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CAMP GUIDE

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Orbit Odyssey Camp Guide

Congratulations on choosing to set up a camp using XRP for students in your community. This camp is geared toward students in Grades 6–8 (ages 11–13). This summer camp can be implemented in as little as 5 hours or in up to a 35-hour camp.

This camp exposes campers to robotics with block-based or Python programming software, building robots, engineering design, and problem-solving. It will help them better understand science, technology, engineering, and mathematics (STEM) concepts. Campers will experience project-based learning, hands-on activities, leadership skills, communication, and teamwork. 

Camp Goals and Objectives

Friendly competition is at the heart of FIRST ®. Student teams design, build, program, and operate robots to compete in a head-to-head challenge. Students develop STEM skills and practice engineering principles while realizing the value of hard work, innovation, and working as a team.

Students gain hands-on programming and rapid-prototyping experience while applying real-world math and science concepts.

Working in Teams

In Orbit Odyssey, the campers will work together in teams throughout their experience. The recommended team size is 2. 

Each team will need an XRP, which can be purchased on the  Sparkfun Website. Be sure to request as a FIRST team to get a team discount. Additional supplies include Micro USB cables and AA batteries.

Each team will also need a PC laptop or computer along with a phone for wireless control. A second computer is also recommended for each team.

We would love your feedback on this camp guide please follow this link to provide us with that feedback.

https://www.surveymonkey.com/r/XRPCampGuide

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Shortened Camp Schedule 

Welcome

15 min

More Than Robots

30 min

Break

15 min

Break

15 min

Closing

15 min

Welcome

15 min

Icebreaker

15 min

Break

15 min

Break

15 min

Learning CAD

60 min

Closing

15 min

Lunch Break

30 min

Lunch Break

30 min

Here is a sample schedule for a XRP camp that runs one week for seven hours. This camp could be run daily from 9:00 a.m. to 4:00 p.m. 

Icebreaker

15 min

Iterate and Improve

75 min

Orbit Odyssey Challenge

30 min

Computational Thinking

30 min

Game Strategy

30 min

Programming Your Autonomous

45 min

Engineering Notebook

15 min

Mini Challenge

30 min

Get It Moving

30 min

Manipulator Design

30 min

Practice Matches

30 min

Engineering Design Process

30 min

Celebration

15 min

Robot Matches

45 min

Welcome

15 min

More Than Robots

30 min

Break

15 min

Break

15 min

Closing

15 min

Welcome

15 min

Icebreaker

15 min

Break

15 min

Break

15 min

Closing

15 min

Lunch Break

30 min

Lunch Break

30 min

Icebreaker

15 min

Get It Moving

30 min

Orbit Odyssey Challenge

30 min

Computational Thinking

30 min

Get It Moving

30 min

Autonomous Programming

30 min

Engineering Notebook

15 min

Robot Matches

30 min

Game Strategy

30 min

Robot Matches

30 min

5 - Hour

8 - Hour

14 - Hour

More Than Robots

30 min

Orbit Odyssey Challenge

30 min

Computational Thinking

30 min

Game Strategy

30 min

Bluetooth Control

30 min

Practice Matches

30 min

Autonomous Programming

30 Min

Bluetooth Control

45 min

Iterate and  Improve

30 min

Engineering Design Process

30 min

Bluetooth Control

30 min

Programming the Manipulator

30 min

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Camp Schedule 35 Hours

DAY 1

Welcome

15 min

More Than Robots

30 min

Break

15 min

Break

15 min

Closing

15 min

DAY 2

Welcome

15 min

Icebreaker

15 min

Break

15 min

Break

15 min

Closing

15 min

DAY 3

Welcome

15 min

Break

15 min

Break

15 min

Closing

15 min

DAY 4

Welcome

15 min

Break

15 min

Break

15 min

Closing

15 min

DAY 5

Welcome

15 min

Iterate and Improve

75 min

Break

15 min

Break

15 min

Closing

15 min

Icebreaker

15 min

Icebreaker

15 min

Icebreaker

15 min

Lunch Break

30 min

Lunch Break

30 min

Lunch Break

30 min

Lunch Break

30 min

Lunch Break

30 min

Driver-Controlled Programming

30 min

Here is a sample schedule for a XRP camp that runs one week for seven hours each day. This camp could be run daily from 9:00 a.m. to 4:00 p.m. 

Core Values Activity

30 min

Core Values Activity

30 min

Core Values Activity

30 min

Icebreaker

15 min

Practice Matches

30 min

Iterate and Improve II

30 min

Building the XRP

45 min

Orbit Odyssy Challenge

30 min

Computational Thinking

30 min

Get It Moving

30 min

Autonomous Programming

Portfolio Reflections

15 min

Portfolio Reflections

15 min

Portfolio Reflections

15 min

Portfolio Reflections

15 min

Manipulator Design

75 min

Mini Challenge

15 min

Programming the Manipulator

60 min

Iterate and Improve II

60 min

Robot Matches

90 min

Fabrication Skills

60 min

Iterate and Improve II

60 min

Celebration

30 min

Robot Matches

45 min

Game Strategy

30 min

Mini Challenge

15 min

Iterate and Improve

30 min

Autonomous Programming

30 Min

Bluetooth Control

45 min

Engineering Design Process

30 min

Learning CAD

75 min

Iterate and Improve

60 min

Practice Matches

60 min

Portfolio Reflections

15 min

Practice Matches

60 min

Portfolio Reflections

15 min

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Camp Classroom Management

Recommendations

Below we’ve listed some recommendations to consider before running your camp.

    • Establish camp rules before campers arrive. You don’t need a long list of rules, just some basic rules concerning safety and appropriate interactions with other campers. You could include this as part of your welcome on the first day of camp.
    • Having a plan for the organization of the classroom or space can go a long way in ensuring that everyone has a positive camp experience. Consider having numbers assigned to each team that can become their team number.
    • You could give each camper a camp folder with all the documents they will need. The campers can use this folder during the camp to document their work and progress.
    • Classroom management still applies. Students who are distracted by others during instruction could miss valuable information they will need to complete their tasks.
    • Determining which campers to put in a team can be tricky. Students who signed up together could work together on a team. You could also place campers in teams that are close in age/grade level. If you must make changes, avoid doing so after the first day unless it’s a very special circumstance. Encourage teams who have problems to work through challenges. Don’t hesitate to have quick conferences with parents and guardians after each day when they come to pick up their campers, but try to keep things positive.
    • Encourage your campers to persevere. Things will go wrong. Some of it will be out of their hands. Remind them that engineers face obstacles daily and must troubleshoot for solutions. If you attempt to fix every problem that arises, the campers will become dependent on you, and you will quickly find yourself overwhelmed.
    • Consider taking the facilitator approach as opposed to being the person with all the answers. This is especially important when campers are using the engineering design process and creating solutions.

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Team Building Ideas

    • What is your dream job and why?
    • If you could live in any fictional world, which would it be and why?
    • Who are your heroes?
    • What is one of your proudest achievements?
    • What is a movie you have been looking forward to watching?
    • What plans do you have for the summer?
    • What is your favorite food to eat?
    • What are you most excited to do in this camp?
    • What was your favorite school lunch?
    • What is your favorite memory?

Getting to Know Each Other

    • Pass out a selection of dry spaghetti, marshmallows, string, and tape so groups can compete to see who can build the tallest free-standing structure in 10 minutes.
    • Pass out a sheet of white printer paper and tape to each group so that groups can compete to see who can build the tallest free-standing structure in 10 minutes.
    • Turn the room into an obstacle course and take turns walking through it blindfolded while everyone else shouts directions.
    • Make a scavenger hunt with things you can often find in backpacks or common areas and see who can collect everything first.

Team Building Hands-On Activities (materials needed)

    • Have everyone share three statements about themselves, two true and one false, and have the group guess which is the lie.
    • A Rock, Paper, Scissors tournament is excellent to pair up everyone for a simple game that most people know how to play already.
    • Everyone writes down an interesting fact about themselves, and the group takes turns pulling them out of a bowl and guessing to whom each belongs.
    • Play a few rounds of “Would You Rather” with questions like, “Would you rather have only summer or only winter for the rest of your life?”
    • Mini talent shows are a fun way to learn about one another as they show off talents big and small.

Team Building Games

In the 35-hour camp, there are several options for Core Values or team building activities. Here are some examples that you can use to build teamwork skills and enable campers to get to know each other.

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Teaching Methods

In this camp, campers will learn using science, technology, engineering, and math (STEM) concepts. Teaching STEM doesn’t include a set of concrete ideas attached to a test but rather a set of benchmarks that campers should be able to accomplish. The structure of this camp is to build concrete ideas based in math and science, allow campers to investigate those ideas using technology, and finally they use the engineering design process to solve challenges.

This camp is a hands-on experience. Students learn by doing activities, testing out if their ideas work, and then applying their new knowledge to a challenge.

For campers to be successful, campers must be allowed to do the following:

    • Work collaboratively
    • Think critically
    • Explore ideas freely
    • Make mistakes and be encouraged to continue investigating
    • Ask questions and be guided, not given the answer
    • Design solutions outside of the expressed rules (this is how and why each camp will be slightly different)

If you allow these core ideas to flourish in your camp, all campers will be successful and feel accomplished. They know that they have gained knowledge, even when it feels that they are just having fun!

First and foremost, use your professional judgment to augment this camp to meet the needs of your campers, space, timing, and additional requirements. Set expectations for participation in the camp based on the student growth mindset of holistic and STEM skills.

A key component of the camper experience is working as a team. Here are some strategies for managing student teams:

    • Physically split the space to facilitate working in teams.
    • Be comfortable with talking and movement within teams.
    • Have individual check-ins with each team at the start of each camp day.

Implementation Strategies

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Best Practices

Preparation for a camp is important to its success. Take the time to conduct a pre-camp meeting and determine the answers to the following:

    • Can I put a robot together from its component parts?
    • Are all the robots the same, and are they all functional and charged?
    • Are there enough computers available for programming the robots?
    • Can I support the campers in programming the robot?
    • Are all the support supplies in place and properly stored and labeled?
    • Do we have the capabilities to 3D-print the needed parts?
    • Is the camp space adequate in size, comfortable, and safe for campers?
    • Are there adequate power outlets to avoid a “spaghetti” effect of extension cords and to avoid fire/safety hazards?
    • Is there adequate table space for each team to work by themselves on their robots?
    • Is there space and seating capacity for family and friends during the last day to watch the robot competitions and the celebration?
    • Is there adequate help for the camp? All instructors should be familiar with the XRP Robot.
    • Be as prepared as possible; allowing flexibility for the unexpected during the camp is important.

Preparation

Getting the parents and caregivers involved is a multiple-step process.

First, understand that:

    • They plan summer activities around work, vacations, and other activities well in advance.
    • They feel more confident when they can speak to someone who will be present at the camp.

Second, in order to overcome any uncertainty, nothing takes the place of one‐on‐one contact.

Take the extra time to cover the following:

    • Benefits of the camp
    • Camper drop‐off and pickup (include time window). Include specific drop-off and pickup instructions.
    • Assurance that activities are supervised by camp staff
    • The camp’s lunch, snack, and food allergies policy (if applicable)
    • The camp fee and payment options (if applicable)

Third, you could follow up every registration with a personalized thank-you note and at the end of the camp with additional resources for families to build on the camp experience.

Parent and Caregiver Participation

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Facilities

The cost of a facility is something to take into consideration when planning your camp. Organizers can search for options that can be procured free of charge through local organizations such as a school, Boys and Girls Clubs of America, etc., or you may elect to rent a facility.

It is beneficial to choose a location that is easily accessible for staff, campers, and parents and accommodates any special needs. The facility should have adequate parking for staff and a drop‐off area for campers. It should also be equipped with desks and chairs and have adequate restrooms that can accommodate staff and campers.

Building

Having a room set up with workstations or tables is preferable. You will need space in the room to set up the competition field. Classrooms equipped with computers and a projector is also recommended for the camps. We use 1 computer per 2 campers. It’s also helpful if instructors have internet access within the teaching area. Internet access can allow instructors to show campers online videos and demonstrations that will complement the camp. Finally, be sure to point the way to the classroom with a colorful sign.

Each team will need space to design, build, and program their robot. They will need space to have

brainstorming sessions, research, draw diagrams, and participate in teamwork activities. Access to electronic devices and the internet are important for each team to have for a successful program implementation. Designate a safe area for the robot sets, computers, and materials that campers have been working on so they remain safe between days. Ensure that you know the safety rules of the facility, especially if students will be using any tools, cutters, or drills.

Room

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Materials and Expenses

Below is a table of expected expenses to run this camp.

Expenses

Here is a list of potential materials for your summer camp.

Materials List

Materials

Notes

PC computer/laptop

Campers will be working with both robots and software daily. Make sure the XRP firmware is up to date before the camp. Recommend 2 devices per team.

Game field and game elements

Game field elements can be created from locally available supplies and can be made to varying degrees of durability depending on supplies available. Find the build guide and supply list here. You can purchase additional items from Andymark here.

XRP Robot and controller

Available from Sparkfun. Controllers can be student cell phones using Bluetooth, or you can set up a field control system with the resources provided here.

USB cables and batteries

Note on the Sparkfun website the needed additional cables and batteries.

Certificates/prizes

For each team challenge, you need to be able to reward winning teams with small prizes/certificates. This could include candy, pencils/pens, etc.

Folders

Folders to be used as team portfolios. All student handouts will be kept in the portfolio. 1 per team or per camper.

Name badges

This is a great idea, just in case campers and staff forget each other’s names or wander off.

Battery charger

A charger for AA batteries is suggested. This will enable you to recharge batteries each day.

3D printer

A 3D printer can be an essential part especially for a full-week camp. If using a 3D printer, print times can be long; having more than one can help speed up your print time.

Tables

Space to park robots away from workspace for charging and storage overnight

Camp shirts

You could have shirts with the camp's name and could include any sponsors of the camp.

Awards

Consider printing certificate awards for areas such as best programming, best innovation, and best Gracious Professionalism.

Camp organizers could use this camp model as a fundraising effort to support the purchase of FIRST materials, program team and/or Class Pack registrations, or associated costs for FIRST events.

For Inspiration and Recognition of Science and Technology ("FIRST®) owns valuable assets in the form of trademarks and copyrights. FIRST is legally entitled to restrict any unauthorized or commercial use of these assets. Furthermore, as a 501(c)(3) nonprofit corporation, FIRST is required by corporate and tax law to limit the commercial use of its intellectual property. Recognizing their joint interest in FIRST teams and supporting organizations to promote their activities, FIRST has developed this policy to permit limited non-commercial use of their trademarks and copyrighted materials for the purposes of operating camp activities (“Camp”).

Recurring Expenses

One-Time Expenses

Facility charges and equipment costs

Computers and software

3D filament, game elements, bame field

XRP Robot kit and possible 3D printer

Camp instructors: The use of volunteer instructors could greatly reduce the overall expense.

Additional motors or sensors

Beverages (recommended): Bottled water only. Snacks and even lunches are all optional items to be considered.

Hand tools

Miscellaneous supplies: paper for printing certificates, markers, rulers, name badges, pencils, etc.

Various building supplies: cardboard, plastic cups, 3D printers, etc.

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Camp Staffing

Coordinators/camp directors are responsible for several areas in the creation and management of the camp. They assist in marketing, scheduling, and camper registration, as well as coordinating logistics during the challenges/events.

Camp Coordinator

Staffing

Adequate staffing is critical to the success of your camp. A ratio of 1 lead instructor and 4–5 assistants per 15–20 campers is recommended. Members of local high school robotics teams like FIRST® Robotics Competition or FIRST® Tech Challenge are excellent assistants as they are often required to work with other students as part of their community outreach.

If hiring staff, it is recommended to provide a robot set and the software before the camp starts to learn and practice basic programming skills. It is recommended that instructors review any robotics content as training before teaching the campers in the camp.

Consider assigning one or two staff members that will serve as referees or safety officers for the camp. As part of the camp, they could hand out citations for things such as horsing around or throwing things.

Before Camp

Marketing:

  • Place ads in local newspapers.
  • Place ads online with local news stations.
  • Advertise on “camp” websites (www.summercamps.com).
  • Hang posters (as many places as you can).
  • Hand out flyers (at local events).
  • Email flyers to past campers (parents) and/or prospective campers (parents).
  • Utilize social media to post flyers on Facebook, Twitter, etc.
  • Contact local schools or district personnel to email flyers to teachers and parents.

*If the coordinator/camp director plans to have press coverage of the camps, it’s necessary to contact the media in advance. News stations can be difficult to book, therefore, the more notice they have, the better. Also, contact television stations that are interested in community events as you may be able to advertise on such stations at no charge.

Registration:

  • Email confirmation letters with camp information, directions, permission slips such as for field trips, video/photo release forms, etc.
  • Email reminders the week before camp.
  • Ensure you have all registration forms and payments for each camper.
  • Provide detailed location information.

Facility and Room:

  • Make sure the facility and room you are using for the camp has appropriate technology, software, internet access, and materials to run the camp.
  • Make sure you have space for either the mini game field or full competition field.

During Camp

After Camp

  • Email regarding the week’s activities and special events, such as field trips.
  • Email parents/campers the camp survey.
  • Email a thank-you to campers and parents.
  • Email camp survey reminder (for those who haven’t completed the survey).
  • Email link to online photos from the camps.

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Daily Teaching Format

Welcome: Use this time to cover what the campers will do for the day. There are many great “get to know you” icebreaker activities to start each day. This is especially helpful the first few days to build relationships among the campers.

Prepare for the Activity: Some activities may require setup prior to starting, see the Camp Activities section for any setup or additional materials needed for the day.

Student Handout: Each activity has a student handout that can be displayed or given to the students with the challenge for the lesson. Guide students through the activity using the Camp Activities section.

Celebration: Address the whole camp and celebrate each team’s achievements! Create a FUN atmosphere and give each camper a certificate. You could also give award(s) to the teams.

Closing: During closing, have the campers share and reflect on what they learned and did. Teams could share with each other or share with the entire camp. Children could also showcase what they did for the day to their parents and caregivers. Also use this time for cleaning up, taking apart materials, and putting materials away.

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Camp Activities

Daily Activities

  • Welcome: Use this time to cover what the campers will do for the day. Set your expectations and rules for the camp. There are many great “get to know you” icebreaker activities to start each day. This is especially helpful the first few days to build relationships among the campers.
  • Introduction: Share any videos or directions that are needed for the start of the activity. Then, follow through with directions from the videos.
  • Student Portfolio: At the end of each day, the teams should document what they’ve done utilizing the Student Handouts.
  • Closing: During closing, have the campers share and reflect on what they learned and accomplished. Teams could share with each other or share with the entire camp. Also use this time for cleaning up, taking apart materials, and putting materials away. 

Activity: More Than Robots

  • Activity Preparation: Ensure you have a way for students to be able to watch the videos. Find a puzzle that could work for the Coopertition activity. Have them use the student handouts to keep track of their notes. (This will be part of their portfolio.)
  • Learn About FIRST: Display the Mark Rober video. If you are a local FIRST team, you can also use this as an opportunity to show off your FIRST team and a demonstration robot you might have.
  • What is Gracious Professionalism?: Have students watch the video and potentially have former students describe what Gracious Professionalism means to them.
  • What is Coopertition?: Coopertition is defined as cooperation (working together) during competitions so that all teams are successful. This term may be new to some students, so an activity that demonstrates it can help them understand its importance. This activity is designed to use a puzzle of some sort and put the students into groups to solve the puzzle. See the link below for a 3D puzzle cube that can be 3D printed, or you could use other puzzles linked that can be printed on paper.
  • 3D print folder for printing a square puzzle
  • Paper-only printable puzzles
  • Reflection Questions
  • Have a class discussion with the reflection questions:
    • How does it make it easier to solve difficult problem when we all work together?
    • Why is it essential to have each individual play a part in solving the problem?

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Camp Activities

Activity: Orbit Odyssey Challenge

  • Activity Preparation: You will want a field set up for students to exploreAlso provide a link to the game manual for easy access for students or have printed manuals ready for use. Refer to the Orbit Odyssey Field Build Guide for dimensions and details. Preload the video and ensure it plays. Have students use the Student Handouts to keep track of their notes. (This will be part of their portfolio.)

  • Game Animation
  • Game Manual
    • Then provide access to the Game Manual.
    • Consider dividing parts of the game manual out in a jigsaw reading method. (Each group takes one section of the game manual, discusses it, highlighting important parts, and then shares out at the end.)
    • As the groups are sharing out, consider writing out the scoring and rules on a whiteboard or post it board for all to see.
  • Reflection Questions
    • Have a class discussion with the reflection questions:
      • What most excites you about the challenge?
      • What might be difficult in the challenge?
      • What parts of the game rules could be confusing?

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Activity: Building the XRP

  • Activity Preparation: Build an XRP yourself to ensure you understand the process and any struggles participants might encounter. Students may use the video or the written documentation to build their robot. Common issues in building include:  
    • If the control board is seated under the two corner braces, it may take a little force to pop in. This will not harm the board.
    • Scissors can be useful for opening packages.
    • The motors are correctly in place when you hear the click. You should be able to shake the robot and the motors not move. 
    • 7th-8th graders full 45 minutes to build.

Camp Activities

  •  Building the XRP
  • XRP Assembly, XRP Coding
  • XRP Assembly and Software Starter Guide
    • Video tutorial
  • User Guide
    • Written user guide

  • Reflection Questions
    • Have a class discussion with the reflection questions:
      • How do you think the robot operates based on how things go together?
      • Why is it important to understand where the cables should go?  (Understanding what motor, sensor, etc. is in each port.)
        • What would happen if you plugged the left motor into the right motor port?
          • The programming environment would send the wrong signal to the wrong motor.
        • What might happen if you mixed up the blue and yellow wires on the sensors?
          • The robot would not receive or send information correctly.

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Camp Activities

 Activity Get It Moving

  • Activity Preparation: Prewatch the Sparkfun XRP Movement Guide video. Ensure that each camper can access to this link as they will be working individually at their own pace today.
    • Ensure you have charged batteries and the micro USB cables for the robot. 
    • Have them use the student handouts to keep track of their notes. (This will be part of their portfolio.)

  • Programming Your Robot
    • Guide students to watch the video and program each action at their own pace.
    • The table at the right shows the basic algorithms they should be using.
    • Check with students on their progress. Help them identify important actions and key takeaways from the video. 
  • Reflection Questions
  • Have a class discussion with the reflection questions:
    • How does programming the robot to drive with effort differ from speed?
      • Speed uses the exact revolutions per minute, where effort sends only a power value to the motors. This is like an odometer in a car versus just pressing on the accelerator.
    • How could this impact your robot in the game?
      • Using the encoders built into the robot speed algorithms, it isn’t affected by the battery power. With effort, it is only rotating based on battery power, so the distance and time can be variable.

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Activity: Computational Thinking

  • Activity Preparation: Prior to the activity, gather some cardboard, tape and colored paper. On the floor, create a life-size (8 ft by 16 ft field).
    • Lay out the cardboard with tape or construction paper, creating each Low Rubble Zone, High Rubble Zone, Earth and Orbit Barriers
    • Have them use the student handouts to keep track of their notes. (This will be part of their portfolio.)

Camp Activities

  • Game Pseudocode: Go over what pseudocode is. (Pseudocode is a “false code” or directions that a human can read but a machine cannot.) Then show students the field. Divide students up into the defined roles listed in the activity in the student handouts. Guide students in the activity with questions such as: What will the robot need to do to move from the starting point to the Ramp? What variables might you need to know to write the directions?
  • Write and Test Pseudocode: Ensure that Team Member 1 writes the first step you might need to accomplish a task, such as move forward 5 steps. Then the robot (Team Member 2) should test the algorithm. Have students take turns on the large playing field. Spend no more than 15–20 minutes on the activity. The idea is to get them thinking about it, not necessarily making it perfect.
  • Reflection Questions
    • Have a class discussion with the reflection questions:
      • What struggles did you have with writing your pseudocode?
        • Knowing how big the robots step was. Controlling the variability of the steps.
      • How did you break the code down into steps you can test?
        • Wrote one step, tried it out, and then tested another.

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Camp Activities

 Activity: Game Strategy

  • Activity Preparation: Review game details and consider the robot actions that the robot will perform in the game. 
    • Have them use the student handouts to keep track of their notes. (This will be part of their portfolio.)
  • Learn About Game Strategy
    • Use FIRST team experience to describe game strategy from previous seasons and how they approached the design of their larger robot.
    • Review the game breakdown

30-Second Autonomous:

  • Rubble delivered to the Low Rubble Zoner: 1 points
  • Rubble delivered to the High Rubble Zoner: 3 points
  • Robots parked in the Low Rubble Zone: 5 points

Driver Controlled:

  • Robot Orbit Completion: 5 points
  • Robot Orbit with Amplifier 3 points

Endgame:

  • Amplifier returned to Earth: 10 points
  • Low Rubble Zone Parking: 5 points
  • Both Amplifiers returned to Earth Coopertition Bonus: 10

    • This involves brainstorming with your team all of the robot actions it will need to be able to do to score points in the challenge and then the ranking of importance to achieve the actions.

  • Your Game Strategy: Work with students to brainstorm the robot actions that they would need to achieve scoring points in the game. Students may jump ahead to many different actions all at once.
    • Redirect them to consider individual actions they might need to prior to achieving the action that will enable them to score points. 
    • For example, they will need to be able to drive as an essential element for all scoring.
    • Have the students rank the order they should accomplish the actions to score points.

  • Reflection Questions 
    • Have a class discussion with the reflection questions:
      • When ranking your choices, did you consider the difficulty of each challenge?
      • Why is ranking important to help your team stay focused on what you need to accomplish?

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Camp Activities

Activity: Programming Your Autonomous

  • Activity Preparation: Prewatch the Sparkfun XRP Movement Guide video. Ensure that each camper can access to this link as they will be working individually at their own pace today
    • Ensure you have charged batteries and the micro USB cables for the robots. 
    • Have them use the student handouts to keep track of their notes. (This will be part of their portfolio.)

  • Program Using Blocks:
    • Students will get their first opportunity at programming their robot with their own directions that they have written. Beginner programs should start with blocks programming, although Python is optional. Provide them with these links as resources for writing their own code. They should be able to utilize their pseudocode from the Computational Thinking activity to guide them in the process.
    • Blocks Quick Reference
    • Sparkfun XRP Movement Guide
    • XRP User Guide

  • Program Using Micro-Python:
    • Micro-Python is a text-based language, and students will be using it for driver controlled so advanced students should start with it. The User Guide has both micro-python blocks references. Facilitators should gauge the students capabilities and guide them accordingly. Some students in the group may need to focus on Blocks others may be ready for Micro-Python. This is also dependent on the facilitators experience with text-based programming and the ability to help students troubleshoot through the process.
    • Python Quick Reference
    • XRP User Guide References

  • Testing Code
    • As students are working through their code options, they should make sure they are saving often and keeping track of their changes. Students will often get a program that works and then change it and struggle to get back to the code that worked.
  • Reflection Questions
    • Have a class discussion with the reflection questions:
      • What robot actions were you able to achieve, and what do you still need to work on?
      • Were you able to use the gyroscope to improve navigation?

Using something like this chart found in the student handouts, help them keep track of program changes and prevent them from losing programs that work.

Robot Action

Program Name

Success Rate

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Camp Activities

Activity: Bluetooth Control

  • Activity Preparation: Have students use the student handouts to keep track of their notes. (This will be part of their portfolio.) If you are hoping to use gamepads and wireless control, you will want to set it up using this guide (Raspberry Pi’s are needed).. Bluetooth control is achieved using an external library that has to be downloaded and installed. The Drive With Pestolink application has several steps that you might want to do for students prior to having them try to connect using the Bluetooth. If you are having the students do the install then walk through the process prior so that you can assist them in troubleshooting.
    • You also can rename each Bluetooth network so that students are not connecting to each other. You will need to do this prior or have a naming convention you can give to the students to name for themselves.
  • Using Pestolink Online
    • Note: Pestolink Online needs updated Chrome on Android devices or PC. For Mac, you will need a special app called Bluefy.
    • Once students have run the program on their XRP, it will show up as a Bluetooth device for them to connect with on a computer or phone.
    • After connection is established, students can then use the joystick (circle on left) to drive the robot. The example code should enable students to drive forward when the joystick is pushed up and turn when it is toggled to left or right.

Steps to Creating Bluetooth Control

  1. Update firmware if needed.
  2. Download Pestolink repository.
  3. Connect to XRP editor.
  4. Upload Pestolink.py to the library.
  5. Upload Pestolink_example code.
  6. Open and run Pestolink_example.
  7. Open https://pestol.ink/ or scan QR code above.
  8. Connect to the robot via Bluetooth.
  9. Test out joystick and buttons.
  • Run Program on XRP
    • Once students have run the program on their XRP, it will show up as a Bluetooth device for them to connect with on a computer or phone.
    • After connection is established, students can then use the joystick (circle on left) to drive the robot. The example code should enable students to drive forward when the joystick is pushed up and turn when it is toggled to left or right.

  • Reflection Questions
    • Have a class discussion with the reflection questions:
      • How are you communicating with the robot?
      • What algorithms or directions are built into the tool you are using to communicate with the robot?

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Camp Activities

Activity Driver-Controlled Programming (Python Only)

  • Activity Preparation: Have students use the Student Handouts to keep track of their notes. (This will be part of their portfolio. In establishing bluetooth control in the previous lesson students were guided through a process of using a MicroPython code to run their robot via a bluetooth connection. In this lesson they are given the opportunity to modify that code and use if to further improve their robot. You will want to look through the MicroPython example and identify key algorithms that are involved in controlling the robot, try out the changes below and experiment with other changes that students might do so that you understand how to help them troubleshoot.

Decompose Example Code

  • Looking through the example python code determine where you might change items such as direction of the joystick or change what the buttons do.
  • Python Quick Reference

Modify the Code Example

Students are asked to create a copy of the code example before modifying it. In the example ,they are asked to switch the axis of the joystick which is driving the robot forward and turning. This will make it so that the robot turns when it should drive forward and drives forward when it should turn.

  • Create a copy of the code example.
  • Switch the example of the throttle and rotation (Lines 20–21).
    • throttle = -1 * pestolink.get_axis(1)
    • rotation = 1 * pestolink.get_axis(0)
  • Test the driving ability.
  • Make modifications to the code as necessary to operate in your desired fashion.

Reflection Questions

  • Have a class discussion with the reflection questions:
    • How did changing the code affect the robot performance?
    • What can you identify about other parts of the code and how it is providing control of the robot?

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Camp Activities

Activity: Engineering Design Process

  • Activity Preparation: Have students use the student handouts to keep track of their notes. (Note: This Activity is 2 pages.) This will be part of their portfolio. For this activity, students will use readily available supplies such as cardboard, rubber bands, tape, paper clips, etc. to build a prototype for their team marker. Ensure you can load the video ahead of time.
  • Watch the Engineering Design Process Video
    • Engineering Design Process
    • Discuss with students prototyping and why they think it is important.

  • Design Criteria
    • Design criteria are an essential part of determining the success of the engineering design process.
    • Ask students why design criteria are important. How can they be used to help them measure progress?.
  • Ideas: Students should use the student handout to draw out their ideas. Having a drawing can help them communicate their ideas to others. If students are hesitant to want to draw, encourage them that it doesn’t have to be perfect; it is just a way of expressing how they might solve the problem.
  • Evaluate and Decide
    • After students have drawn out their ideas they should share them and as a group evaluate them according to their design criteria.
    • This process helps students narrow down ideas before spending too much time building, especially if it won’t meet the design criteria.
    • Students should be guided to make a decision on the one that enables you to meet the design criteria the most.

Reflection Questions

  • Have a class discussion with the reflection questions:
    • Why is important to have lots of ideas and evaluate those ideas?
    • How is evaluating your ideas based upon design criteria different than one based upon opinion?

Design Criteria

  • The team marker must be 2 in. x 2 in.
  • It should have your assigned team number displayed on it.
  • It should mount in the groove of the XRP chassis.
  • It should be stable enough to not fall out during the competition.
  • You should have a red and blue version of the team marker.

Idea

Pro

Con

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Camp Activities

Activity: Learning CAD

  • Activity Preparation: Before you print student handouts, you will want to determine the CAD program you want students to learn. There are several options for CAD design, Tinkercad can be a good option for younger less experienced students or OnShape can be used with more advanced students. You will want to customize the Student Handouts with the specific links you would like to share out and have a way for students to easily access the links in the handouts.
  • Have students use the Student Handouts to keep track of their notes.

Create a CAD Account and Learn the Basics

  • Below are links for Tinkercad and OnShape CAD programs, both platforms have the ability to work on Chromebooks and do not require a software install on the computer. They are also free for educators and FIRST teams. The discourse for the XRP also has several resources.
  • Guide students with the tutorials below to ensure they know how to create an object of a specific size and how to alter a part by adding or removing material and adding text to an object.
  • Starting Tutorials for Tinkercad
  • Starting Tutorials for OnShape

Utilize CAD Parts Libraries to Create Your Team Marker

Design Criteria

  • The team marker must be 2 in. x 2 in.
  • It should have your assigned team number displayed on it.
  • It should mount in the groove of the XRP chassis.
  • It should be stable enough to not fall out during the competition.
  • You should have a red and blue version of the team marker.

Reflection Questions

Have a class discussion with the reflection questions:

  • Why is understanding dimensions and verifying them with your design criteria important?
  • How can learning CAD be useful in the engineering design process?

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Camp Activities

Activity: Manipulator Design

  • Activity Preparation: Have students use the student handouts to keep track of their notes. (Note: This Activity is 2 pages.) This will be part of their portfolio. For this activity, students will use readily available supplies such as cardboard, rubber bands, tape, paper clips, etc. to build a prototype for moving the Snow and Rocks. Some manipulator designs can be found on the XRP discourse site.

  • Draw Out Ideas
    • Review the design criteria with the students.
    • Guide them to think of ways they might add things with their robot to move the Rubble and Amplifiers.
    • Note that it can use the small servo, but it doesn’t have to.
    • Unless additional motors have been purchased, they are limited to the small servo included in the kit.
  • Make a Decision and Prototype
    • After students have drawn out their ideas they should share them and as a group evaluate them according to their design criteria.
    • Students should be guided to make a decision on the one that enables them to meet the design criteria the most.
    • Give student a specific amount of time to build their prototypes before they start testing them. Example: 10 minutes.

Design Criteria

  • The manipulator should be able to grip or control Rubble or Amplifier game pieces.
  • It may or may not need to be controlled by a servo.
  • It should mount in the XRP chassis.
  • It should be stable enough to not fall off during the competition.
  • Test and Improve the Prototype:
    • Testing early and often can help students learn more about their prototype and determine if it meets the design criteria.
    • Encourage students to keep track of all of their changes and any important lessons they learned in the process.

Reflection Questions

Have a class discussion with the following reflection questions:

  • Why is important to test multiple ideas to achieve your design criteria?
  • How can you ensure that you are accurately testing your prototypes?

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Camp Activities

Activity: Programming the Manipulator

  • Activity Preparation: Have students use the student handouts to keep track of their notes (Note: This Activity is 2 pages.) This will be part of their portfolio. Review the Pestolink_Example code and the Python Quick Reference Guide. Practice altering the servo code to alter the angles of the servo according to the resources available.

  • Identify Manipulator Algorithms
    • When you are guiding students to alter the code for the manipulator, they will be altering the code to the right.
    • The starting servo position is important. See this video on guiding students through the process of using a protractor and the program setting to help students identify their servo starting position.

  • Modify the Algorithm
    • Ensure that students document their changes to their algorithm.
    • They often will forget to save their program and not remember what works.

Reflection Questions

Have a class discussion with the following reflection questions:

  • How does the angle you need differ from the program template?
  • Were you able to determine the correct angle needed for your manipulator?

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Camp Activities

Activity: Iterate and Improve

  • Activity Preparation: Have students use the student handouts to keep track of their notes (Note: This activity is 2 pages.) This will be part of their portfolio. Review the engineering design process and the importance of iteration.
  • Remember the Engineering Design Process
  • Guide students to reflect on the engineering design process. Encourage them to understand how many cycles it can take to make a product. Consider using quotes from some famous inventors:
    • Edison once said, “I have not failed 10,000 times—I’ve successfully found 10,000 ways that will not work.”
    • “Most of the time you will fail, but you will also occasionally succeed. Those occasional successes make all the hard work and sacrifice worthwhile.” Dean Kamen
    • It took James Dyson 5,127 prototypes to get the first cyclonic vacuum right.

  • Improve Your Manipulator
    • Ensure that students document their changes to their manipulator.
    • They often will forget to record their drawings and take pictures of their design process encourage this.
  • Test and Improve the Prototype
    • Ensure that students document testing data.
    • Encourage them to consider the testing data and how if it meets the design criteria. This will help them focus on areas they should change.

Reflection Questions

Have a class discussion with the following reflection questions:

  • Why is iteration important?
  • How do you know if you should continue to improve your design?

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Camp Activities

Activity: Practice Matches

  • Activity Preparation: Have students use the student handouts to keep track of their notes (Note: This Activity is 2 pages.) This will be part of their portfolio. Ensure you have a field set up and print the Score Cards from the Game Manual on page 7. You will also want to run a practice match schedule using ChatGPT. directions for this are in the Game Manual on page 6.
  • Assign Team Roles
  • Assigning team roles during practice matches can be important. For the matches to run smoothly, students will need to understand what needs to occur.
    • Managing robot programs and having programs ready to load will be key. Students will need to be able to start the program in autonomous by pressing the user button. Then, after autonomous, they will need to be able to start the Bluetooth connection and run their driver-controlled program. This may take some practice for it to run efficiently.

  • Organizing Robot Programs
  • Encourage students to keep their programs organized so that they take less time to install the programs on the XRP. Bluetooth download of robot programs may be available, so it could take less time, but participants will still need time to ensure the correct program is running on the robot. This is an area that is in development with the XRP, so refer to the User Manual for the latest updates.

  • Driving Practice
  • Teams should rotate through the driver position so that they can determine the best driver for the final competition. This often can be a difficult decision to determine who the driver should be. Keeping score during practice matches and then the team making a decision based on the practice match scores can be an effective way of approaching it in a data-driven way.

  • Score Keeping
  • If you have limited team members, members from other teams may help out with scoring, or camp helpers or staff may fulfill this role. You may also need a person to serve as the referee that knows the game rules and can determine tickets.

Reflection Questions

Have a class discussion with the following reflection questions:

  • During practice matches, what did your robot do well?
  • Where were the struggles in getting the robot to score?
  • What ideas do you have to improve the robot?

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Camp Activities

Activity: Fabrication Skills

  • Activity Preparation: Have students use the student handouts to keep track of their notes. (Note: This Activity is 2 pages.) This will be part of their portfolio. Gather rulers and any other measuring devices you might have, like a digital caliper. Determine the fabrication possibilities for your facility and the stock available for fabrication (3D printers, lexan, plywood, or cardboard). Identify if the facility has a safety protocol for using any tools or fabrication possibilities.
  • Improve Fabrication
  • This section is designed to help students improve their fabrication skills. The degree to which they implement those skills depends on your materials available.
  • Guide students to improve the durability of their designs. Be sure that if students are using any fabrication equipment such as a drill or saw, that they have passed the proper safety protocols for the facility you are in to use them. Safety needs to be a big focus. Please follow guidelines found in the FIRST Safety Manual.
  • It is encouraged for students to design and then 3D print mechanisms, but they also can be fabricated using other materials you might have available.
  • If you are 3D printing students’ manipulators, you will want to communicate a policy for how and when you will be able to print and guide them to focus on programming until the print can be complete.

  • Drawings
  • Drawings and measurements are an important part of improving engineering skills for students. Guide them to think of how measurements of key parts (such as the size of the servo gear or horn) are important details and that if accurate measurements are not included it can increase the risk of unnecessary failure.

Reflection Questions

Have a class discussion with the following reflection questions:

  • Why is it important to have accurate measurements and precision when designing manipulators?
  • How can drawings from the top, front, and side better represent the object?

  • Consider asking students to look at a book and describe the dimensions from the top of the book. Then, ask them to think about the dimensions from the side of the book. Guide students to think about objects in three dimensions and that orthographic drawings help them get an accurate visualization of how the object looks from all directions.
  • Have them compare a drawing to an object in CAD. How does CAD help you visualize the object in all dimensions and improve its accuracy?

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Camp Activities

Activity: Iterate and Improve II+

  • Activity Preparation: Have students use the student handouts to keep track of their notes. (Note: This Activity is 2 pages.) This will be part of their portfolio. Identify any struggles students may be having that may need additional support. Set a deadline for when students should have the iteration complete for another set of practice rounds. You may end up repeating this process a couple of times.
  • Test and Improve the Mechanisms
  • As students are testing their improved prototype, encourage them to document their testing process and reflect on if the change are helping them meet their design criteria.
  • This section can take as long as students need. As long as they are documenting as they are testing, they will be able to see their achievements.
  • Ensure students know when their deadline is so that they can plan accordingly.
  • You may also have students implementing different phases of their designs, especially if your are 3D printing.
  • Test and Improve the Code
  • If students are waiting on parts to be 3D printed, they can focus on improving their autonomous scoring in all starting positions.
  • Encourage them to keep track of each starting position and the outcome.
  • Once their manipulator is ready, they then can add it in and test.

Reflection Question

Have a class discussion with the following reflection questions:

  • How does documenting your prototype versions and next steps help you continue with the engineering design process?
  • Are you ready for your practice matches? What else needs to be done to be ready for them?

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Camp Activities

Remaining Camp Schedule

  • After you have started the process of improving and iterating, you will want to gauge your activities based upon the amount of time you have left in the camp. There may be 2 or more cycles of this.

Practice Matches

  • Having practice matches as a deadline for improvement and iteration is important. Continue to use the practice matches activity until you are ready for the final robot competition.

Robot Matches

  • Use the Game Manual to set up your robot matches.
  • Consider printing out awards to celebrate student achievements, such as best programming, best innovation, and the Gracious Professionalism award.

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