Currently viewing the category: "2 Hours Total"

ACTIVITY HEADER

 

 

 

Name of Activity Intro to Scratch
Author STOMP
Keywords Scratch, Programming, User Input
Subject Non-LEGO
Grade Level 4, 5, 6
Time 2 Hours Total
Brief Description Students learn basic programming concepts with Scratch, including giving a sprite instructions and having a sprite respond to user input.
Lesson Objectives: - Students are introduced to the Scratch block interface
– Students learn basic motion blocks, including glide, move __ steps, and change x or y
– In the second half of the lesson students get the sprite to move using user input instead of basic instructions
Materials Needed: Computers, preferably one for each student.
Preparation and Set Up: None
Necessary Background None
Procedure If students have never seen programming before, it may be a good idea to start with human robot to get them used to the idea. Another good intro game is to set up the floor space as an xy plane with positive and negative axes. Then do a “simon says” type game where you tell the students coordinate pairs and have them go to the approximate location on the floor. This can be a good way to get them used to the idea of the Cartesian plane if they’ve never seen it before. Show the students an example of a sprite moving to the four corners, and write on the board the blocks they’ll need. Then let the students explore the program a little with this goal in mind until they figure out a way to do it (there are multiple right ways). In the second hour have them move the sprite again, this time using key presses or mouse clicks. Key presses are the easiest, using the when ___ key pressed block under the events section.
Extensions: Challenge the students by asking them to try moving the sprite two or three different ways.

ACTIVITY HEADER

Name of Activity Same End, Two Ways of Getting There.
Author Matt’s mini group
Keywords NXT, Ultrasonic sensor, light sensor, understanding how they work
Subject NXTs
Grade Level 4, 5
Time 2 Hours Total
Brief Description Understanding how sensors really work and use different sensors to accomplish the same goal.
Lesson Objectives: To understand how the ultrasonic sensor works. Use two sensors to accomplish same goal.
Materials Needed: Already built NXT car, bouncy ball to demonstrate ultrasonic sensor, flashlight maybe to demonstrate how the light sensor senses both reflected and ambient light and the difference between the two.
Preparation and Set Up: Already built car and a thorough understanding of how the sensors truly work.
Necessary Background Understand how the sensors are able to accurately sense whatever it is they sense.
Procedure In order to understand how untrasonic sensors work, children can throw a bouncy ball against a wall from different distances and see how it takes longer to come back to them when they are farther and less time when they are closer.  In order to understand how the light sensor works, they should pull up the real time reading of the light sensor on the brick and hold it up to different lightings and see how the reading changes and test how it is different when sensing reflection as opposed to ambient light and use these readings to set the threshold to put in the program.  A flashlight can also be held up to a piece of paper at different distances and see how the intensity changes.  The challenge will then be to have a car go back and forth between two walls using the ultrasonic sensor on one side and the light sensor on the other side.
Extensions: Use a different sensor as well to accomplish the same goal if a group is far ahead.
Previous Activity (if applicable) Basic programming knowledge and basic sensor usage.
Umbrella Unit/Curriculum (if applicable) NXT

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