1.2 The Three Phase Program
About the Program
This three-phase program was originally started with humble beginnings and has now grown to encompass multiple classes across multiple year levels across multiple schools, lunchtime clubs and whole school teams competing in global competitions.
The aim of this course is to give you an insight on how to teach students robotics and coding skills in a highly engaging way. You as a teacher do not need to be an expert. In fact, it could be your first time even using LEGO robotics and you are learning right along with the students! This resource is designed to guide students to be successful!
Overview
Students watch a gaming video about a plane crashing in a dense jungle. The plane is carrying a high value package. Students then design and build a robot to retrieve the package (obstacle course). To achieve the end goal, students first need to undertake ‘Basic Training.’ Each training mission increases with difficulty until the final test, which incorporates all prior skills.
To ensure you cater for individual needs in an inclusive way, the self-paced missions are differentiated into regular and advanced levels. Furthermore, each team is assigned a marking partner to check missions are being achieved. This is invaluable as students turn into mentors, reaffirming what they have learnt.
Phase 1
My approach to introducing Robotics and Coding in the classroom is to use a real-world robotics application mixed with the feeling of a competitive game.
Students watch a gaming video I created about a plane crashing in a dense jungle. The plane is carrying a high value package. Students then design and build a robot to retrieve the package (obstacle course). To achieve the end goal, students first need to undertake ‘Basic Training.’ Each training mission increases with difficulty until the final test which incorporates all prior skills.
I developed the Basic Training resources to be a highly motivating way to guide students learning to code. To ensure I am catering for individual needs in an inclusive way, the self-paced missions are differentiated into regular and advanced levels. Furthermore, each team is assigned a marking partner to check missions are being achieved. This is invaluable as students turn into mentors, reaffirming what they have learnt. It also allows the teacher to provide extra support and extend student knowledge.
Phase 2
When students retrieve the package, they are granted entry into the Sumo Challenge where there is a large focus on engineering and more complex coding. At this stage of the program, students have learnt the fundamental coding principles and start to explore effective designs (gearing, traction, mass, physics, etc.).
Students are then introduced to 3D design and printing. They have the option to 3D print attachments to improve their Sumo robot design. This is linked to a whole school challenge as well as challenges in which the students compete against other schools, including different high schools.
This is where the deep learning often occurs; leading to not only improved academic results, but a substantial growth in the ‘key skills’ students need for the future.
Phase 3
Students design and create a STEM project tackling a real-world issue and showcase it to the local community. Last year, several schools were invited to attend with many wanting to see how the process ran so they could implement a similar program.
The top student projects are then selected for a TED style presentation on stage in front of the school, which is live streamed to the school community (Peregian Springs State School, 2019).
Example projects produced by students who took part in this program include:
- heart rate monitor with a 3D printed case for students with autism to alert them to their different emotional states
- autonomous robotic claw machine
- robotic pinball machine
- golf green practice mat incorporating sensors
- Arduino sumo robot- text coding (extending students)
- driverless car simulation
- teddy bear designed and programmed to dance
- how VR can be used to combat physical and social problems faced during space exploration
- robotic Rubik cube solver
- muscle activated robotic hand
- Face recognition to unlock and open doors connected to servo motors