Botley the Coding Robot - 8 lesson program
Lesson 1: Introduction to Botley and Basic Navigation
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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​Objective: Students will learn to identify Botley's main components and understand basic directional commands.
1. Introduction (10 minutes)
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Gather students in a circle and introduce Botley. Show them the robot, pointing out the buttons, lights, and sounds.
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Ask questions to engage students, such as, “What do you think Botley can do?”
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Show how to turn Botley on and off, and demonstrate how to input a command to move forward.
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Use a flat surface and guide Botley while explaining how each button works (forward, backward, left, right).
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2. Main Activity (25 minutes)
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Divide students into small groups and give each group a Botley and activity mat.
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Instruct students to use direction cards to input simple commands to navigate Botley around the mat. Encourage collaboration and discussion within the groups.
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Walk around to assist and prompt students with questions about their command choices.
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3. Conclusion (10 minutes)
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Regroup and ask students to share what they learned about Botley. Discuss any challenges they faced.
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Reinforce key vocabulary (e.g., forward, backward, left, right) by having students repeat after you.
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Lesson 2: Sequencing Commands
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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Objective: Students will learn to program BlueBots to move forward a specific distance.
1. Introduction (5 minutes)
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Review directional commands from the previous lesson. Use a visual aid (like a whiteboard) to illustrate a simple path using arrows.
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Show how to create a sequence of commands. For example, “To go from the start to the finish, I need to move forward, turn left, and then go forward again.”
2. Main Activity (30 minutes)
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Distribute grid maps and have students work in pairs to create a sequence of commands for Botley.
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Challenge them to get Botley from the start to finish, using at least 4 commands.
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Monitor progress, providing guidance and asking open-ended questions like, “What happens if you change the order of your commands?”
3. Conclusion (10 minutes)
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Invite students to share their sequences and the logic behind their command choices.
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Discuss how changing the order of commands affected Botley's path.
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Lesson 3: Conditional Commands
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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Objective: Students will explore conditional commands (e.g., "if you see a blue tile, turn left").
1. Introduction (5 minutes)
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Introduce the concept of conditionals using relatable scenarios (e.g., “If it rains, I will take an umbrella”).
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Show how to program Botley with conditionals using examples. For instance, “If Botley sees a blue tile, it will turn left.”
2. Main Activity (30 minutes)
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Set up an activity mat with colored tiles (blue, red, yellow).
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In groups, students take turns programming Botley to respond to the colors on the mat.
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Prompt them with questions about their programs, such as, “What do you want Botley to do when it reaches a blue tile?”
3. Conclusion (10 minutes)
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Discuss what worked well and what challenges students faced with conditionals.
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Reinforce the idea of conditions through examples they can relate to in their daily lives.
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Lesson 4: Avoiding Obstacles
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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Objective: Students will learn to use Botley’s sensors to navigate around obstacles.
1. Introduction (5 minutes)
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Explain what sensors are and how Botley uses them to detect obstacles. Ask students to share examples of when they’ve had to navigate around something in their way.
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Show how to program Botley to avoid obstacles. Place an obstacle in Botley’s path and demonstrate how it can detect and navigate around it.
2. Main Activity (30 minutes)
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Set up an obstacle course with blocks or other items.
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Students work in pairs to navigate Botley through the course, ensuring it avoids obstacles using its sensors.
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Encourage students to predict what will happen before they run the program.
3. Conclusion (10 minutes)​
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Discuss the importance of sensors in robots. Invite students to share their experiences and outcomes from the activity.
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Lesson 5: Loops and Repeated Actions
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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Objective: Students will explore the concept of loops by using repeated commands for efficient movement.
1. Introduction (5 minutes)
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Introduce the concept of loops using real-life examples (e.g., brushing teeth in the same way every day).
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Show how to program a loop for Botley. For example, “Move forward three times, then turn left.”
2. Main Activity (30 minutes)
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Provide grid mats with paths that can be efficiently navigated using loops.
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Students work in pairs to create a program for Botley that uses loops to navigate the path.
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Encourage them to test their loops and discuss how they can make their programs shorter and more efficient.
3. Conclusion (10 minutes)​
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Discuss how loops made programming easier. Invite students to share their programs and the reasoning behind their loops.
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Lesson 6: Debugging and Problem Solving
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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Objective: Students will identify errors in their programs and practice debugging.
1. Introduction (5 minutes)
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Explain the importance of debugging in coding. Use examples of common mistakes (e.g., forgetting to include a turn).
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Show a Botley program with intentional errors. Run the program and discuss what went wrong.
2. Main Activity (30 minutes)
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Provide students with several Botley programs that have errors.
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In pairs, students must identify and correct the errors to get Botley to navigate a given path correctly.
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Walk around, providing support and asking guiding questions about their debugging process.
3. Conclusion (10 minutes)​
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Discuss strategies for finding and fixing errors. Invite students to share their debugging experiences.
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Lesson 7: Create Your Own Challenge
Outcomes:
NSW: STe-7DI-T: Identifies digital systems and explores how instructions are used to control digital devices.
Aus: ACTDIP004: Follow, describe, and represent a sequence of steps and decisions (algorithms) needed to solve simple problems.
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Objective: Students will design their own Botley challenges and share them with peers.
1. Introduction (5 minutes)
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Review all coding concepts learned so far and encourage creativity. Discuss what makes a good challenge (e.g., complexity, obstacles).
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Guide students to plan their challenges on paper, considering the elements they want to include.
2. Main Activity (30 minutes)
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Allow students to create their challenges using the grid mats and props.
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Encourage them to think about what their peers will need to do to complete the challenge.
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Have students test their challenges with Botley and make adjustments as needed.
3. Conclusion (10 minutes)
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Groups present their challenges to the class, explaining their thought process and any coding concepts used.
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Lesson 8: End-of-Program Assessment and Showcase
Outcomes:
NSW: STe-2DP-T, STe-7DI-T
Aus: ACTDIK001, ACTDIK004
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Objective: Assess students’ understanding of coding concepts by having them solve a final challenge.
1. Introduction (5 minutes)
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Explain the final challenge and what students will need to do (e.g., navigate a specific course using everything they've learned).
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Outline the assessment criteria clearly. Remind students to use directional commands, conditionals, loops, and debugging skills.
2. Main Activity (30 minutes)
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Students work independently or in pairs to complete the challenge on their mats. Walk around to observe and provide support as necessary.
3. Conclusion (10 minutes)
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Review students’ programs and provide feedback on their understanding of coding concepts.
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Celebrate their learning journey with a small showcase where students can demonstrate their final challenge to the class or other classes.