Learning kitGrades 2-3

Computer science: robotics

Drive a robot

Match everyday things to the six simple machines, play a mystery box game to see how robots sense, give step-by-step drawing instructions, then program a robot in a browser simulator: drive it to a green square, and follow a taped path with a right turn and a left. Ages 7 to 9 or grades 2 to 3.

Time
About 75 minutes, in two sittings
Steps
5 steps, 2 of them in Robotics
You need
A computer or Chromebook with a mouse or trackpad, a friend or grown-up for steps 2 and 3, a small box or sock, and paper and crayons. No account needed.

$5 for one learner: every step, the Robotics activities that check the work, the printable lesson, and the certificate with a page of the learner's own work.

A small robot that has followed a yellow taped path with a right turn and a left to a green square, leaving a blue pen trail.

The 5 steps

  1. 1Create a simple machineRead and quizA robot is a machine that follows instructions. Its moving parts are made from simple machines, the same ones you use every day.
  2. 2Test your robot sensesRead and quizYou have five senses that tell you what is around you. Robots need to know what is around them too, so they have sensors.
  3. 3Learn about programmingPicture programAn algorithm is a list of steps, in order. When the steps are written so a computer or robot can follow them, it is a program. Practice by giving someone steps to draw your secret picture.
  4. 4Try simple programmingIn RoboticsNow program a robot in a simulator. Plan every move first, snap the blocks together, then watch the robot drive.
  5. 5Code a robotIn RoboticsSome robots follow lines on the floor, like robots in a warehouse. Program this robot to follow the yellow tape all the way to the green square.
Robotics on the Blocks tab: the block list on the left with Movement open, and a program of Move Forward and Turn Right blocks under When Started.
Each step shows how Robotics works, then opens it with a checklist that ticks as the work gets done.

Work on a computer. The apps need a keyboard and a bigger screen than a phone: a laptop, desktop or Chromebook. You can pay here and open the emailed link on the computer.

One learner

Unlock the kit, $5

  • All 5 steps, worked on screen, with a lesson you can print if you like paper
  • Robotics activities that check the work as it is done
  • A numbered certificate with a page of the learner's own work: your secret picture, your robot programs and your notes

We email a link that opens the kit on any computer. No account needed. We keep the email only to send the kit and certificate links: privacy.

Have a discount code?
Co-ops and classes: unlock it for a group

One payment and one code. Each learner types the code to unlock the kit on their own computer, and gets their own certificate at the end. Your pack page shows who has started and finished.

See a sample certificate (PDF) · Already paid? Find your link

Questions

What does the learner do in Drive a robot?

It has 5 steps: 1. Create a simple machine; 2. Test your robot senses; 3. Learn about programming; 4. Try simple programming; 5. Code a robot. Match everyday things to the six simple machines, play a mystery box game to see how robots sense, give step-by-step drawing instructions, then program a robot in a browser simulator: drive it to a green square, and follow a taped path with a right turn and a left. Ages 7 to 9 or grades 2 to 3.

What age is it for?

Grades 2-3. About 75 minutes, in two sittings.

What is needed?

A computer or Chromebook with a mouse or trackpad, a friend or grown-up for steps 2 and 3, a small box or sock, and paper and crayons. No account needed.

Is there a certificate?

Yes. A numbered certificate with a page of the learner's own work, for your records or a portfolio. It is not course credit.