Learning Resources botley Activity Manual

botley
the coding robot
Activity Guide
Guía de actividades • Guide d’activités
Spielvorschläge
El robot de codifi cación • Le robot
de codage • Der Kodierroboter
LER 2936
ages
años
ans
jahre
5
+
grades K+
2936 Botley Coding Robot GUD NBR4.indd 1 9/22/17 4:47 PM
STOP
POWER
Introducing Botley™, the Coding Robot
Coding is the language we use to communicate with computers. When you program Botley using the included Remote Programmer, you are engaging in a basic form of “coding.” Beginning with the very basics of sequence programming is a great way to get started in the world of coding. So why is learning this so important? Because it helps teach and encourage:
1. Basic coding concepts
2. Advanced coding concepts like If/Then logic
3. Critical thinking
4. Spatial concepts
5. Collaboration and teamwork
Set includes:
• 1 Botley robot
• 1 Remote Programmer
• Detachable robot arms
• 40 Coding cards
FORWARD
Botley moves forward 1 step (approximately 8", depending on the surface).
CLEAR
Press to clear all previously programmed steps.
REVERSE
Botley moves backward 1 step.
TURN RIGHT
Botley will rotate to the right 90 degrees.
TURN LEFT
Botley will rotate to the left 90 degrees.
LOOP
Press to repeat a step or sequence of steps.
TRANSMIT
Press to send your code from the Remote Programmer to Botley.
OBJECT DETECTION
Press to enable object detection.
SOUND
Press to toggle between 3 sound settings: High, Low, and O ff .
Basic Operation
Power— Slide this switch to toggle between OFF,
CODE, and LINE­following modes.
Using the Remote Programmer
You can program Botley using the Remote Programmer. Press these buttons to enter commands.
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Inserting Batteries
Botley requires (3) three AAA batteries. The Remote Programmer requires (2) two AAA batteries. Please follow the directions for battery installation on page 6 of this guide.
Note: When the batteries are low on power, Botley will beep repeatedly and functionality will be limited. Please insert new batteries.
Getting Started
In CODE mode, each arrow button you press represents a step in your code. When you transmit your code to Botley, he will execute all the steps in order. The lights on the top of Botley will light up at the beginning of each step. Botley will stop and make a sound when he completes the code.
STOP Botley from moving at any time by pressing the center button on top of him.
CLEAR deletes all previously programmed steps. Note that the Remote Programmer retains code even if Botley is turned o. Press CLEAR to start a new program.
Botley will power down if left idle for 5 minutes. Press the center button on top of Botley to wake him up.
Start with a simple program. Try this:
1. Slide the POWER switch on the bottom of Botley to CODE.
2. Place Botley on the floor (he works best on hard surfaces).
3. Press the FORWARD arrow on the Remote Programmer.
4. Point the Remote Programmer at Botley and press the TRANSMIT button.
5. Botley will light up, make a sound to indicate the program has been transmitted, and move forward one step.
Note: If you hear a negative sound after pressing the transmit button:
• Press TRANSMIT again. (Do not re-enter your program— it will remain in the Remote Programmer memory until you clear it.)
• Check that the POWER button on the bottom of Botley is in the CODE position.
• Check the lighting of your surroundings. Bright light can aect the way the Remote Programmer works.
• Point the Remote Programmer directly at Botley.
• Bring the Remote Programmer closer to Botley.
Now, try a longer program. Try this:
1. Press CLEAR to delete the old program.
2. Enter the following sequence: FORWARD, FORWARD, RIGHT, RIGHT, FORWARD.
3. Press TRANSMIT and Botley will execute the program.
Tips:
1. STOP Botley at any time by pressing the center button on top of him.
2. You can transmit a program from up to 10’ away depending on the lighting (Botley works best in ordinary room lighting).
3. You can add steps onto a program. Once Botley completes a program, you can add more steps by entering them into the Remote Programmer. When you press TRANSMIT, Botley will restart the program from the beginning, adding on the additional steps at the end.
4. Botley can perform sequences of up to 80 steps! If you enter a programmed sequence that exceeds 80 steps, you’ll hear a sound indicating the step limit has been reached.
Loops
Professional programmers and coders try to work as eciently as possible. One way to do this is by using LOOPS to repeat a sequence of steps. Performing a task in the fewest steps possible is a great way to make your code more ecient. Every time you press the LOOP button, Botley will repeat that sequence.
Try this (in CODE mode):
1. Press CLEAR to delete the old program.
2. Press LOOP, RIGHT, RIGHT, RIGHT, RIGHT, LOOP again (to repeat the steps).
3. Press TRANSMIT.
Botley will perform two 360s, turning completely around twice.
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Now, add a loop in the middle of a program. Try this:
1. Press CLEAR to delete the old program.
2. Enter the following sequence: FORWARD, LOOP, RIGHT, LEFT, LOOP, LOOP, REVERSE.
3. Press TRANSMIT and Botley will execute the program.
You can use LOOP as many times as you’d like, as long as you don’t exceed the maximum number of steps (80).
Object Detection & If/Then Programming
If/Then programming is a way to teach robots how to behave in certain conditions. We use If/Then behavior and logic all the time. For example, IF it looks like rain outside, THEN we might carry an umbrella. Robots can be programmed to use sensors to interact with the world around them. Botley has an object detection (OD) sensor that can help him “see” objects in his path. Using this sensor is a great way to learn about If/ Then programming.
Try this (in CODE mode):
1. Place an object (such as a cup) about 10 inches directly in front of Botley.
2. Press CLEAR to delete the old program.
3. Enter the following sequence: FORWARD, FORWARD, FORWARD.
4. Press the OBJECT DETECTION (OD) button. You’ll hear a sound and the red light on the Remote Programmer will stay lit to indicate that the OD sensor is on. Next, enter in what you would like BOTLEY to do if he “sees” an object in his path—try RIGHT, FORWARD, LEFT.
5. Press TRANSMIT.
Botley will execute the sequence. IF Botley “sees” an object in his path, THEN he will perform the alternate sequence. He will then fi nish the original sequence.
Note: Botley’s OD sensor is between his eyes. He only detects objects that are directly in front of him and at least 2" tall by 1⁄" wide. If Botley isn’t “seeing” an object in front of him, check the following:
• Is the POWER button on the bottom of Botley in the CODE position?
• Is the OBJECT DETECTION sensor on (the red light on the programmer should be lit)?
• Is the object too small?
• Is the object directly in front of Botley?
• Is the lighting too bright? Botley works best in ordinary room lighting. His performance may be inconsistent in very bright sunlight.
• Botley will not move forward when he “sees” an object. He’ll just honk until you move the object out of his way.
Black Line Following
Botley has a special sensor underneath him that allows him to follow a black line. You can also draw your own path for Botley to follow. Use a white piece of paper and a thick black marker. Hand-drawn lines must be between 4mm and 10mm wide and solid black against white. Note that any dark pattern or color change will a ect his movements, so be sure there are no other color or surface changes near the black line. Draw something like this:
Botley will turn around and go back when he reaches the end of the line.
Try this:
1. Slide the POWER switch on the bottom of Botley to LINE.
2. Place Botley on the black line. The sensor on the bottom of Botley needs to be directly over the black line.
Start Botley
here
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3. Press the center button on top of Botley to start line following. If he just keeps spinning around, nudge him closer to the line—he’ll say “Ah-ha” when he finds the line.
4. Press the center button again to stop Botley—or just pick him up!
Detachable Robot Arms
Botley comes equipped with detachable robot arms, designed to help him perform tasks. Snap the gear onto Botley’s face, and insert the two robot arms.
Botley can now move objects. Set up mazes and try to build a code to direct Botley to move an object from one place to another.
Note: The object detection (OD) feature will not function well when the detachable robot arms is attached. Please remove detachable robot arms when using this feature.
Coding Cards
Use the coding cards to keep track of each step in your code. Each card features a direction or “step” to program into Botley. These cards are color-coordinated to match the buttons on the Remote Programmer.
We recommend lining up the coding cards horizontally in sequence to mirror each step in your program and to help follow and remember the sequence.
Easter Eggs and Hidden Features
Enter these sequences on the Remote Programmer to make Botley perform secret tricks!
Press CLEAR before trying each one.
1. Forward, Forward, Right, Right, Forward. Then press Transmit. Botley wants to say “Hi!”
2. Forward, Forward, Forward, Forward, Forward, Forward (that’s Forward x 6). Then press Transmit. Botley is having fun now!
3. Right, Right, Right, Right, Left, Left, Left, Left, and Transmit. Uh-oh, Botley’s a little dizzy.
For even more tips, tricks, and hidden features, please visit
http://learningresources.com/botley
Troubleshooting
Remote Programmer/Transmitting codes
If you hear a negative sound after pressing the TRANSMIT button, try the following:
• Check the lighting. Bright light can aect the way the Remote Programmer works.
• Point the Remote Programmer directly at Botley.
• Bring the Remote Programmer closer to Botley.
• Botley can be programmed a maximum of 80 steps. Be sure a programmed code is 80 steps or fewer.
• Botley will power down after 5 minutes if left idle. Press the center button on top of Botley to wake him up. (He’ll try to get your attention four times before he powers down.)
• Be sure fresh batteries are inserted properly in both Botley and the Remote Programmer.
• Check that nothing is obstructing the lens on the programmer or on top of Botley.
Botley’s moves
If Botley isn’t moving properly, check the following:
• Be sure Botley’s wheels can move freely and nothing is blocking their movement.
• Botley can move on a variety of surfaces, but works best on smooth, flat surfaces like wood or flat tile.
• Do not use Botley in sand or water.
• Be sure fresh batteries are inserted properly in both Botley and the Remote Programmer.
Object Detection
If Botley isn’t detecting objects or working erratically using this feature, check the following:
• Remove detachable robot arms before using object detection.
• If Botley isn’t “seeing” an object, check its size and shape. Objects should be at least 2" tall and 1½" wide.
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