Steps To Starting A Lego Robotics Program
Steps To Starting A Lego Robotics Program
High School LEGO NXT is an excellent choice at the high school level. The NXT
offers teachers an inexpensive tool to teach embedded systems, advanced
programming, and engineering competencies. High school teachers have the option
to include accessory kits and a whole array of third party sensors such as the
compass sensor, accelerometer, tilt or gyro sensor, color sensor, and cameras.
Appropriate programming language options for the high school students include the
NXT-G programming language, ROBOTC, LabVIEW and Java. The high school
teacher may want to augment their course by using one or more of the competition
models that can be found for free at this site, or enter their school into a robotics
competition. There are many other platforms that a high school teacher may want to
evaluate, but the LEGO NXT brick is a very powerful platform to use to introduce
robotics.
3. Research available curriculum and resources
Go to the curriculum link at the Robotics Academy website to see examples of
robotics curriculum that over 6,000 schools are using today.
4. Decide on the size and number of student teams.
a. All work should be done in teams of 2 or 4 students per robot. Teamwork is a
crucial skill in the modern workplace, and the challenges of the robotics activities
lend themselves to group solutions.
b. Odd numbers of students on a team can often lead to problems with one student
being left out and not doing anything. Groups larger than 4 are generally too large for
all the students to have something important to do.
c. For classrooms, two students per robot is ideal; for clubs and teams, many
coaches need to have a higher student to robot ratio based on resources.
d. Some competitions, such as the FIRST LEGO League, limit team size to 10
students.
e. First-time coaches typically do well with about 8 students. If possible, recruit other
mentors to lead the subgroups within your team.
f. Define roles on the team and have students change roles on a regular basis,
allowing them to share responsibility for all aspects of building, programming, etc.
(1) Engineer (Builder)
(2) Software Specialist (Programmer)
(3) Information Specialist (Gets the necessary information for the team to move
forward)
(4) Project Manager (Whip-cracker)
g. When participating in a competition that requires a research project, assign one
team member as the lead.
h. For classrooms, unisex teams are preferable; research has found that boys use
an autocratic decision making process excluding girls from participating in many of
the technical lead roles.. For clubs and teams, unisex pairings are recommended,
when possible.
5. Identify technical and logistical requirements
a. Robots Robotics Academy recommends one robot for each team of 2 students.
Also, the teacher should have several backup robots in case of emergency
situations.
b. Computers -Ideally, there should be one computer for each robot / team of
students. Most of the students activity will be independent and self-directed as they
iteratively program / test / debug their solutions multiple times during each practice.
Multiple computers will provide easy access to the programming language, eliminate
traffic jams and inadvertently changing another teams program.
c. Classroom / Practice area
(1) Room size and setup The space should be large enough to accommodate all
the student teams, computers, practice tables, projector for lessons, and storage
area for the robots.
(2) Practice table Required to avoid damage to robots and keep activities
accessible to all students. At a minimum, the table should have borders to prevent
robots from falling off. The FIRST LEGO League challenge table specifications will
accommodate a 4x8 foot surface.
(3) Parts storage To keep parts organized and accessible for teams, parts
organizers are necessary. There are many options portable organizers, drawer
cabinets, boxes, caddies, etc. These are readily available online and at local
hardware and crafts stores.
d. Network - The software and curriculum will need to be loaded on each computer
or available via the network on each computer. Programs should be included in the
regular system backup or leader should make a backup to a separate disk or
memory stick.
e. Projector Teachers will find it valuable to review videos, building instructions, etc.
with the entire class.
6. Prepare a budget and get funding
a. Typical classroom budget will consist of robots, programming language,
curriculum, materials, competition fees, etc. The final cost for your robotics program
will depend on the size of your team, activities, etc. Here are typical costs to use
when calculating your budget:
(1) Robots - Robotics Academy recommends one robot for every two students.
$260 for each LEGO MINDSTORMS Education Base Set
$69.00 for each Education Resource Set; one for every two robots
(2) Programming Software Classroom license
(a) LEGO NXT-G $295
or
(b) ROBOTC for LEGO MindStorms $225
(3) Curriculum Classroom license
For LEGO NXT-G:
(a) Robotics Engineering Vol. I $225 for a classroom license
(b) Robotics Engineering Vol. II $225 for a classroom license
For ROBOTC
(c) Teaching ROBOTC for LEGO $225 for a classroom license
(4) Storage bins/cabinets
This is a must have for any teacher implementing a LEGO robotics program. Your
budget will be dependent upon the selection of the cabinet and bin combination that
you choose. The proper storage compartments as well as classroom procedures will
make teaching robotics much easier.
(5) Practice Table ($100) and white insert board for competitions ($12.00 each)
(5) Optional Competition registration fees, team shirts, supplies, end-of-season
8.
2. Lesson
a) Introduce lesson, optionally using the supplied Lesson Starter PPT presentation
in curriculum
b) Direct students to the appropriate starting point at the beginning of the lesson,
and let them begin.
3. End of Lesson
a) Collect worksheets to correct
b) Hold final discussion to answer any student questions
c) Administer Quiz
d) Move on to next lesson
5. End of Project
a) Select one or more End of Project Activities
b) Schedule milestone dates outlines, drafts, final presentation/competition, etc.
depending on the specific activity chosen
c) Assign the selected activity at least 2-3 weeks before it is due
d) Prepare classroom or venue for final presentation or competition if applicable
e) Hold final presentation/competition