Hour of Code with Robots

This includes activities to do with Ozobot, Dash, Sphero and Lego WeDo.

Details

Topics

Starting Level

Arduino Activity

Learn how to make a basic circuit and make a light blink. This activity requires more than an hour to do well.

Requires a computer.

Science (Arduino, wires, 330 ohm resistor, LED light)

Advanced, Grade 6+

iControl: iCompute

Explore programming the Sphero robot.

iPad only.

Math

(Sphero, Tickle app)

Beginner, Grade 2+

Lego Bricker

Use Tickle to program the Lego Wedo 2.0 robot to do various tasks.

Math, Science  (Lego Wedo 2.0, Tickle app)

Beginner, Grade 2+

Ozobot Colors

Use the Ozobot to explore coding by using special colors to draw your code (Ozocodes). Your final task is to solve a maze.

Works offline.

Math

Beginner, Grade K+

Ozobot Dance Off (including solutions)

“[You] will be learning how to code by creating and programming a dance routine for Ozobot! [You] will use OzoBlockly, a visual programming language based on Blockly, to program the dance and then have fun seeing [your] choreography come alive when Ozobot performs [your] dance.”

Works with all devices, or offline.

Robotics using Ozobot and OzoBlockly

Beginner, Grade 1+

Ozobot Game Level (including solutions)

Use the Ozobot to explore coding through games.

Works with all devices, or offline.

Robotics using Ozobot and OzoBlockly

Beginner, Grade 2+

Ozobot Intro to Programming (including solutions)

Use the Ozobot to explore coding by using special colors to draw your code (Ozocodes). Your final task is to solve a maze.

Works offline.

Math

Beginner, Grade K+

Ozobot tutorial (including solutions)

“[You] will be learning how to code by playing Ozobot games, called Shape Tracer Games. [You] can still play the simulated version of the games even if they don't have an Ozobot Bit or Evo robot.The Ozobot games will teach [you] how to code with OzoBlockly, a visual programming language based on Blockly. The games are followed by a project idea that can be done beyond the Hour of Code.”

Works with all devices, or offline.

Robotics using Ozobot and OzoBlockly

Beginner, Grade 1+

Sphero Lightning Lab Intro Blocks 1: Intro

Learn about the app and how to make programs, including exploring Loops.

Works on iOS and Android tablets and smartphones, Kindle, Chrome OS.

Math (Sphero, SPRK Lightning Lab app)

Intermediate, Grade 3+

Sphero Lightning Lab Intro Blocks 2: Lights

Learn how to control Sphero’s lights and build a program using those lights.

Works on iOS and Android tablets and smartphones, Kindle, Chrome OS.

Math (Sphero, SPRK Lightning Lab app)

Advanced, Grade 3+

Sphero Lightning Lab Intro Blocks 3: Variable

Simulate sphero getting pulled over by the police, program hot potato game, and create a fortune teller game.

Works on iOS and Android tablets and smartphones, Kindle, Chrome OS.

Math (Sphero, SPRK Lightning Lab app)

Advanced, Grade 3+

Sphero Run

Program a Sphero to perform a series of actions, including move, spin and jump.

Requires iOS.

Math (Sphero, Tickle app)

Beginner, Grade 2+

Tynker HOC: Crash Course

Teacher Guide

“Learn to program drones, lights, and Sphero in a virtual environment.”

Requires iPad or Android Tablet.

Robotics (virtual robot, and Tynker app)

Beginner, Grade 2+

Tynker HOC: Flappy Drone

Teacher Guide

“Learn how to make a basic controller for your drone that makes it fly up when you touch the screen and land when you click on it.”

Requires iPad or Android Tablet.

Robotics (virtual robot and Tynker app)

Beginner

Tynker HOC: Flight Controller

Teacher Guide

“Learn how to make an advanced controller for your drone that includes turning, moving, and performing tricks like front flips, back flips, squares, and zig zags.”

Requires iPad or Android Tablet.

Robotics (virtual robot and Tynker app)

Intermediate

Tynker HOC: Ground Controller

Teacher Guide

“Learn how to make an advanced controller for your Sphero or Ollie that includes changing color, changing speed, moving in squares or zig zags, and more.”

Requires iOS/Android/Kindle smartphone or tablet.

Robotics (virtual robot and Tynker app)

Intermediate

Wonder Workshop: A Series of Unfortunate Events (including teacher guide)

Teach Dash to respond to use sensors to respond to events around it.

Requires iOS/Android/Kindle smartphone or tablet.

Language Arts, Science

(Blockly app, Dash robot)

Beginner, Grade 2-5

Wonder Workshop: Dance the Loopedy Loop (including teacher guide)

Write a program using loops to control Dash.

Requires iOS/Android smartphone or tablet.

Computer Science

(Blockly app, Dash robot)

Intermediate, Grade 3-5

Wonder Workshop: Draw Spirals with Dash (including teacher guide)

Use Blockly to program the robot, making use of variables to make Dash create a spiral.

Requires iOS/Android/Kindle smartphone or tablet.

Art, Media, Music

(Blockly app, Dash robot, lego pieces)

Beginner, Grade 2-5

Wonder Workshop: Intro to Coding through Robotics

Teacher resources

Use the Path app to learn programming concepts and program the Dash Robot.

Requires iOS/Android/Kindle smartphone or tablet.

Art, Media, Music, Math, Science

(Dash robot, Kodable app and Path app)

Beginner, Grade K-5

Wonder Workshop: Intro to Dash and Dot

Learn what a robot is and how to program robots.

Requires iOS/Android/Kindle smartphone or tablet.

Computer Science

(Dash robot, Blockly app)

Beginner, Grade K-5

Wonder Workshop: The Robot Game (including teacher guide)

Program Dash and Dot to solve mathematics themed activities.

Requires iOS/Android/Kindle smartphone or tablet.

Math

(Go app, Dash App, Blockly app, Dash robot)

Beginner, Grade 1-5


Other Hour of Code Resources 2016

Tool

Levels

Details

All Can Code Run Marco

Beginner, Grade 4+

Learn coding as part of an adventure game. Grade 3+

Works with iOS/Android, Chromebook, Kindle, desktop/laptop

Bitsbox

Beginner, Grades 3+

Bitsbox is a subscription service for programming apps. It can be used with students from Grade 1. It must be used on computer, not a tablet or smartphone.

Box Island

Beginner, Grade 1+

Box Island works on tablets. Inside the app, users can choose their age band (6 – 8, 9-11, or 12+). There are 20 levels. Resources available on the page include a lesson plan, solution guide, and a curriculum. If you plan to use this app with students, make sure to try it, and understand that the arrows indicate movement, not turns. That threw me off the first time I tried it, because I was thinking of turns as in Lightbot. The app saves progress for one user, and you can delete and recreate a user to restart the tutorial. The tutorial starts with a basic level gets into more complicated programming concepts as the user advances. The app works on tablets only.

Code Academy

Beginner, Grade 5+

Code Academy has courses to learn to code. For Hour of Code, animate your name with code, design a web page about yourself, or build your own galaxy.

Code.org

Beginner – Advanced, K+

This is the official, original site, of Hour of Code. There are activities for all levels, hosted on the server as well as hyperlinked to external sites. Please note that during Computer Science week, the website gets overloaded and cannot store student progress. Students can save/print a certificate after completing an Hour of Code tutorial on this site. Filter the resources by grade level, experience, and resources available to find appropriate activities for your classroom. Have students use self-paced tutorials, or use a teacher guided activity.

Codespark Academy: The Foos

Beginner, Grades K-5

Explore the concepts of coding through play with The Foos. Teachers can create an account for access to a Teacher Dashboard, and can download resources to use with the app in the classroom. Works on mobile and desktops.

Google CS First

Beginner - Advanced, Grade 4+

Create an animated story using computer science.

Groklearning

Beginner, Grades 3+

Use Blockly or Python for programming. Create an account to track student progress, and to access teacher resources. Use on a computer.

Hopscotch

Beginner +, Grades 2-8

There are 6 lessons that have been created for use with HopScotch. The app works on iPad only.

Khan Academy

Beginner +, Grades 3+

There are activities on using Javascript to create a drawing (age 8+), building a webpage with HTML and CSS (age 10+), or playing with data in SQL (age 12+). You need a laptop. Test if this works on tablet?

Kodable

Beginner – Advanced, K+

Kodable provides resources for hour of code, as well as subscription plans for schools and districts. There are activities for beginners, advanced programmers, Robotics and for integration in English Language Arts. Kodable works on all devices. There are downloadable lesson plans, and teaching materials to use in your classroom. The site has versions for all devices.

Lightbot

Beginner, K+

Lightbot lets students move a virtual robot and execute instructions to light up squares. The app starts easy, and gets more difficult with game play. The app saves progress, and lets you reset the gameplay. The full versions of the app have more levels. Works on mobile and desktop computers.

MIT App Inventor (Teacher’s guide)

Beginner, Grades 6+ (??)

Create an app for Android. Run it on a phone or using the emulator.

Requires Mac or Windows computer.

Ready

Intermediate - Advanced, Grades 3+

Ready is a software program that lets users learn the basics of programming in Unity. Teachers can access free resources or subscribe to the platform for access to their curriculum and additional resources. There are versions of the software for all devices. Works on mobile and desktop computers.

Repl.it

Intermediate – Advanced, Grade 5+

This website supports coding in classrooms. There is a teacher dashboard for managing assignments and tracking student progress. It supports more than 30 languages. The site works on desktops.

Roboblockly

Beginner - Intermediate, Grade 1+

Roboblockly is a programming language used for programming a virtual robot. The tutorial is self-paced from UC Davis and lets users learn the basics of programming and computer science. There are teacher resources for hour of code and for using Roboblockly for teaching Maths. This app requires a computer.

Robomind Academy

Beginner - Advanced, Grade 3+

Learn programming through tutorials and interactive challenges. Teachers can pay for access to a teacher dashboards and mentoring. Runs on a computer.

Scratch Hour of Code

Grade 3+

Choose one of nine tutorials to complete, learning coding through the process.

Requires a laptop/desktop.

Snap Hour of Code

Beginner, Grade 3+

Work through 10 steps to create a mobile app game.

Works on Chrome browser.

Swift Playgrounds

Beginner - Advanced, MS+

Swift Playgrounds is an app by Apple, for learning how to code in Swift, which is used for programming iOS apps. The app requires an iPad.

Tickle

Beginner - Advanced

Tickle lets you program a virtual Orca, or physical objects such as Sphero, Lego Wedo and Dash and Dot. Tickle requires iOS.

Tynker

Beginner - Advanced

Tynker is a website/app that has both free and subscription activities. There are activities for beginner, intermediate and advanced coding, for people of all ages. Create an account for a teacher dashboard, where you can set up a class so that students can save their progress and continue coding at home.

Ucodemy

Beginner

Ucodemy has a three ITCH tutorials aimed at beginners from Grades 2 – 8. It’s free for student use but requires a subscription for access to a teacher dashboard, and private classroom space. The site works in a web browser.

 

Contact @drpresident with Questions/Suggestions