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Join Mr. Bosworth's Robotics Enrichment Class to learn robotics basics, programming with LEGO Mindstorms NXT, sensor use, teamwork, problem-solving, and competing in FIRST Lego League. Develop skills in building, programming, collaboration, and project management. Follow class rules for a successful experience. Participate in challenges to enhance robot capabilities.
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Robotics Enrichment class Mr. Bosworth
Goals of Class • Learn how to build a basic robot that performs various functions • Learn how to program robot to move and complete tasks using Lego Mindstorms NXT program. • Learn how to use the sensors to perform more complex movements and behaviors. • Work together as a team to accomplish a common goal. Everyone builds, everyone programs! • Train to be able to compete in a FIRST lego league.
FLL Robot Kit 9648 9797 NXT-G Software FLL Team License (10 seats) See Video Demos of the LEGO Parts online
Engineering • Engineers solve problems • Brainstorm solutions • Use math and take measurements • Testing and debugging to find sources of error(3x principle) • write down what you have discovered and present the solution.
Project Manager • Makes sure everyone understands the instructions • Organizes team meetings and leads the meeting • Makes sure that all group members get the help that they need
Human Resource (HR) • Helps everyone to participate • Makes sure there are no put-downs • Reports to teacher if there are group issues • Makes sure all group members participate
Materials Manager • Gets robot kit and makes sure all materials are gathered for the group • Supervises the clean-up, watches time 3:55 is clean up time • Keeps track of parts, makes sure if a part is borrowed it is recorded.
Recorder/Reporter • Takes down group notes, flow diagrams • Records history • Reports to other groups
Rules to Follow • The following are rules and guidelines that will help you to have a successful experience in robotics class.
Rule # 1 • Pay attention to what other group members need
Rule # 2 • Everyone Participates • All group members should have turns to program and build.
Rule # 3 • Ask other people in your group for help before asking the teacher.
Rule # 4 • Help other group members without doing their work for them
Rule # 5 • Agree on strategies to solve problems • democratically
Rule # 6 • Everybody cleans up! • Lego pieces accounted for. • Everything Back in Bin • Computers closed down and USB cable put in Bin.
Baseball • If you are off task you might receive a strike. Three strikes in one day and you are done for the day. • If you are not here to work, learn and have fun, please find another class. This will be a waste of your time.
Routine • Meet outside of library at 3:20 • Teams will meet briefly to decide course of action for the day • At the end of the day the programs should be saved on your thumb drive and your NXT brick. Each program needs to be named with your group # and challenge #.
Routine (Cont.) • You will want to get ready to go by 4:00 to get ready for buses. Time goes fast, so be organized! • You do not leave until all materials are put away.
Challenge 1 • Move Block • Use move blocks to make your robot move exactly one meter straight to the tape. • Use time • Rotations • Degrees 4. Choose your best program, then program with powers of 50%, 75%, and 100%. Record which power is most accurate.
Challenge 2 Use math to determine the rotations needed to move 1 meter. • Find the diameter of the wheel to the nearest mm. • Calculate the circumference of the wheel by multiplying pi times diameter. This is distance one rotation will make in cm. Record in journal. • Calculate how many rotations needed to move robot 1m. Then program robot using this information. • Calculate how many rotations is needed to move 1 cm. • Record this information in your journal.
Challenge 3 • Move robot 1 m exactly. Make a 90 degree turn. • Use time, rotations, and degrees.
Challenge 4 • Measure the wheel base of your robot, to the nearest mm. Check with other groups to make sure you have same measurement. • This measurement is the diameter of a circle. Multiply by pi to determine circumference. • Determine how many rotations it would take for the robot to turn 360 degrees. • Divide the circumference/rotations to determine degrees/rotation. • Record this information in your journal.
Challenge 4 • Sound Block • Using your math have the robot make a 180 degree turn and return back to the start. • Use a sound block to have the robot pause then clap and say “good job”.
Challenge 5 • Loop block • Place your move program into a loop to have the robot go 1m turn 180 degrees then go back to start then repeat. • At the end of the second trial have the robot turn 360 degrees in a victory spin.
Challenge 6 • Wait blocks • Use your challenge 5 program, and have your robot wait 3 seconds using a wait block before it takes it’s victory spin.
Challenge 6 • Touch sensor • Mount a touch sensor on your robot. Program your robot to move until the robot touches an object then stop.
Challenge 7 • Touch sensor • Program your robot to touch an object, stop, then back up 1 rotation, turn 180 degrees, and repeat.
Challenge 8 • Light sensor • Use a switch-loop block to follow the black line on the test mat. • You will need to use data logging to find the light % reflected with the white and black areas of the mat. • Use the switch loop to program your robot to follow the black line.
Challenge 9 • My Blocks • Place your line follower into a my block using the complete palette. • Label the my block line follower.
NXT Mindstorms • Nxtminstorm webpage