This document is relevant only for the following hardware:
This document outlines some ideas for how to run the making phase of using Mirobot in a classroom. It is designed to cover a number of curriculum areas and can be used with children working individually, up to small groups of around 3. The examples here use a group of three, but the tasks can be distributed around different sized groups. The approach to working in a group of three is as follows:
By using this approach it means that some of the more fundamental skills are also being exercised whilst building Mirobot, including:
As well as the more obvious Design & Technology curriculum area. The roles should be rotated each step which should ensure that the build process is more evenly distributed amongst the students, rather than one student taking control. The lessons are based on around one hour duration and can be adjusted accordingly.
Distribute the Mirobot kits around the class and ask the students to unpack the pieces and lay them out on the table. They should use the following picture to identify the different parts of the robot.
Have a class discussion about what the different parts might do:
Either visit http://mirobot.io/build/v1/chassis/ on a tablet per group, or pre-print the instructions on that page.
Students should try to get to step 6 of the instructions in this lesson.
Continue with the build process that was started in lesson one. Students should remain in the same group as before and continue the same process as outlined, ensuring that the roles are spread between then and rotated after each step.
Between lessons two and three, it can be a good idea to take the time without a class full of students to make sure each robot is working and to get them on the network.
With the robots on the network it’s now time to start programming them. Continue working in the same groups, ideally with a tablet per group. Work through the challenges to build up an understanding of how the robot works and how to build up simple shapes.
Having used the simple built-in programming interface in the previous lesson, it’s time to begin pushing the programming concepts a little further. Use the Snap! app, which is almost identical to Scratch but runs in the browser on a tablet. More challenges will follow for this app.