WeDo2 Computing Extension Projects 1.0 en GB
WeDo2 Computing Extension Projects 1.0 en GB
WeDo 2.0
Computing Extension Projects
WeDo 2.0
2045301
Table of contents
WeDo 2.0 Computing WeDo 2.0 in the Computing Assess Computing with Experimentation Activity
Extension Projects Curriculum WeDo 2.0
3-14 15-19 20-27 28-35
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WeDo 2.0 Computing
Extension Projects
Welcome to the LEGO Education WeDo 2.0
Computing Extension Projects.
In this chapter, you will discover how you can use this
WeDo 2.0 solution to teach basic programming skills
in a science context.
Introduction to WeDo 2.0 Computing Extension Projects
These materials will help you to deliver exciting projects based around relevant
technology, which will enable pupils to learn fundamental computing and programming
concepts using a wider curriculum and real-word context, while expanding on the
projects found in the LEGO Education WeDo 2.0 Curriculum Pack.
WeDo 2.0 supports a hands-on, minds-on learning solution that gives pupils the
confidence to ask questions, the tools to find the answers, and the skills required
to solve real-life problems.
Computing in WeDo 2.0 brings the pupils creations to life, generating excitement
and the desire to discover more.
This document consists of one activity and eight Computing Extension Projects:
Each Computing Extension Project could take between one and three lessons of
approximately 45 minutes, depending on how you organise them. There are no
references to the computing extensions in the software. All of the information is
provided in this document.
Reference
National Curriculum in England : computing programmes of study : key stages 1
and 2, Department for Education.
Target Group
The material is aimed at Key Stage 2 but can be adapted for any primary school
year group. Whilst the material has primarily been written to address the computing
curriculum, the projects draw on the science and geography concepts introduced
in the LEGO Education WeDo 2.0 Curriculum Pack, and the focus has been directed
to investigating, modelling, and designing using programming.
In some cases, pupils could spend more time rebuilding their models to develop
better solutions to the problems.
About programming
In all cases, we have provided examples of programs to be used as guidelines. Computing Extension Project
In general, it is important for pupils to develop their own programs, as there are Explore Create Share
multiple possible solutions to each problem.
Important
During each phase, pupils will document their findings, the answers, and the process,
using various methods. The digital document they produce can be exported and
used for assessment, display, or sharing with parents.
Things to consider
About the hardware
All of the bricks the pupils need for the sessions can be found in the LEGO Education
WeDo 2.0 Core Set. It is important to point out expectations before using the set with
the class. For example, the pupils should make sure that the sets are put away in the
same condition in which they were received.
Vocabulary
Each project has been designed in a way that will enable you and your pupils to
acquire an increasingly accurate vocabulary. Some pupils may already be familiar
with the technical terms, but it is important that all pupils are encouraged to use
the correct terms as quickly and as frequently as possible.
You can find a glossary of the computing terms used in these projects in the Toolbox
chapter, along with child-friendly definitions to share with the class.
Solution Examples
Examples of possible solutions for each project stage are provided in the teachers
guide. While there may be occasions when it is necessary to provide your pupils
with these solutions (i.e., for differentiation purposes), it is recommended that pupils
are encouraged to find their own solutions. Whenever a solution is given, it is advisable
to point out to the pupils that it is only one solution, and that, in most cases, other
solutions can be found.
Important
The example solutions provided were designed with a specific model in mind.
Although the set-up procedure has been described as accurately as possible,
bear in mind that you may have to adjust the program strings to fit your needs.
The focus of this activity is on exciting and engaging the pupils, and on
communicating the fact that everyone can program a motor to move and a light to
blink. Let the pupils discover a wide range of solutions to the task. Each different
solution should be celebrated as being correct and unique.
Suggestion
In addition to the Experimentation Activity, the Getting Started Project Milo the
Science Rover can be used to introduce pupils to WeDo 2.0. This project has
been designed to guide pupils through most of the possibilities of the bricks and
software. By completing the four parts of this Getting Started Project, pupils will gain
experience with:
Building to plan
Connecting the Smarthub to their devices
Controlling the motor through simple programming
Controlling the motion sensor through simple programming
Controlling the tilt sensor through simple programming
Using different outputs such as light, sound, and images through simple programming
Documenting their work
They use the same basic models and themes as the original projects, but the focus
moves to developing programming skills through further modelling or designing.
Each Extension Project contains two to three tasks that gradually increase in
difficulty and complexity. They can be undertaken together or separately, thereby
offering opportunities for differentiation.
While pupils should be encouraged to find and record their own solutions to the
tasks, the project extension chapters do contain suggested programming solutions
and concepts to focus on. Where models need to be modified, detailed images of
suggested modifications are provided.
These Extension Projects follow the same structure as the Guided Project
extensions, but are more open, thus providing customisation opportunities.
Suggestions for programming solutions are not provided in these project extension
chapters, as each pupil is expected to design and build their own unique model.
However, links to the Design Library of the LEGO Education WeDo 2.0 Software
have been provided. Here, pupils will find inspiration for creating models with
particular functions.
Pupils can use many different methods to express their ideas. During the
ongoing documentation process, they can:
1. Take photographs of important steps of their prototypes and their final models.
2. Take photographs of their team working on important stages of the process.
3. Record a video explaining a problem they are facing.
4. Record a video explaining their investigation.
5. Make notes using the Documentation tool.
6. Find supporting pictures on the Internet.
7. Take screenshots of their programs.
8. Write, draw, or sketch on paper and then take photographs to record the information.
The LEGO Education WeDo 2.0 software features a built-in documentation tool,
where pupils can document their work without the need for additional applications,
creating a more fluid and integrated experience.
Suggestion
A combination of paper and digital documentation can be the most effective,
depending on the age group you are working with.
Here are a few examples of how your pupils can share their work:
1. Ask the pupils to create the display where the LEGO model will be used
with a range of different programming solutions.
2. Ask a team of pupils to present their best solution to you, another team,
or to the class.
3. Invite an expert or a group of parents to your classroom for a pupil presentation.
4. Ask the pupils to record videos explaining their projects, and post them online.
5. Create and display posters of the projects around your school.
6. Email the project documents to parents, or publish them in the pupils portfolios.
Suggestion
To make this experience even more positive, ask each pupil to make a positive
comment or to pose a question about another pupils work during the sharing
session.
The use of digital tools in science and engineering projects encourages computational
thinking, which enables pupils to carry out investigations, develop models, and design
solutions to problems more effectively.
The excitement of seeing their own creations come to life motivates pupils and
encourages them to develop new skills.
2. Fearless Frog
This project is about modelling a frog that can recognise, and escape from,
dangerous predators.
3. Dancing Bees 3 4
This project is about modelling the dance of a bee that communicates the distance
and location of pollen-bearing flowers, and how to return to the hive after foraging.
5. Rescue Count 5 6
This project is about designing programs that can help with counting the number
of rescued animals.
7. Smart Lift 7 8
This project is about designing programs that will help with the atomisation of a
factory warehouse.
8. Working Rover
This project is about collaborating with other groups to design and develop a
multifunctional space rover for collecting soil samples.
Debug the
Floodgate
Learning Outcome/Curriculum Link
Smart Lift
Fearless
Dancing
Reverse
Working
Recycle
Rescue
Control
Speed
Count
Rover
Bees
Frog
and
Pupils should be taught to:
Design programs that accomplish specific goals
Create a range of programs, systems, and content that accomplish given goals, including collecting, analysing,
evaluating, and presenting data and information
Use search technologies effectively, appreciate how results are selected and ranked, and be discerning in
evaluating digital content
Use technology safely, respectfully, and responsibly; recognise acceptable/unacceptable behaviour; identify
a range of ways to report concerns about content and contact
Teacher-led assessment
Developing pupils computational thinking takes time and feedback. Just as in
the design cycle, in which pupils should know that failure is part of the process,
assessment should provide feedback to pupils in terms of what they did well and
where they can improve.
Notes:
Teacher-led assessment
Observation rubrics 3. Proficient
An example rubrics has been provided for every Guided Project. You can use the The pupil has concrete levels of understanding of content and concepts and can
observation rubrics grid to: demonstrate adequately the topics, content, or concepts being taught. The ability
Evaluate pupil performance at each step of the process. to discuss and apply outside the required assignment is lacking.
Help pupils to progress by providing constructive feedback.
4. Accomplished
Observation rubrics provided in the Guided Projects can be adapted to fit your The pupil can take concepts and ideas to the next level, apply concepts to other
needs. The rubrics are based on these progressive stages: situations, and synthesise, apply, and extend knowledge to discussions that include
extensions of ideas.
1. Emerging
The pupil is at the beginning stages of development in terms of content knowledge, Suggestion
ability to understand and apply content, and/or demonstration of coherent You can use the observation rubrics grid on the next page to keep track of your
thoughts about a given topic. pupils progress.
2. Developing
The pupil is able to present basic knowledge only (vocabulary, for example), and
cannot yet apply content knowledge or demonstrate understanding of concepts
being presented.
Explore
Create
Share
Explore
Create
Share
Pupil name
10
11
12
13
14
15
Pupil-led assessment
Documentation pages
Each project will ask the pupil to create a document to summarise their work.
To have a complete report, it is essential that pupils:
Document with various types of media
Document every step of the process
Take the time to organise and complete their document
It is most likely that pupils can improve on the first document they produce:
Allow them time and feedback to see where and how they can improve it.
Ask your pupils to share their documents with each other. By communicating
their programming solutions and scientific findings, pupils will develop a deeper
understanding of the concepts.
Self-assessment statements
After each project, pupils can reflect on the work they have done. Use the following
page to encourage reflection and set goals for the next project.
I documented and used my best reasoning in I did my best work to solve the problem or question I documented important ideas and evidence
connection with the question or problem. by building and programming my model and throughout my project and gave my very best when
making changes when needed. presenting to others.
Project reflection
One thing I did really well was:
Rethinking Milos
head
This activity is designed to quickly introduce your
pupils to programming with WeDo 2.0 and provide
a playful learning experience around computing.
Rethinking Milos head: What is the function of a Science Rover head?
Keywords
The programming focus is about discovering the ways different elements of WeDo 2.0
interact with each other.
Explore phase
Max and Mia are working in their science laboratory. They are designing prototypes
of a head for Milo the Science Rover that will enable it to turn and move around,
and they need your help!
Suggestion
Introduce them to the Smarthub and motor from the LEGO Education WeDo 2.0
Core Set. Demonstrate how to attach an axle to the motor and how to create a
simple program string to power it.
Create phase
Ask the pupils to develop solutions for this task:
Important
The pupils will experiment with the programming blocks (particularly the green,
action blocks). During this process they will discover, through experimentation, the
function of each block:
Ask them to make the motor speed-up and slowdown;
Ask them to stop the motor after a given time;
Ask them to rotate Milos head one way, and then the other;
Ask them to, if appropriate, explore the use of sensors.
Ask them to change the color of the LED on the Smarthub.
Share phase
Bring the pupils together and ask them what they have discovered, and if they
have any questions or queries.
Ask the pupils to select two different builds and programming solutions that will
move the head in different ways.
Ask them to take screenshots of their program strings and photographs of their
builds, and to put this information into the documentation tool.
Ask one or two pairs to show and explain their solutions to the rest of the class.
Speed Control
This project is about designing programs that will help
a race car driver to determine and control the speed
of a race car.
Speed Control: How can we help race car drivers control and identify how fast they are going?
Explore phase
Now that Max and Mia have studied the factors that can influence the speed of a car,
the manufacturers of a race car are requesting their help to solve a very precise problem.
The manufacturers want to develop a new method for drivers to control the direction
and speed of their cars. They want their cars to drive forwards and backwards, and
stop. Max and Mia are looking for your help.
Engage in a discussion with the class and allow them to discuss how cars work.
Ask them to think of how a driver controls speed using a gearbox transmission in
a real car. Allow them to reflect if using programming could be a way to solve
the problem.
Create phase
Ask the pupils to build the model of the Race Car from the provided instructions.
2.a. Race Car
Then, let them design a joystick to put on their cars. You can show the pupils
where the Tilt base model is in the WeDo 2.0 Design Library for inspiration.
Alternatively you can ask them to build one of their own design.
1. Develop programs that can make the car travel forwards, backwards and
stop, using a joystick. 15. Tilt
To have succes with this task, pupils should:
be reminded how to program the Tilt sensor using the Wait For Block;
understand how to configure the different states of the sensor;
use the Repeat Block to have their actions executed more then one time;
use parallel programming to use different stages of the Tilt sensor
simultaneously.
Let your pupils explore different programming solutions to make their car travel
forwards and backwards. Remind them that their joystick will need a neutral
setting for the car to stop!
2. Create a program that will make the car drive forwards at two different
speeds.
3. Create a program that will make the car drive forwards a three different
speeds.
Important
The pupils may change their builds or their programs to solve the tasks. In this
case, they will have to take the Motion sensor off the car so that the Tilt sensor can
be used for the joystick.
Create phase
Here are some suggested programs or guidelines you can use to have a discussion
with your pupils.
Create phase
Suggested programming solution for task 2
In this program, parallel programming is used.
All program strings that have the Start on A Block will start when just one of them
is tapped.
If the Tilt Sensor is pointing down, the motor will rotate one way at speed 1.
If the Tilt Sensor is on one side, the motor will rotate one way at speed 6.
If the Tilt Sensor is horizontal, the motor will stop.
Create phase
Suggested programming solution for task 3
In this program, parallel programming is used.
All program strings that have the Start on A Block will start when just one of them
is tapped.
If the Tilt Sensor is pointing down, the motor will rotate one way at speed 1.
If the Tilt Sensor is tilted on one side, the motor will rotate one way at speed 6.
If the Tilt Sensor is tilted on the other side, the motor will rotate one way at speed 10.
If the Tilt Sensor is pointing up, the motor will rotate the other way at speed 1.
If the Tilt Sensor is horizontal, the motor will stop.
Create phase
Design further solution
The manufacturers and the drivers of the car loved your ideas, but they would like
you to go further and introduce more features.
1. Design a program to use the range of speed of the motor (between 1 and 10)
so that the driver has more control over how fast the car goes.
2. Design a visual indicator that tells the driver which speed the car is in.
Important
The key to this programming problem is to use the Display as an indicator so we
know how fast the motor is going. The number on the display acts as an input to
the set the motor power (the higher the number, the faster the motor). You may
need to show the pupils how to change the state of the Add to Display Block so
that it changes to the Subtract from Display Block, simply by pressing on the Block.
Suggestion
A classroom management tip here is to get the pupils to turn their cars over so
they can see the motor change speed before they attempt to control their cars on
the table or floor.
When one of the Start blocks is tapped, the number on the display is changed to
a greater or smaller number, adjusting the power of the motor.
Share phase
Complete the document
Make sure your pupils document their work, including photographs, videos, and
screenshots of their programs. When the extension project is completed, ask the
pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Suggestion
One way of sharing could be to combine two teams and ask them to describe
their program strings to each other. Then, ask them to swap their programs so they
can try the other teams program on their own model. Ask them to describe the
difference in the behaviour.
Fearless Frog
This project is about modelling a frog that can
recognise and escape from dangerous predators.
Fearless Frog: How do frogs detect and react to predators?
Explore phase
Now that the tadpole has grown into a frog, Max and Mia realise it needs to protect
itself from predators. They would like to know more about animals that might prey on
frogs. Max and Mia have also discovered that frogs facing a predator have multiple
ways to get away quickly to safety!
Engage in a discussion with the class to define what the main predators of frogs are.
Discuss with the pupils how the frog might show when it is in danger and when it is
safe. Which colours are associated with safety and danger, for example?
Allow the pupils to discuss ways of programming so that their frogs hop away
when the program is executed.
Suggestion
You may wish to provide the pupils with a plan of a garden, showing safe areas,
and ones where a frog might be in danger. These plans could be quite large,
allowing the pupils models to be placed on them when the programs are
executed. Alternatively, the pupils could create their own garden plans.
Create phase
Ask the pupils to build model of a frog from the provided instructions.
1. Create a program that will make your frog hop in various ways.
Ask your pupils to make sure the frog can move at various speeds to escape.
2. Model what the frog does to show when it is in danger and when it is safe.
Let the pupils explore different programming solutions to make the frog leap and
to show when it is safe, and when it is in danger. The pupils will need to explore
different programming solutions to complete this task.
3. Model how the frog reacts to danger; when it detects a predator, or when it
hears a sound.
Frogs are also in danger at night! As well as using their eyes, they need to listen
for danger. Ask the pupils to use sensors to detect the presence of predators.
Ask them to create a parallel program and utilise both the Sound Sensor and
the Motion Sensor.
Suggestion
Ask the pupils to work in silence and in the dark for maximum effect!
Important
Pupils will need to connect the Motion sensor to their frogs, and could experiment
where the best position is for the placement. You may need to remind the pupils
how to program the Motion Sensor using the Wait For Block. They may also use
the Repeat Block so that their frog repeatedly moves away from danger.
Create phase
Suggested programming solution for task 1
In this program, we are using linear programming.
The motor speed will be set to 8, and the motor will run for three seconds
beforestopping.
This would represent the normal walking mode.
Important
If the frog needs to reach certain areas of the garden in order to escape danger,
pupils could calculate or experiment with timings and direction.
Create phase
Suggested programming solution for task 2
In this program, we are using linear programming.
The Smarthub will illuminate red (No. 9), indicating danger. The motor speed will
then set to 8 before turning on for three seconds. The Smarthub will then illuminate
green (No. 5) and stay illuminated for three seconds.
Important
Without the Wait For 3 sec. Block at the end of this program, the green light would
only appear for a moment, as it is placed at the end of the program.
Create phase
Suggested programming solution for task 3
In this program, we are using parallel programming.
When any of the Start on Key Blocks are pressed, the two program strings
will be executed:
The first program string (and the frog) will wait for the Motion Sensor to detect
movement in front of or behind it (depending on where the Motion Sensor is
positioned). When a movement is detected, the motor speed will be set to 10,
and the motor will run for three seconds before stopping. This sequence will
then be repeated.
The second program string (and the frog) will wait for the sensor on the device to
detect a sound. When a sound is detected, the motor speed will be set to 10 and
the motor will run for three seconds before stopping. This sequence will then be
repeated.
Important
The Sound Sensor is not located on the Smarthub. It is in fact the microphone of
your device. You may need to show the pupils how to use the Sound Sensor with
the Wait For Block.
Create phase
Use the model further
Predators dont give up on their prey so easily. Sometimes animals will have to use
other strategies than simply running to save their lives! Discuss the different ways
that frogs might escape from predators. Identify the different types of movements
a frog can make, such as walking, leaping, swimming, climbing, etc.
1. Model the reaction of the frog so that it moves when a predator comes near
using a different motion than running or leaping away.
For this task, pupils will probably need to rebuild their frog to model different
movements. Ask them to look at the base models in the Design Library for inspiration.
Ask them to use the Motion Sensor, so they can integrate the functions that they
have learned about in this project.
Suggestion
You could pair up the teams and ask them to discuss the relationship between the
predator and the prey.
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Suggestion
Ask the teams to discuss the environment where both predator and prey live.
Encourage them to focus on the relationship and the life cycle of both animals.
Dancing Bees
This project is about modelling the dance of a bee
that communicates the distance and location of
pollen-bearing flowers, and how to return to the hive
after foraging.
Dancing Bees: How do bees indicate where the pollen is?
Explore phase
Did you know that when bees are on their pollen-gathering mission, they dance?
Max and Mia are researching how and why they do this. They need your help to
find out more information about this.
Allow time for pupils to reasearch and document the behaviour of bees.
Then, engage in a discussion with the class and allow them to discuss ways of
programming so that their bees dance during their flight to collect the pollen.
Suggestion
You could show the pupils some video footage of bees in flight and of them
gathering pollen. Alternatively, the pupils could use their devices to search for, and
view, a range of videos. Its a good idea for you to research some videos first, so
you can provide the pupils with a list of key search words. These could include:
dancing bees
do bees dance
flying dance of bees
bees collecting pollen
Create phase
Let the pupils build the model of the pollination from the provided building
instructions.
Ask the pupils to develop solutions for one or all of these tasks:
Suggestion
You may need to remind the pupils how to program the Motion Sensor using the
Wait For Block, and show them how to configure the different states of the sensor.
Important
The pupils should be allowed to change their builds or their programs to solve
these tasks.
Create phase
Suggested programming solutions for task 1
In this program, we are using linear programming.
The power of the motor is set to 4, and the bee is flying in one direction.
When the Motion Sensor detects movement in front of it, the bee will stop and buzz.
The bee will then dance, moving in one direction and then in the other direction.
The motor will then stop.
Important
This second program does exactly the same as the previous one, except the bee
will move back and forth twice. The advantage of using a loop in this situation is
that we can repeat a sequence without having to add new blocks to the program.
In that sense, we can say that this program is more efficient then the previous one.
Create phase
Suggested programming solution for task 2
In this program, we are using sequencing.
When the Start Block is pressed, the motor power is set to 4 in one direction and
the bee will fly towards the flower. When the Motion Sensor detects the bee, the
motor will stop and the bee will make a buzzing sound.
The message D will be sent, triggering two elements at the same time:
The motor will then start again, causing the bee to move back and forth for a
random number of times (between 1 and 10). The bee will then stop.
Once again the buzzing sound will play.
Create phase
Use the model further
You might have discovered that the bees are dancing to communicate important
information to other bees. For example, the length of time they waggle communicates
how far away the pollen is. A one-second waggle could mean Fly for 750 meters.
When bees waggle, they also angle toward the pollen source, using their heads to
point the way. Honeybees also dance in the darkness of their enclosed hives. So
hive-mates wont see this dance. Rather, theyll hear the vibrating sound a dancing
bee makes. They will even touch the dancer with their antennae to get a better
sense of vibrations and angle.
Engage in a discussion with the class. Ask them to describe the movements that
they have incorporated into the bee dance.
1. Create your own coding system linked to the bee movement and
communicate the position of the flower to the other team.
For example, pupils could decide that:
A single clockwise rotation of the bee is equivalent to one metre forwards
A single anticlockwise rotation of the bee is equivalent to one metre backwards
A bee sound for turning 90 left
A second sound for turning 90 right
etc.
Ask the teams to create their own key for their code. When you feel your teams are
ready, Ask two teams to work together so that one team can decode the dance of
the other.
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Suggestion
Just as bees work together in large groups, it makes sense here to engage pupils
in a very dynamic process of sharing and interacting with other teams. Encourage
them to compare their programs, adjust their strategies, and share their ideas to
enrich the experience!
Explore phase
Max and Mia are happy that the floodgate on the river operates automatically.
Suddenly, they realise there has been a malfunction and that there is a problem in
the floodgate control room! The gate is opening and closing at the wrong times,
and is not responding properly to changes in the weather. This is causing the river
water to flow the wrong way.
The gate needs to be open when it is raining, and closed when the weather is fine.
It needs to do this smoothly and safely, and allow time for the river to reach a safe level.
Engage in a discussion with the class and discuss how program bugs can occur.
Discuss the possible consequences of such a malfunction in systems or machines
in general.
Create phase
Let the pupils build the model of the floodgate from the provided instructions.
Ask the pupils to develop solutions for one or all of these tasks:
Suggestion
This project could be completed in small or larger groups.
Important
The pupils could change their builds to solve the tasks, but the tasks have been
designed so that only the programs need to be changed.
Create phase
Suggested program to debug for task 1
The first program is the one that contains elements to be corrected in order for
the floodgate to operate correctly. The elements that could be changed are:
The power of the motor is very high, which might not be easy to control.
The motors are turning in the same direction so the floodgate can open,
but it can not close.
Suggestion
Ask your pupils to try this program with their model so they can see what the
issues are. Ask them to use the Comment Bubbles to write what they think the
problem is.
Create phase
Suggested program to debug for task 2
The first program is the one that contains elements to be corrected in order for the
floodgate to operate correctly. The elements that could be changed are:
The floodgate has a Motion Sensor to detect the presence of boats, using a Wait
for Any Tilt Block to start the programming string will not work.
The floodgate does not have a sequence to close itself.
The message abc is sent to start the second program string that will run the motor
in the opposite direction for three seconds before stopping, closing the gate.
Create phase
Suggested program to debug for task 3
The first program is the one that contains elements to be corrected in order for the
floodgate to operate correctly. The elements that could be changed are:
The message C is never received by another sequence
In the loop, we multiply the number 5 on the display by one, therefore the display
always shows 5 and not 4, 3, 2, 1, 0 as it should do.
Create phase
Design further solutions
As in all control rooms, employees sometimes have to be replaced for various
reasons. When that happens, the new person needs to learn how the machinery
works, or how it should be working!
Pair the teams up, and ask each team to debug the program the other team has
prepared. Ask them to document the process. Videos are a great way to do this.
Important
Make sure that the teams do not create programs that are impossible to debug:
only two or three parameters should be wrong. Have some examples of your own
prepared in case some teams are struggling to create their own.
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Rescue Count
This project is about designing programs that can
help to count the number of rescued animals.
Rescue Count: How can we help helicopter pilots keep track of the quantity of rescued animals?
Explore phase
Max and Mia have just heard that a natural disaster has occurred. A rescue
helecopter has been sent to the scene to save any animals that have survived.
They are wondering how the helicopter pilot and the crew will keep track of all the
animals they rescue on the mission.
They need your help to create a range of programs that will help the pilot and the
crew to complete this task.
Engage in a discussion with the class and allow them to discuss ways in which
they could help the helicopter rescue teams.
Important
This project is about extending programming skills to include the use of a sensor
and sequencing. It is also about comparing the efficiency of programs. The pupils
will create an automated counting-in system, but may decide, after some testing,
that a manual system would be more effective.
Create phase
Let the pupils build the model of a helicopter from the provided instructions.
Ask them to develop solutions to one or all of theses tasks:
1. Create a program that will assist the crew in counting the animals that are
rescued, without using a sensor.
Pupils should create a range of programs that add to the display of the software
each time the helicopter winch reaches the top. They may also create programs
which contain other outputs such as light and sound. Pupils may use the same
animal to simulate each rescue, or build different animals with the remaining bricks.
2. Create a program that will assist the crew in counting the animals that are
rescued, using a Motion Sensor.
Ask the pupils to try using a Motion Sensor in order to count the animals that
have been rescued. Ask them to decide on the best place to mount the sensor.
Encourage them to reflect on their solution and decide if it is better (or not) than
the solution that they reached in the previous task.
3. Adjust your program and sensor to count the number of holes the helicopter
can detect in the ground.
Sometimes, animals will seek refuge in holes in the ground. By repositioning
the Motion Sensor to point downwards, pupils can detect holes in the ground
represented by, for example, spaces between desks.
Important
The key to this programming problem is to use the Motion Sensor in a different
way. It needs to be programmed so that it responds to movement away from it (so
it can see holes or hollows).
Suggestion
Recap on how to program the display block and how to add to the display
counter. Discuss various ways in which numbers could be added to the display
(manual and automatic input).
Create phase
Suggested programming solution for task 1
In this program, we are using three program strings.
Each program will run when the appropriate Start Block is pressed. The first program
string sets the display to zero. The second program string sets the power of the
motor to 8 and turns the motor in one direction for five seconds. This action should
bring the winch up. When the winch reaches the top, a count of one is added to
the value on the display. The third program string sets the power of the motor to 8
and runs it in the opposite direction for five seconds. This action should send the
winch down.
Important
Because the behaviour of the winch depends on which direction the string was
wound onto the axle, it is possible that you will need to invert the motor direction in
program strings 2 and 3.
Pupils could also decide to use a fourth string to control counting seperately.
Create phase
Suggested programming solution for task 2
In this program, we are using four program strings.
Each program will run when the appropriate Start Block is pressed.
The second program string starts the motor in one direction to bring the winch up.
The motion sensor, placed on the helicopter, will wait for an object (a panda for
example) to come closer to it. When that is detected, a count of one will be added to
the display, the green light (No. 5) will then light up on the Smarthub for one second.
The fourth program string runs the motor in the opposite direction. This action
should lower the winch.
Create phase
Suggested programming solution for task 3
In this program, we are using two program strings.
Each program will run when the appropriate Start Block is pressed.
The second program string begins with the Wait For Block. In this case, it is waiting
for motion away from the sensor. When motion away from the sensor is detected, a
count of one will be added to the display, the green light on the Smarthub (No. 5) will
then illuminate for one second.
Important
For this program to work:
The Motion Sensor on the helicopter needs to be pointing downwards.
The Motion Sensor needs to be pointing at the surface of a desk when the
program is started.
The helicopter (with the sensor) then needs to be moved by hand over a hollow,
for example, a space between desks.
Create phase
Design further solutions
Rescue missions are often hazardous. When the lives of animals and people are
at stake, rescue equipment needs to be controlled thoughtfully and accurately.
Raising a winch at the right speed is just one of the details to consider.
1. Create a program that can adjust the speed of the winch reel according to the
situation: slowly for precision and quickly for emergency purposes.
Ask the pupils to explore different ways of solving this problem. Various options
can be explored:
Program manual changes in the power of the motor.
Program motor power to change proportionally according to an input, such as
the level of sound. Test these solutions and evaluate which is the most efficient.
Try using display input as the variable instead of sound.
Suggestion
Pupils could use the program shown on this page and incorporate it into a larger
program that will also count the number of rescued animals. The Power of the
motor is controlled by the sound level detected by the microphone. The louder
the sound, the more power the motor has.
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Explore phase
Max and Mia have noticed that the driver of the recycling truck is having problems
when reversing, as it is difficult for him to see behind the truck. The main problem
he has is knowing when to stop. He needs to know when to brake so that the truck
can stop safely, with enough room to tip the load.
Engage in a discussion with the class and allow them to discuss ways in which
trucks signal their presence.
Suggestion
You may want to point out to the pupils that their solutions could include:
lights, words on the display, and/or images.
Create phase
Ask the pupils to build a model of a recycling truck from the provided instructions.
Ask the pupils to develop solutions for one or all of these tasks:
1. Help the driver by creating a program that will make a sound when the truck
approaches an obstacle.
The key here is to use two separate programs: one for stopping and one to make
a sound. Otherwise the linear aspect of the program strings may result in the truck
not stopping on time.
2. Add something to your program so that, as well as a sound, the driver has a
visual indication of when to reverse and when to stop.
The pupils should explore as many solutions as they can, and decide on the best
solution to document. There will be more than one solution to the task.
Important
Pupils will have to use a Motion Sensor to develop solutions for this project. Also,
it is possible to do the project in two ways:
Moving the truck slowly towards an obstacle by hand. With this solution, few
modifications to the truck are required.
Modifying the truck to drive itself. This solution requires a longer rebuild and
could be used as a differentiation option.
Create phase
Suggested programming solution for task 1
In this program, we are using linear programming.
When the Start on Play button is pressed, sound No. 19 will be repeated until the Motion
Sensor detects an object in front of it. At that moment, sound No. 8 will be played.
Important
For this program to work:
The Motion Sensor on the truck will need to point at a wall or a vertical surface
(obstacle).
The truck will need to be moved towards the obstacle.
Create phase
Suggested programming solution for task 2
In this program we are using linear programming.
When the Start on Play Block is pressed, the green light (No. 5) on the Smarthub
will light up. The sound No. 19 will be repeated until the Motion Sensor detects an
obstacle. At that moment, the red light (No. 9) will light up for three seconds.
Suggestion
Other output such as display text or display images could be used as a solution to
warn the driver that it is time to stop.
Create phase
Design further solutions
Precision is a skill that drivers have to master. They often have to stop their truck
as close as possible to a specific position.
Important
You will need to show the pupils how to map speed to distance, i.e., the closer an
object moves towards the motion sensor, the slower the speed of the motor becomes.
It is not possible to measure how far away an obstacle is from the sensor, and
therefore not possible to stop the motor when the object is, for example, 3 cm away.
Therefore, the pupils will need to calculate the time it takes for their trucks to be at
stopping distance.
Suggestion
In the suggested program, when the obstacle is detected by the Motion Sensor,
the motor will stop for one second and then run for an extra second at motor
power 2 before stopping again. This interval of time can be adjusted so that the
truck can stop even closer to the obstacle.
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Smart Lift
This project is about designing programs to automate
a factory warehouse.
Smart Lift: How can we automate a factory?
Explore phase
Max and Mia are impressed by factories and warehouses that use automated
robots to carry parcels from one place to another. A factory owner would like to
experiment with an automated parcel moving system.
Engage in a discussion with the class. Allow pupils some time to find videos of
automated factories. Encourage them to discuss the different ways in which robots
operate in warehouses.
Suggestion
You could show the pupils some video footage of automated factories and
warehouses where robotic vehicles are used to transport items from one part of
the factory to another. Alternatively, the pupils could use their devices to search for
videos and information online.
Its a good idea for you to research some videos first, so you can provide the
pupils with a list of key search words. These could include:
warehouse robots
automated warehouse
robot forklift
Important
If pupils have not used the Tilt, Motion, or Sound Sensors before, you may wish to
introduce their functions before or during this project.
Create phase
Ask the pupils to build a model of a forklift. They could build solutions based on
the inspirational models in the Design Library or from their own imagination.
1. Design a program for a forklift so that it can drive to a parcel, stop, collect the
parcel and transport it to another part of the factory.
For this task, pupils will need to make sure that their forklift incorporates the
Motion Sensor. They may also need to adapt their parcel, or to build a stop at
object that the sensor can detect.
Important
Pupils could build a forklift that is able to turn when driven by a motor, or one
which needs turning by hand. The second option would simplify the task.
2. Design a program that enables the forklift to drive forwards when the forks are
lowered and backwards when they are raised.
It must also give visible signals so that the factory workers know when to load and
unload the parcels. For this task, the pupils will need to make sure that their forklift
incorporates the Tilt Sensor.
3. Create a map of a factory, and use the forklift to move parcels from one
location to another.
Ask the pupils to design the map of the factory or warehouse floor, and to define the
best strategy for moving parcels one place to the other.
Suggestion
An extra way of extending programming opportunities would be for the forklifts to
move parcels from one factory to another. By doing this, the pupils would have to
adapt their models and programs to new surroundings. This could even be used
as an assessment opportunity.
Create phase
Design further solutions
Forklifts are not the only automated devices in a warehouse. Parcels are moved
from one place to another using conveyor belts, robotic arms, and other sorting
devices. To move boxes from one device to another, all of them have to work
together and be coordinated.
Important
All of the teams should work with the same parcel design. Alternatively, the teams
could work with a small ball.
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Suggestion
A good way to share this project is to organise an exhibition in your school to
let pupils explain to visitors (other pupils, teachers, parents, general public) what
they have achieved. Ask them to present their solutions as if they were a small
company promoting their ideas.
Working Rover
This project is about collaborating with other groups to
design and develop a multifunctional space rover for
collecting soil samples.
Working Rover: How can we design a multifunctional rover to go to space?
Explore phase
Max and Mia have some new ideas for a multifunctional space rover. They have
made a list of different functions that could be useful, such as collecting extraterrestrial
bugs or seeds from the soil.
They would like to have a longer list of functions that would be useful when exploring.
Engage in a discussion with the class and allow them to come up with some different
and innovative rover functions. Ask each pupil to come up with one or two ideas
and put them into categories such as funny, realistic, or creative.
Suggestion
You could show the pupils some video footage of space rovers collecting samples.
Alternatively, the pupils could use their devices to search for videos and information
online. Its a good idea for you to research online images and videos first, so you
can provide the pupils with a list of key search words. These could include:
rock sample
collecting
robot
space
space rover
curiosity
Mars rover
etc.
Create phase
Let the pupils build solutions based on the inspirational models in the Design
Important
Library or from their own imagination.
Its a good idea for the pupils who build, for example, the robotic arm, to have
responsibility for programming that item. The groups will need to test and retest
Ask the pupils to develop solutions to this task:
their programming to ensure that all of the programs work together.
The rover will be sent to the planet unmanned, so it will need to be operated by
remote control. In order to solve this problem, you will have to collaborate with
other groups to design, build, and program a rover that can solve the task.
Once the pupils have shared the task between teams (it is easier if one team is
responsible for the driving base and one team for the robotic arm), let them build
different prototypes. They will probably have to modify their builds so they can be
joined together to create the final model.
There will be more than one solution to the task. The pupils should explore various
options before deciding which one to build, program, and document. There are
clear differentiation opportunities within this task.
Create phase
Share phase
Complete the document
Make sure that your pupils document their work, including photographs, videos,
and screenshots of their programs. When the extension project is completed,
ask the pupils to create their final reports and to present their solutions.
Present results
Use different ways to let the pupils share their reflections and what they have
learned from these experiences.
Sequencing
It is important for a programmer to put program blocks or written code in the
correct order. Sequencing is used to create a structure where one action in the
algorithm leads to the next action.
Variable
As in science, a variable is an element, feature, or factor that can be changed or
varied in some way. When a variable is changed, the program will be affected,
for example, making a motor run faster or playing a sound louder.
2. Programming block
Programming blocks are used in the WeDo 2.0 Software to build a program
string. Blocks with symbols are used instead of text code.
3. Program string
A program string is a sequence of programming blocks.
1. Linear sequence
A linear sequence is when blocks are place one after the other in a linear fashion.
The LEGO Education WeDo 2.0 Software will then execute one action after the
other in the order that the blocks have been placed.
2. Parallel sequence
A parallel sequence should be used when pupils want to perform two or more
actions simultaneously. Actions should then be placed on different program strings
and be executed at the same time, using various techniques available in WeDo 2.0.
3. Repeat sequence
A repeat sequence can be use where an action needs to be repeated again and
again. Using a Repeat Block will prevent the pupils from adding more blocks to
a linear sequence. A repeat sequence cannot be used all the time, but when it is
used, it is often considered as more efficient than a linear sequence, as pupils
would use less programming blocks for the same action. A repeat sequence can
allow pupils to repeat an action infinitaly, which cannot be acheived using a linear
sequence.
Suggestion
Tell your pupils to plan their programs in advance. This will help them when deciding
the order in which the program actions take place. They could do this using the
Documentation tool, writing the actions they wish to program, step by step. They
could also use a mind map of their own to decide if they should use a linear
sequence, a parallel sequence, or a repeat sequence.
4 Repeat Block
Use this loop to repeat actions. Blocks
placed in the Repeat Block will be looped.
WeDo 2.0
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