Ozobots - 8 lesson program
Lesson 1: Introduction to Ozobots
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
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​Objective: Students will be introduced to Ozobots and learn how to interact with them through basic colour coding.
1. Introduction (10 minutes)
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Introduce the Ozobot as a small robot that can follow commands through colour codes.
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Discuss the concept of coding using visual language (red, blue, and green).​
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Show how the Ozobot reacts to basic colour patterns.
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Draw a straight line with a black marker and place the Ozobot on it to show its movement.
2. Main Activity (25 minutes)
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Provide students with templates showing different paths.
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Ask them to use markers to draw lines and add simple colour codes (e.g., red-blue-red).
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Observe how Ozobots respond.
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3. Conclusion (10 minutes)
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Ask students to share what they observed.
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Discuss how the Ozobot understood the colours they used and why it moved as it did.
Lesson 2: Creating a Simple Ozobot Track
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
​
Objective: Students will create their own tracks using colour codes to control the movement of Ozobots.
1. Introduction (5 minutes)
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Review the colour codes introduced in Lesson 1 and introduce additional commands like slow, fast, and turn (e.g., blue-red-blue).
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Show how these new codes can be incorporated into paths to create specific actions, such as making the Ozobot move in a square or zigzag pattern.
2. Main Activity (30 minutes)
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Provide students with blank sheets and coloured markers.
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Ask them to create a track that includes at least two turns and two speed changes.
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Students can work in pairs and test their tracks with the Ozobot.
3. Conclusion (10 minutes)
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Ask a few students to showcase their tracks.
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Discuss what worked well and what adjustments they might need to make for their Ozobot to follow the path correctly.
Lesson 3: Introduction to Coding with Ozobot Blockly
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
Objective: Students will be introduced to Ozobot Blockly and learn to create basic block-based programs to control Ozobots.
1. Introduction (5 minutes)
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Introduce Ozobot Blockly as a tool to create programs for the Ozobot.
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Show how to access the Blockly interface on a tablet or computer.
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Create a simple program using Ozobot Blockly that makes the Ozobot move forward, turn left, and stop. Discuss how each block represents a command.
2. Main Activity (30 minutes)
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Have students create their own simple programs in pairs using tablets.
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Provide a few block commands to get started.
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Encourage them to experiment with different sequences.
3. Conclusion (10 minutes)
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Discuss the programs created by students and talk about how block coding can control the Ozobot more precisely than using colour codes.
Lesson 4: Sequencing and Loops
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
​
Objective: Students will learn about sequencing and loops to create more complex programs using Ozobot Blockly.
1. Introduction (5 minutes)
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Discuss what a sequence is in coding (a series of commands that happen in a specific order).
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Introduce the concept of loops as a way to repeat actions multiple times.
2. Main Activity (30 minutes)
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Show an example in Ozobot Blockly using a loop to make the Ozobot spin in a circle three times.
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Break down the code step-by-step.
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In pairs, students create a program that uses a loop to make the Ozobot follow a pattern repeatedly (e.g., square or triangle).
3. Conclusion (10 minutes)
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Have students share their programs with the class and talk about where they used loops and why.
Lesson 5: Problem Solving with Ozobot Blockly
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
​
Objective: Students will apply their understanding of coding concepts to solve simple navigation problems.
1. Introduction (5 minutes)
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Discuss how coding can solve real-world problems by giving the example of programming the Ozobot to navigate a maze.
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Show a simple maze created using tape on the floor and demonstrate how to program the Ozobot to reach the end of the maze.
2. Main Activity (30 minutes)
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Provide students with a maze template and ask them to create a program in Ozobot Blockly that guides the Ozobot from the start to the end of the maze.
3. Conclusion (10 minutes)
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Reflect on the challenges faced and how students adjusted their programs to navigate the maze successfully.
Lesson 6: Conditional Statements with Ozobot Blockly
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
​
Objective: Students will learn to use conditional statements ("if" and "else") in Ozobot Blockly to make decisions based on different situations.
1. Introduction (5 minutes)
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Discuss what a conditional statement is and how it helps programs make decisions based on certain conditions.
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Use an example of "If it rains, take an umbrella; else, wear a hat."
2. Main Activity (30 minutes)
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Create a basic Ozobot Blockly program that uses a conditional statement: "If the Ozobot detects a red line, turn left; else, turn right."
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Walk through the steps of setting up the condition and testing it on a track with a red intersection.
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In pairs, students will create a program that allows the Ozobot to navigate a track with multiple intersections.
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They will use conditional statements to choose different paths based on colour codes they place on the track.
3. Conclusion (10 minutes)
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Reflect on how conditional statements allowed the Ozobot to "choose" its path and discuss real-world applications of conditional logic (e.g., traffic lights).
Lesson 7: Exploring Variables with Ozobot Blockly
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
​
Objective: Students will be introduced to variables and learn how to use them to store and modify information in their programs.
1. Introduction (5 minutes)
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Introduce variables as "containers" that hold information.
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Use a relatable analogy, like a variable being a "pocket" where you can store a value like a number.
2. Main Activity (30 minutes)
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Show a simple program that uses a variable to keep track of how many times the Ozobot has completed a loop.
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Explain how to create a variable and update its value in Ozobot Blockly.
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Have students create a program where the Ozobot uses a variable to count how many times it turns.
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Students can place colour codes on the track to act as checkpoints, and the Ozobot should keep track of the number of checkpoints it passes.
3. Conclusion (10 minutes)
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Discuss the benefits of using variables to keep track of information and how they can be used to control different aspects of a program.
Lesson 8: Final Project – Ozobot Coding Challenge
Outcomes:
NSW: ST1-2DP-T, ST1-3DP-T, ST1-11DI-T
Aus: ACTDIK001, ACTDIK004
​
Objective: Students will apply all the coding concepts learned in the previous lessons to design and create a program that solves a specific problem or navigates a complex track.
1. Introduction (5 minutes)
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Provide an overview of the final project: students will create a unique Ozobot program that either solves a given challenge (e.g., navigating a maze) or performs a series of actions (e.g., dance routine or obstacle course).
2. Main Activity (30 minutes)
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Discuss possible project ideas and help students plan their projects by listing out the necessary steps and commands needed for their program.
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Students work in small groups to create their projects.
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They should test their code frequently and adjust as needed.
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Offer guidance and troubleshoot any issues that arise.
3. Conclusion (10 minutes)
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Each group presents their project to the class, demonstrating their Ozobot’s movements and explaining the coding concepts they used.
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Celebrate the students’ achievements and reflect on their learning journey.