Cross age making a robot
This lesson sequence is a cross-age project that can be used for students in year 5/6 in collaboration with students from years 1-2. In this project, students collaborate on a code for an unplugged robot. They design, test and modify the robot and create instruction manuals.
Additional details
Year band(s) | 1-2, 5-6 |
---|---|
Content type | Lesson ideas |
Format | Web page |
Core and overarching concepts | Specification (decomposing problems), Computational thinking, Implementation (programming) |
Technologies & Programming Languages | Robotics and drones |
Keywords | Cross age, Robots, Unplugged, Programming, Instructions, Design, Think like an inventor |
Organisation | ESA |
Copyright | Creative Commons Attribution 4.0, unless otherwise indicated. |
Related resources
-
Choose your Ozo adventure
Using Ozobots students use and develop unusual types of data: Redefining “What is data?”.
-
Learning to loop
Students create algorithms with a condition that tells the computer to repeat a sequence of instructions.
-
Making maths quizzes 2: Implementing a digital solution
In this sequence of lessons students implement a digital solution for a maths quiz.
-
Classroom ideas: Choose your own adventure (Years 3-6)
In Digital Technologies, students from Year 3 onwards should be planning and implementing projects that include branching (decision-making). Creating a ‘choose your own adventure’ story is an excellent way for students to design and implement a project that makes use of branching.