each
group
has
identified
sensor
or
completed
task
(turning
on
robot,
pressing
play
button,
turning
robot
off,
etc).
Have
students
explain
what
happens
when
they
turn
the
robots
on.
• Distribute
Lesson
1
Worksheet
1.2
–
Barcode
Programming.
Note:
Edison
may
not
drive
in
a
straight
line
and
may
need
to
be
calibrated.
Drive
calibration
will
be
covered
with
the
introduction
to
EdWare
on
Day
6.
o Have
students
analyze
each
barcode
program
by
observing
what
the
robot
does.
Groups
should
write
a
description
of
the
robot’s
actions
in
each
case
and
why
the
robot
responded
that
way.
• While
students
are
working,
navigate
the
room
asking
students
to
explain
the
robot’s
actions.
Ask
students
which
sensors
they
think
are
being
utilized
and
why.
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Instructional Day: 6
Objectives:
Student Activities:
Teaching/Learning Strategies:
• Students
should
create
an
account
for
the
Edware
app.
Each
student
should
download
Test
Program.edw
from
the
Edison
site
(or
teacher
can
provide
it)
and
upload
it
to
the
their
program
files
in
their
EdWare
account.
• After
students
have
had
an
opportunity
to
investigate
the
EdWare
app
environment,
ask
them
to
identify
specific
functionalities
and
specific
areas
of
the
app.
For
example,
how
do
you
save/open
a
program?
Can
you
share
your
programs?
Where
do
you
modify
properties
for
program
icons?
• Assign
students
to
pairs.
Remind
students
that
in
pair
programming
(from
Unit
3
and
Unit
4)
one
person
is
the
“driver”
and
does
the
clicking
and
typing.
The
other
person
is
the
“navigator”
and
describes
to
the
driver
what
to
do
at
each
step.
Students
should
trade
roles
every
5-‐10
minutes.
Keep
track
of
the
time
and
announce
that
students
should
switch
at
even
frequencies.
Make
sure
students
trade
and
that
both
students
are
contributing
equally.
• Each
student
should
practice
the
steps
to
download
Test
Program.edw
to
the
robot.
(Lesson
1:
Worksheet
1.4
–
Downloading
a
Test
Program.
page
19)
• Once
students
have
successfully
downloaded
and
executed
the
test
program,
have
them
modify
parts
of
the
program
and
observe
the
results.
Can
they
get
the
robot
to
turn
the
opposite
direction?
Change
the
lights
or
beep
sound?
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• While
students
are
working,
navigate
the
room
asking
students
to
identify
similar
programming
constructs
that
they
might
have
used
in
their
Scratch
projects.
This
will
be
the
Journal
prompt
for
the
next
day’s
activity.
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Objectives:
• Use
the
basic
control
icons
to
program
the
robot
to
drive
forward,
backwards
and
turn
• Modify
the
properties
of
the
control
icons
to
experiment
with
speed,
time,
and
distance
• Calibrate
Edison’s
drive
wheels
Student Activities:
Teaching/Learning Strategies:
• Journal
Entry:
Identify
similar
programming
constructs
that
they
might
have
used
in
their
Scratch
projects.
o Ask
students
to
compare
and
contrast
the
similar
constructs.
How
are
they
implemented
in
a
program?
How
do
they
affect
a
sprite
and
robot?
Do
they
have
similar
parameters
(Here
is
a
great
opportunity
for
a
concept
check.
Try
to
elicit
the
term
parameter
through
questioning?)
• Explain
assessment
model
for
tutorials.
(Recommended:
observe
some
but
not
all
robots,
look
at
the
program
as
well
as
execution
to
determine
grade.)
• Have
students
work
in
pairs
or
groups
of
three.
Have
one
student
in
the
group
login
to
their
account.
(Students
should
share
the
programs
with
their
partners
when
they
are
finished.)
• Pairs
or
groups
will
complete
Lesson
2:
Robot
Movement
–
Driving
and
Lesson
3:
Robot
Movement
–
Turning.
• When
students
are
testing
their
program,
they
may
observe
that
Edison
does
not
drive
in
a
staight
line,
drifting
to
the
left
or
to
the
right.
Demonstrate
how
to
calibrate
the
drive
wheels
using
the
EdWare
app.
Have
students
calibrate
and
test
the
robot
several
attempts
to
get
the
robot
to
move
in
as
straight
a
line
as
possible.
• Using
colored
tape,
make
a
Start
Line
and
a
Finish
(TurnAround)
Line
on
the
floor
at
least
2
feet
apart
for
robot
testing
in
Lesson
2.
Using
colored
tape,
create
a
Mini
Maze
similar
to
the
diagram
on
Activity
Sheet
3.2.
Modify
the
maze
to
make
it
suitably
larger
for
robot
testing.
• Recommend
that
students
experiment
with
their
robots
by
adding
extra
icons
to
their
programs
for
flashing
LEDs,
beeps,
or
music.
•
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Objectives:
• Use
the
basic
control
icons
to
program
the
robot
to
sense
clapping,
obstacles,
and
follow
lines
• Modify
the
properties
of
the
control
icons
to
experiment
with
speed,
time,
and
distance
• Calibrate
Infrared
sensors
Student Activities:
• In
groups
of
2-‐3,
students
follow
lessons
to
build
and
program
small
robots.
• Groups
choose
favorite
modifications.
• A
member
of
each
group
will
demonstrate
and
explain
a
program
modification
to
their
assigned
gallery
walk
group.
Teaching/Learning Strategies:
• Explain
assessment
model
for
tutorials.
(Recommended:
observe
some
but
not
all
robots,
look
at
the
program
as
well
as
execution
to
determine
grade.)
• Have
students
work
in
pairs
or
groups
of
three.
Have
one
student
in
the
group
login
to
their
account.
(Students
should
share
the
programs
with
their
partners
when
they
are
finished.)
• Pairs
or
groups
will
complete
Lesson
6:
Clap
Sensing,
Lesson
7:
Detect
Obstacles
and
Lesson
8:
Line
Sensing
and
Tracking.
• Demonstrate
how
to
calibrate
the
infrared
sensors
(10
Lesson
Plans,
Calibrate
Obstacle
Detection,
page
44).
Have
students
calibrate
and
test
the
robot
several
attempts
to
get
the
appropriate
sensitivity.
• Recommend
that
students
experiment
with
their
robots
by
adding
extra
icons
to
their
programs
for
flashing
LEDs,
beeps,
or
music.
• Flash
Talk
Gallery
Walk:
Have
student
groups
choose
their
favorite
program
modification
from
Lessons
6
-‐
8.
Divide
the
class
into
larger
groups
so
that
each
gallery
walk
group
includes
a
member
of
each
team.
Gallery
Walk
groups
will
rotate
to
each
smaller
group’s
robot.
The
team
member
for
that
robot
will
explain
the
program
modification,
demonstrate
the
robot,
and
answer
any
questions
from
their
gallery
walk
group.
Each
“flash
talk”
will
have
a
time
limit
of
3
-‐
4
minutes.
Decide
what
is
the
appropriate
duration
based
upon
your
class
size
and
the
number
of
gallery
walk
groups.
Circulate
the
room
to
listen
and
to
observe
as
many
“flash
talks”
as
possible.
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Topic Description: Introduce RoboCup real life robotic competition and write instructions for tic-‐tac-‐toe.
Objectives:
• Explain
how
a
sequence
of
game
moves
can
be
expressed
in
simple
statements
• Describe
the
RoboCup
challenge
and
examine
how
robots
have
been
programmed
to
play
soccer
• Develop
if-‐then
statements
and
use
Boolean
operators
to
direct
a
human
“robot”
to
play
tic-‐tac-‐toe
Student Activities:
• In
pairs,
students
play
a
game
of
tic-‐tac-‐toe;
then
they
discuss
and
write
answers
to
the
posted
questions.
• Read
and
discuss
the
article,
“Robot
Competitors
Meet
on
a
Soccer
Field
of
Dreams”.
• In
pairs,
students
write
a
series
of
clear
instructions
for
a
“robot”
to
play
tic-‐tac-‐toe.
Teaching/Learning Strategies:
• Before
students
enter
the
classroom,
write
the
following
on
the
board
or
chart
paper:
“Play
a
game
of
tic-‐tac-‐toe
with
your
partner.
Then
think
about
these
questions
together,
and
write
your
answers:
What
are
the
rules
of
tic-‐tac-‐toe?
What
decisions
does
a
player
need
to
make
before
taking
a
turn?
How
would
you
verbally
describe
each
of
these
decisions?
What
is
the
action
a
robot
would
need
to
take
based
on
the
decisions?”
• After
a
few
minutes,
have
students
share
some
of
their
responses.
Make
a
list
of
the
rules
of
tic-‐tac-‐toe
on
the
board.
Ensure
students
remember
that
if
statements
and
conditionals
are
required
to
describe
the
moves
of
the
game.
Collect
the
written
responses
to
the
warm
up
activity.
• Distribute
the
article
“Robot
Competitors
Meet
on
a
Soccer
Field
of
Dreams”
and
have
students
read
it.
• Lead
a
discussion
about
the
article.
• Explain
to
students
that
they
will
be
working
in
pairs
to
write
an
application
for
human
“robots”
(students
will
act
as
the
robots)
to
enable
them
to
play
tic-‐tac-‐toe.
The
following
day
will
be
the
RoboTicTacToe
Challenge.
Remind
them
of
the
earlier
discussion
of
tic-‐tac-‐toe.
What
goals
does
each
player
have?
Who
starts
the
game?
Is
there
a
“best
place”
to
put
the
first
X?
What
are
some
winning
strategies
for
the
next
move?
For
example,
If
the
X
is
in
the
center,
then
where
should
an
O
be
placed?
Why
is
“if-‐then”
logic
a
good
way
to
explain
strategy
for
a
simple
game
like
tic-‐tac-‐toe?
How
can
Boolean
operators,
and/or/not,
help
simplify
the
commands?
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Demonstrate
the
opening
move
for
a
game
of
tic-‐tac-‐toe
on
the
board.
Draw
a
nine-‐space
grid
and
label
•
the
squares
one
through
nine.
Then
ask
students
where
to
place
the
first
X.
Depending
on
where
it
is
placed,
have
students
create
an
if-‐then
statement
that
determines
the
next
move.
For
example,
“If
the
first
X
is
in
the
center,
place
an
O
in
a
corner
square.”
• Ask
students
to
complete
the
instructions.
Each
instruction
in
the
entire
sequence
will
cover
every
possible
combination
of
moves
the
students
can
think
of
until
a
game
is
completed.
Students
need
to
remember
that
there
are
multiple
options
for
each
move
(including
the
beginning
move).
They
should
consider
all
of
the
possibilities
in
developing
their
code.
They
also
need
to
consider
what
the
behavior
the
robot
will
exhibit
based
on
the
instructions
provided.
• Note
that
the
focus
in
this
lesson
is
really
a
reinforcement
of
programming
as
a
set
of
instructions
in
the
context
of
something
most
students
understand.
The
game
of
tic-‐tac-‐toe
is
not
a
natural
example
of
robotics
because
robot
environments
are
generally
dynamic
with
infinite
possible
states
of
the
environment.
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Topic Description: RoboTic-‐Tac-‐Toe Challenge and Introduction to RoboCupJunior Dance Challenge.
Objectives:
• Debug
conditional
statements
by
testing
them
and
compete
as
teams
in
a
RoboTic-‐Tac-‐Toe
Challenge
• Describe
dancing
robots
that
have
competed
in
the
RoboCupJunior
Dance
Challenge
Student Activities:
• Complete
debugging
tic-‐tac-‐toe
statements
by
testing
that
they
work
correctly
in
several
games.
• Participate
in
RoboTic-‐Tac-‐Toe
challenge.
• Listen
to
an
explanation
of
RoboCupJunior
Dance
Challenge
and
watch
videos
of
dancing
robots
from
RoboCupJunior
challenges.
Teaching/Learning Strategies:
• Ask
students
to
quickly
test
their
tic-‐tac-‐toe
instructions
to
make
sure
they
are
complete
and
correct.
They
should
play
tic-‐tac-‐toe
following
only
the
instructions
they
have
written.
• Explain
the
challenge:
each
team
will
be
acting
as
a
single
robot
“programmed”
by
the
application
they
developed.
One
student
will
read
a
command
from
their
application
and
the
other
student
will
execute
the
command.
Teams
play
against
each
other,
testing
how
successful
their
code
is.
Each
game
should
be
observed
by
the
rest
of
the
class
and
monitored
to
ensure
the
teams
only
execute
the
commands
read.
• At
the
conclusion
of
the
challenge,
celebrate
the
winning
team.
Ask
the
students
to
describe
why
that
team
won?
What
have
they
learned?
How
would
they
improve
their
programs?
(Remind
students
that
precise
instructions
are
required
in
programming.)
• Explain
that
RoboCup
is
a
research
initiative
founded
in
1997
by
an
international
group
of
scientists
interested
in
defining
a
common
problem
that
could
be
addressed
by
researchers
in
robotics,
engineering,
and
artificial
intelligence.
Most
participants
are
university
and
industry
research
labs.
RoboCupJunior
(RCJ)
was
founded
in
2000,
with
a
focus
on
education.
The
RCJ
Rescue
challenge
was
piloted
in
2001
and
adapted
in
2003.
RCJ
is
open
to
students
up
to
age
19.
There
are
two
divisions:
primary,
which
is
up
to
age
14,
and
secondary,
which
is
age
14
to
19.
The
first
two
robot
projects
will
be
based
on
the
RoboCupJunior
program.
The
first
one
is
the
dancing
robot
which
is
the
introductory
level
of
the
RoboCupJunior
program.
Students
will
build
and
program
a
robot
that
dances.
Show
videos
of
dancing
robots
in
competition.
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Objectives:
• Use the NXT and output devices to build and program a robot that dances in time to music
• Explanation
of
project
guidelines
and
show
dance
floor
(15
minutes)
• Design,
build,
and
program
dancing
robot
(150
minutes)
• Dance
challenge
(30
minutes)
• Reflection
and
Clean
up
(25
minutes)
Student Activities:
Teaching/Learning Strategies:
• Hand
out
requirements
and
rubric.
Explain
guidelines
and
answer
questions.
o A
dance
floor
can
be
made
out
of
large
square
of
one
or
more
pieces
of
butcher
paper.
• Circulate
and
make
sure
students
are
on
task;
answer
questions
as
needed.
• Before
the
dance
challenge,
assign
one
student
as
timekeeper
and
another
as
DJ.
Collect
each
group’s
program
as
they
compete
and
immediately
assess
the
robot
using
the
rubric,
while
the
next
group
gets
set
up.
You
may
declare
a
winner
or
have
the
students
vote
for
the
best
robot.
• Discuss
the
various
dance
routines
and
the
features
of
each.
Have
students
provide
comments.
• At
the
end
of
the
challenge,
have
each
student
complete
the
project
reflection
and
submit
it,
then
clean
up
the
robots.
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The
dancing
robot
assignment
is
based
on
the
first
level
of
RoboCupJunior,
an
international
competition.
More
information
about
RoboCupJunior
is
available
at
http://rcj.robocup.org.
Task:
Requirements:
• The
robot
should
not
take
any
input,
only
have
output
in
the
form
of
various
dance
moves.
• Dance
must
be
1-‐2
minutes
long.
You
have
a
total
of
5
minutes
to
get
set
up,
have
the
robot
dance,
and
get
out
of
the
way
for
the
next
group.
• The
robot
must
stay
in
the
marked
space.
• The
robot
must
be
autonomous.
Other
than
hitting
the
start
button,
no
human
can
touch
it
while
it
performs.
• The
dance
should
be
choreographed
to
the
music
you
provide.
The
music
must
be
appropriate
for
playing
at
school—no
obscenities,
etc.
• Teams
may
restart
the
robot
up
to
2
times
at
the
discretion
of
the
teacher.
Any
re-‐started,
unless
due
to
a
problem
not
the
fault
of
the
team,
will
result
in
a
grade
penalty.
• Teams
are
encouraged
to
be
as
creative
and
entertaining
as
possible!
Props,
costumes,
and
varied
dance
moves
are
encouraged.
You
may
dance
alongside
your
robot.
• Each
team
must
print
out
its
program
and
hand
it
in
at
the
same
time
that
they
compete.
• Fair
play
is
an
important
part
of
the
RoboCup
competition.
Teams
are
expected
to
help
other
teams
as
needed
and
not
deliberately
interfere
with
or
damage
other
teams’
work.
All
students
are
expected
to
respectfully
watch
all
other
teams
compete.
Process:
1. Brainstorm
ideas
about
how
your
robot
should
look,
how
it
should
work
(wheels?
Arms?)
and
how
you’ll
build
it.
Select
music.
2. Start
building
your
robot.
3. Build
a
program
that
directs
the
robot
to
do
your
dance
moves.
4. Test
and
revise
the
program.
Make
sure
it
runs
for
1-‐2
minutes.
Make
sure
it
matches
the
music.
Make
sure
it
won’t
fall
apart!
5. Show
off
the
robot
during
the
dance
in
class.
You will have two class periods to build and program the robot, and then you will present it on the third day.
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use
of
gearing,
smooth
and
reliable
operation,
interesting
movements,
effective
use
of
mechanics
to
achieve
a
purpose,
etc.)
• Entertainment
Value
(i.e.,
How
much
does
the
performance
entertain
or
delight
the
audience?
Originality
and
creativity
of
the
presentation,
etc.)
• Costume
(Costume
of
humans
and
robots
will
be
scored
separately.)
• Cooperation
between
teams
Dance stage will be a flat area. Official RobocupJunior stage size is 6X4 m.
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Dancing
Robot
Sample
Rubric
5 4 3 2 1
Programming
Program
uses
Program
is
Program
is
Program
is
poorly
Program
does
advanced
straightforward
and
straightforward
and
written
or
difficult
to
not
work.
techniques
efficient,
using
loops
easy
to
understand.
understand.
Program
including
blocks
and
parallel
Program
is
inefficient
has
unused
parts
or
from
the
complete
sequences
as
and
could
use
does
not
correctly
palette,
flow
blocks,
necessary.
Program
constructs
such
as
control
robot.
etc.
directs
attached
loops.
output
devices
to
dance.
Choreography
Dance
has
at
least
Dance
has
at
least
6
Dance
has
at
least
4
Dance
has
3
different
Robot
did
not
10
different
dance
different
dance
different
dance
dance
moves.
Dance
move
or
did
not
moves.
Dance
moves.
Dance
is
moves.
Dance
is
lasted
for
30-‐45
appear
to
matched
music
varied
and
repetitive.
Dance
seconds
or
150-‐210
dance.
precisely.
Robot
entertaining.
Dance
is
lasted
for
45-‐60
seconds.
Dance
did
changed
actions
as
choreographed
to
seconds
or
120-‐150
not
match
music.
music
changed
match
music
seconds.
tempo
or
rhythm
Construction
Robot
constructed
Robot
is
of
sound
Robot
dances
as
Robot
does
not
work
Robot
falls
apart
using
advanced
construction:
nothing
intended,
but
some
as
intended,
but
does
or
does
not
gearing
or
other
falls
off,
robot
works
extraneous
parts
fall
move.
Robot
falls
move
at
all.
advanced
as
intended.
off.
apart.
Very
simple
Construction
construction
Mechanics
used
well
construction
–
appears
careless
techniques.
Robot
to
achieve
dance
mechanics
not
used
or
haphazard.
demonstrates
moves
desired.
well.
extraordinary
creativity.
Entertainment
Presentation
is
Audience
is
Presentation
is
not
Problems
occur
but
Robot
does
not
Value
unusually
creative.
entertained
by
robot,
smooth:
robot
must
robot
does
eventually
compete.
Humans
dance
with
presentation,
etc.
be
restarted.
run
mostly
correctly.
robot.
Costume,
Robot
runs
correctly
props,
etc
enhance
the
first
time.
robot.
Cooperation
Student(s)
helped
Student
worked
well
Student
worked
Student
had
trouble
Student
did
not
other
groups
with
group.
Student
somewhat
well
with
working
with
group.
participate
in
participated
actively
group.
Student
Student
participated
project.
Student
in
all
parts
of
project.
participated
in
most
in
few
parts
of
sabotaged
parts
of
project.
project.
others’
work.
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For each member of your group, evaluate their performance as a team member:
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Objectives:
• Build
and
program
a
robot
that
uses
input
and
output
devices
to
count
simulated
people
by
following
a
black
line
and
counting
“people”
on
the
path
Student Activities:
Teaching/Learning Strategies:
• Hand
out
requirements
and
rubric.
Explain
guidelines
and
answer
questions.
Show
students
the
arena
with
the
victims
laid
out.
Explain
that
they
must
use
sensors
so
that
the
robot
will
follow
the
black
line
and
will
sense
when
it
has
encountered
a
victim
or
a
gap.
• Circulate
the
room
and
make
sure
students
are
on
task;
answer
questions
as
needed.
• During
the
rescue
challenge,
assign
one
student
as
timekeeper
and
one
to
keep
track
of
victims
found.
Collect
each
group’s
program
as
they
compete
and
immediately
assess
the
robot
using
the
rubric,
while
the
next
group
gets
set
up.
• At
the
end
of
the
challenge,
have
each
student
complete
the
project
reflection
and
submit
it,
then
clean
up
the
robots.
Resources:
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Task:
Build
a
robot
that
follows
a
black
line
on
a
white
background,
counts
green
or
metallic
“people”
and
avoids
obstacles.
Requirements:
• The
robot
must
follow
the
black
line
and
attempt
to
complete
the
course
through
the
entire
arena.
The
robot
will
begin
at
the
starting
location
in
the
doorway
of
the
first
“room”.
• The
robot
should
stop
and
flash
a
light
for
at
least
two
seconds
to
indicate
it
has
found
a
victim.
For
extra
credit,
count
the
number
of
victims
and
display
the
count.
• The
robot
should
be
able
to
avoid
items
of
debris
blocking
the
black
line.
• If
a
robot
has
been
stuck
or
lost
the
black
line
for
more
than
20
seconds,
the
teacher
may
pick
it
up
and
put
it
back
onto
the
black
line
a
little
beyond
where
it
ran
into
problems.
The
20-‐second
rule
allows
it
to
try
to
find
its
way
back
to
the
line
without
intervention.
A
team
may
decide
to
quit
if
the
robot
is
faulty
or
repeatedly
loses
the
line.
• Robots
must
be
controlled
autonomously
except
for
being
started
by
a
member
of
the
team.
• The
robot
will
have
10
minutes
to
complete
the
course
and
identify
all
victims.
• Each
team
must
print
out
its
program
and
hand
it
in
at
the
same
time
that
they
compete.
• Fair
play
is
an
important
part
of
the
RoboCup
challenge.
Teams
are
expected
to
help
other
teams
as
needed
and
not
deliberately
interfere
with
or
damage
other
teams’
work.
All
students
are
expected
to
respectfully
watch
all
other
teams
compete.
Process:
6. Brainstorm
ideas
about
how
your
robot
should
work:
what
sensors
will
you
need?
What
motors
and
lights?
What
programming
constructs
will
you
need?
7. Start
building
your
robot.
8. Build
a
program
that
controls
the
robot
9. Test
frequently
and
revise
the
program.
Make
sure
it
correctly
detects
victims
and
that
it
can
follow
the
line.
Check
if
it
can
navigate
gaps.
You
will
have
three
and
a
half
class
periods
to
build
and
program
the
robot;
then
you
will
present
it
in
class.
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5.1. Victims:
5.1.1.
Ten
(10)
points
are
awarded
for
each
victim
located
by
the
robot.
The
robot
indicates
that
it
has
found
a
victim
by
stopping
and
flashing
a
lamp
for
at
least
two
(2)
seconds.
5.1.2. Extra points are NOT awarded for the same victim being located more than once.
5.2.1.
Ten
(10)
points
are
awarded
for
each
gap
in
the
black
line
that
the
robot
successfully
negotiates
(i.e.
recovers
the
line
on
the
far
side
of
the
gap).
5.3.1.
Ten
(10)
points
are
awarded
for
each
item
of
debris
blocking
the
black
line
that
the
robot
successfully
avoids
(i.e.
moves
around
the
debris
and
recovers
the
line).
5.4. Rooms:
5.4.1.
Ten
(10)
points
are
awarded
for
each
room
that
the
robot
navigates
successfully
(i.e.
enters
through
one
doorway
and
exits
through
the
other
doorway).
5.5. Ramp:
5.5.1. Thirty (30) points are awarded for the robot successfully negotiating a ramp without any assistance.
5.6. Penalties:
5.6.1.
Two
(2)
points
are
deducted
for
each
false
victim
identification
(i.e.
whenever
a
robot
indicates
that
it
has
found
a
victim
at
a
location
where
there
isn't
one).
5.6.2.
Five
(5)
points
are
deducted
for
each
lack
of
progress
(i.e.
whenever
human
intervention
is
required
to
enable
a
robot
to
resume
progress
along
the
black
line).
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5
4
2
1
Victims
Found
victims
are
All
victims
correctly
Most
victims
Some
victims
No
victims
counted
and
identified
correctly
correctly
correctly
count
is
displayed
identified
identified
identified
Gaps
All
gaps
navigated
Most
gaps
Some
gaps
No
gaps
navigated
correctly
navigated
navigated
correctly
correctly
correctly
Debris
Robot
avoided
all
Robot
avoided
Robot
avoided
Robot
unable
to
debris
most
debris
some
debris
avoid
debris
Rooms
Robot
entered
all
Robot
entered
Robot
entered
Robot
did
not
rooms
through
one
most
rooms
one
room
and
enter
the
first
door
and
exited
through
one
door
was
unable
to
exit
room
through
the
other
and
exited
through
the
other
Construction
Robot
Robot
is
of
sound
Parts
of
robot
fall
Robot
does
not
Robot
falls
apart
constructed
using
construction:
off.
work
as
intended,
or
does
not
move
advanced
gearing
nothing
falls
off,
but
does
move.
at
all.
or
other
advanced
robot
works
as
Very
simple
Robot
falls
apart.
Construction
construction
intended.
construction
–
Robot
is
unable
to
appears
careless
techniques.
Robot
mechanics
not
navigate
due
to
or
haphazard.
demonstrates
used
well.
construction
extraordinary
creativity.
Programming
Program
uses
Program
is
Program
is
Program
is
poorly
Program
does
not
advanced
straightforward
and
straightforward
written
or
difficult
work.
techniques
efficient,
using
and
easy
to
to
understand.
including
blocks
loops
and
parallel
understand.
Program
has
from
the
sequences
as
Program
uses
unused
parts
or
complete
palette,
necessary.
Program
inefficient
logic
to
does
not
correctly
flow
blocks,
etc.
uses
sensors
and
navigate
control
robot.
strong
logic
to
challenges
and
Program
does
not
navigate
challenges
find
victims.
correctly
use
and
find
victims.
sensors
to
control
motion.
Cooperation
Student(s)
helped
Student
worked
Student
worked
Student
had
Student
did
not
other
groups.
well
with
group.
somewhat
well
trouble
working
participate
in
Managed
own
Student
with
group.
with
group.
project.
Student
role
&
helped
participated
Student
Student
sabotaged
others’
group
members.
actively
in
all
parts
participated
in
participated
in
work.
Made
it
of
project.
most
parts
of
few
parts
of
difficult
for
group
project.
project.
to
work.
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Objectives:
Student Activities:
• In
groups,
determine
who
will
complete
each
of
the
four
roles.
• Use
the
planning
document
to
plan
the
robot.
• Design,
build,
program,
and
refine
a
robot
that
meets
the
challenge.
• Set
up
their
robot
and
participate
in
a
gallery
walk.
• Disassemble
the
robots
and
carefully
organize
all
the
robotics
equipment.
Teaching/Learning Strategies:
• Hand
out
requirements,
planning
document,
and
rubric.
Explain
guidelines
and
answer
questions.
• Hand
out
challenges.
Allow
students
to
trade
challenges
as
necessary.
You
may
choose
to
have
each
group
working
on
a
different
challenge
or
have
them
overlap.
• Approve
planning
documents
as
students
finish
plan
and
prepare
to
build
and
program
robot.
• Circulate
and
make
sure
students
are
on
task;
answer
questions
as
needed.
At
the
end
of
each
day,
remind
information
specialists
to
fill
out
paperwork
and
remind
groups
to
clean
up
the
space.
Optionally,
have
students
fill
out
the
daily
group
evaluation.
• During
the
design
challenge,
fill
out
each
rubric
as
you
observe
the
robot.
If
possible,
videotape
(or
have
a
volunteer
videotape)
the
running
of
each
robot.
Discuss
the
features
of
the
various
robots
and
designs.
• On
the
final
day
of
the
unit
have
students
disassemble
the
robots
and
organize
the
equipment.
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Final
Project
Design
Challenge
Planning
Determine the purpose of your challenge—What are we supposed to do?
1.
2.
3.
4.
5.
List the steps the robot will need to go through to accomplish the task.
1.
2.
3.
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4.
5.
6.
7.
8.
9.
1.
2.
3.
4.
5.
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6.
7.
8.
Use
scratch
paper
to
sketch
ideas
for
the
robot,
and
then
choose
the
“best”
design
idea
and
illustrate
it
NEATLY
below.
Include
any
labels
or
explanations
necessary
to
make
your
design
understandable.
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Outline
the
programming
steps
for
your
robot
to
accomplish
the
task.
This
can
be
in
the
form
of
a
chart
or
graph.
Build the robot and program it according to your plan!
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Design
Challenge
Rubric
5 4 3 2 1
Successful
Meets
criteria
and
Solution
clearly
Solution
solves
Solution
does
not
No
reasonable
Solution
one
or
more
solves
the
problem
completely
solve
attempt
made
to
super
challenge
problem
but
not
inelegantly
or
problem.
solve
problem.
criteria
super
challenges.
inefficiently.
Programming
Program
uses
Program
is
Program
is
Program
is
poorly
Program
does
not
advanced
straightforward
straightforward
written
or
difficult
work.
Program
techniques
and
efficient,
and
and
easy
to
to
understand.
does
not
solve
including
Boolean
uses
appropriate
understand.
Program
has
problem
logic,
Complete
programming
Program
is
unused
parts
or
effectively.
palette
blocks,
constructs.
inefficient.
does
not
correctly
etc.
Program
Program
has
a
Program
has
a
control
robot.
demonstrates
reasonable
reasonable
Algorithm
is
extraordinary
algorithm
for
algorithm
for
strained.
creativity
or
solving
problem
solving
problem.
unique
way
of
and
uses
good
solving
problem
logic.
Construction
Robot
constructed
Robot
is
of
sound
Robot
works
as
Robot
does
not
Robot
falls
apart
using
advanced
construction:
intended,
but
work
as
intended,
or
does
not
move
gearing
or
other
nothing
falls
off,
some
extraneous
but
does
move.
at
all.
Construction
advanced
robot
works
as
parts
fall
off.
Robot
falls
apart.
appears
careless
construction
intended.
Moderate
degree
Very
simple
or
haphazard.
techniques.
Robot
Mechanics
used
of
repeatability:
construction
–
demonstrates
well
to
achieve
robot
will
run
mechanics
not
extraordinary
desired
outcome.
again
but
must
be
used
well.
Robot
creativity.
Robot
can
solve
adjusted
or
fixed.
cannot
run
problem
repeatedly.
repeatedly.
Documentation
Documentation
Ample
and
Good
Fair
Little
or
no
goes
beyond
accurate
documentation:
documentation:
documentation
required
documentation.
documentation
documentation
paperwork.
Documentation
kept
consistently
kept
kept
consistently
but
not
as
inconsistently
and
and
thoroughly.
thorough
as
it
missing
parts.
could
be.
Cooperation
Student(s)
helped
Student
worked
Student
worked
Student
had
Student
did
not
other
groups
well
with
group.
somewhat
well
trouble
working
participate
in
Student
with
group.
with
group.
project.
Student
participated
Student
Student
sabotaged
others’
actively
in
all
parts
participated
in
participated
in
work.
of
project.
most
parts
of
few
parts
of
project.
project.
Exploring
Computer
Science—Unit
6:
Robotics
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Version
7.0
Daily
Group
Evaluation
Date:
__________________
List each member of your group (including yourself) and assess each area with:
(self)
Comments:
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Computer
Science—Unit
6:
Robotics
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Version
7.0
You
are
responsible
for
reporting
the
status
of
the
project
to
the
Team
Manager
every
day.
How
has
the
team
progressed?
Address
the
following
questions:
Tasks Report
Names: _______________________________________________________
Exploring
Computer
Science—Unit
6:
Robotics
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