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Build any structure with Strawbees reusable connectors and straws. The modification state never ends - just keep adding, updating or removing pieces. Experiment by adding different building materials or maker tools.
Get started rocking, rolling and coding with this clever robot. Dash can dance, light up, make sounds, respond to voices, navigate objects and more. Beginners and advanced programmers alike will enjoy playing and learning with Dash.
Meet Edison, a modular robot that immerses kids in STEM concepts. It comes preloaded with functions that are ready to use right away. When students are ready for more of a challenge, they can create their own programs. Use as is or add LEGO bricks.
Teach electronics and STEAM principles with this intuitive system. LittleBits are color-coded and labeled, and they easily snap together with magnets. All Bits work together, so you can combine pieces from different kits to invent something new.
Teach the basics of computer programming - no screen required! Cubetto is a friendly, wooden robot that teaches the basics of coding through hands-on play. Each block is a command, creating a programming language that kids can touch and manipulate.
Learn, play and explore with the first app-enabled robotic ball. Sphero pairs to your smartphone or tablet, allowing kids to program simple commands. As their coding skills improve, they can move on to more complex instructions.
There's no wrong way to build with Cubelets Robot Blocks. Inspire budding innovators to play, build and become better thinkers with this groundbreaking, magnetic robot construction system. There are thousands of combinations - no coding required.
This robot's emotive AI technology engages kids learning to code. As students use Block or JavaScript programming to make Cue talk, text, laugh and navigate its surroundings, they're developing critical problem-solving skills.
These smart little robots teach higher-level coding concepts and help kids develop logical reasoning skills. Ozobots are preprogrammed to read hand-drawn lines of color, moving along the lines using sensors to read the codes and act.
These proprietary projects were developed exclusively for Demco Makerspace by Stanford Fellow and founder of Design Case Consulting, Mark Schreiber. These projects make use of some of the most popular makerspace products.
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In this set of three activities, students use Blockly coding to complete the challenges centering around Dash's road trip. Cross-curricular connections are included, as well as planning and reflection worksheets.
In this collection of friendship-themed challenges, students will get to know Dash's and Dot's capabilities and work with Blockly code. Designing Mazes for Robots is the classroom feature.
In this collection of challenges, students use Blockly coding to help Dash and Dot go on adventures, play dress-up and become storybook characters. Storytelling and Geography With Robots is the classroom feature.
In this collection of challenges, students use Blockly coding to help Dash and Dot play classic games such as duck, duck, goose; red rover; hot potato and more. The Robot Olympics is the classroom feature.
This easy-to-follow series of 23 activities allows students to work independently, gradually learning about the Edison robot and EdBlocks, a robot programming language. Some activities require the EdBlocks app.
Students gain familiarity with the Edison robot through a series of activities, including programming the robots using bar codes. They then learn the basics of the EdScratch programming environment in preparation for the next unit.
Students explore Edison's abilities to move using its motors and use the robot's LEDs and buzzer through a range of activities. Computer programming fundamentals are introduced. Students begin to develop familiarity with programming in EdScratch.
Students examine the key computational concept of loops and explore different ways loops can be used to control Edison's behavior. The topic of programming logic is examined more closely. Students continue to explore the EdScratch environment.
Students explore selection and branching through the computational concepts of conditionals and events. Students learn about algorithms and use this understanding to create programs enabling more autonomous behavior from the robots.
Students dive into the key computational concepts of variables, data and expressions while applying prior learnings from previous units. Exploration of the EdScratch environment is rounded out as students revisit and expand on earlier concepts.
By designing and developing projects of their own using iterative cycles of planning, making and testing, students put the key computational thinking, problem-solving, programming, and physical computing concepts they have learned to work.
This lesson develops technology skills. Students familiarize themselves with the programming environment and learn how to download a program to the robot.
This lesson introduces sequential programming. Students learn how the robot responds to some basic driving commands and bring together the concepts of time, speed and distance.
This lesson covers sequential programming and basic geometry and introduces the concept of variables in Python. Students explore additional driving commands that utilize time and geometry to enable greater variety and control when driving.
Students learn their second control structure in Python, the "for" loop, and learn about the "range()" function in Python. This lesson has students practice writing programs using loops that allow them to drive Edison in various shapes.
This lesson introduces the concept of strings in Python and reinforces how to use expressions in programs. Students learn about how sounds work in Edison.
Students learn how to make Edison respond to outside stimulus using the sound-detecting sensor to register hand claps. The concept of flowcharts is introduced, and students also learn how to make their own function.
Students learn how to program Edison using the infrared sensors, enabling the robot to make decisions autonomously in response to obstacles. Students also learn about event-based programming and how to use "if" statements in Python.
Students explore Edison's line-detecting sensor and learn about basic robot sensing and control similar to that used in advanced automated factories and warehouses. Students are also introduced to the concepts of pseudo-code and algorithms.
Students explore how Edison's visible light sensors can be used to measure light levels with the results being used as variables in a program. Students expand their knowledge of creating programs that perform mathematics on input variables.
Students apply knowledge from previous lessons to design their own vampire robot behaviors. The concepts of a class definition and objects are introduced, then students work through designing, coding, testing and demonstrating their programs.
This guide introduces brainstorming and the littleBits Invention Cycle and provides detailed instructions for four guided and four open challenges. Sections on classroom management and troubleshooting are also included.
This guide is designed to help you get started with littleBits and the STEAM movement. Topics include organization, fixed stations vs. workshops, and design challenges. You'll also get tips from other K-12, public and academic librarians.
In this collection of eight activities, students will learn to control a digital device, understand what an algorithm is, use logical reasoning to predict behavior of simple programs and create their own simple program.
In these eight activities, students continue to explore algorithms and programs with number matching, opposites, shapes, space and measurement.
This series of eight activities centers on tinkering, collaborating, creating, and identifying and sorting 2D and 3D shapes.
This collection of eight activities introduces the programming concepts of testing and debugging through shapes, space, measurement, days of the week and more.
Use Sphero and a pan of paint to see how atoms move in solid, liquid and gas states. By programming Sphero to move about in different-sized spaces while tracing its path with paint, students can "see" atomic movement in action.
Sphero quizzes students on their knowledge of the solar system, and afterward students can code their own quiz on a topic of their choice.
Students learn about the history of Morse code, learn how to decode communications, and use Morse code to create and share a message.
Students learn the basics of the text canvas and loops, as well as some tips to get started with JavaScript code.
Students turn Sphero into a Magic 8 Ball by combining variable, nested "if/then, else" conditions and random values. By creating a random data generator, they can investigate chance processes and probability models.
This short activity explores the scientific method through a discussion around concussions and G-forces. Students will make educated predictions, experiment, analyze data, draw conclusions and share their findings.
Students use Sphero's sensor and location graph feature to calculate the area of a rectangle in various unit measures and discover how the calculation of area is used in real-world situations.
On the Draw Canvas on the Sphero Edu app, students draw letters, spell words and navigate around obstacles with Sphero.
This lesson introduces students to the Draw Canvas on the Sphero Edu app by having them draw shapes that represent code.
This lesson uses time, speed and distance to introduce students to linear relationships. Students create a simple Blocks program to complete two experiments.
Students program Sphero to navigate their own original maze. They must gather data about the best route through a maze and ?gure out how to build a program so Sphero can successfully navigate.
This 16-page guide contains everything you need to know to get the (Sphero) ball rolling. Read about how Sphero is being used in and out of the classroom, learn about the Sphero Edu app and get activity ideas and classroom management tips.
Use this guide to help establish an instructional program that leverages Sphero in a makerspace, supporting everything from dedicated maker projects aligned with curriculum to original student-driven inventions to after-school programs and free play.
A "marble run" is a course in which a marble starts at one end and travels by gravity down a set path, encountering obstacles and sometimes making things happen as it passes. Students will design a "Sphero run" that works in a similar fashion.
Sphero brought a few "bugs" back with it from the jungle. Students will debug a program in order to get Sphero working again.
There are all kinds of noises in the jungle chasing Sphero. Students use loops, conditionals and comparators to create a random sound generator called Jungle Toss to throw the predators off the trail.
After making some fantastic discoveries in the jungle, it's now time to go home. Students program Sphero to communicate with base camp and arrange a pickup.
Sphero has been sent to explore a remote part of the jungle. Students' challenge is to program Sphero through different parts of the jungle undetected using the Draw Canvas on the Sphero Edu app.
Sphero is in the jungle and hears something behind it that it needs to escape. To navigate the path to a shortcut, students must program Sphero with the Block Canvas on the Sphero Edu app.
Students create a food web using Sphero to show the transfer of energy within an underwater ecosystem. This lesson helps students discover the importance of sequencing when designing food webs and writing algorithms.
During this humanitarian engineering project, students design a pulley system that could be used to source water in Uganda, where sanitation is a major problem. Students develop annotated sketches and build a pulley from recycled materials.
Students work together to re-create a piece from Lee Krasner's 1940s series "Little Images" using programming and paint. They will predict the behavior of different programs containing loops, then adapt the templates to paint with Sphero.
Students discover the politics behind the drug war that changed China forever by role-playing as British smugglers. They will create algorithms using variables that take Sphero on a journey from Britain to China in the 1800s.
In this lesson, students discover Bridget Riley's techniques, using their knowledge of congruent shapes, reflection, translation and rotation. Students build a pen holder for Sphero and re-create Riley's patterns.
Students learn about Paso Pacifico's ingenious conservation solution of decoy turtle eggs. They will program their own decoy Sphero and use its sensors to fool the poachers and make it safely to the sea.
Students learn about Boolean logic by playing Guess Who with Sphero, then use Boolean logic to search for endangered species.
Students learn about African countries by using globes, atlases and Boolean logic to name and describe their location relative to each other.
Students get an overview of the Sphero Edu app, learn how to create programs using block coding, and gain an understanding of loops and operators.
Students learn their first "if/then, else" condition by building a fun game where they throw Sphero and guess animal sounds.
Students build a spinning top program using the concepts of normalization and absolute value.
Students use variables to build a Hot Potato game powered by Sphero. They will also learn about "loop until" and randomness to bring this classic game to life.
In this lesson, students learn the skills necessary to navigate Mars terrain. They will explore balanced forces, introduce the mathematic concept of scale and understand how Sphero moves across different surfaces.
In this lesson, students explore unbalanced forces and begin to engineer their first Sphero-powered Mars rover, drawing upon their understanding of force and movement to design and build the rover.
In this final lesson, students must bring their understanding of force, scale, and block programming together to help their team make it through the Martian mission simulation.
This set of 21 activity cards is designed to support learning stations for small groups of two to three builders. Cards can be used by educators of any Cubelets skill level to guide learning in a student-driven learning center or classroom.
This unit overview gives educators a high-level view of lesson progression, lesson objectives and student assessment.
Students use their natural curiosity to explore Cubelets while working with a partner or in a small group.
Starting with a Drive Bot, students experiment with building robots that use more than one ACT Cubelet. Students brainstorm possible applications for the robots they build.
Modeling happens in all different ways, but the most common is to draw a picture of what you observe. In this lesson, students will practice drawing pictures of robots they build.
Students investigate what happens when they add robot blocks to constructions that they already understand. First, students will build with two or more ACT Cubelets, then students explore what happens when they use more than one SENSE Cubelet.
Students now have a fluent understanding of how SENSE and ACT Cubelets work together in robot constructions, so this lesson adds THINK Cubelets to open a whole new level of Cubelets play.
Students will use critical thinking skills to build a specific robot based on a description. By this point, students should be fluent with Cubelets, so this lesson is intended to push student groups to work together to build more complex robots.
Students make 3-block robot constructions, then another group acts out the robot the first group built.
Students use their natural curiosity to explore Cubelets while working in a small group.
Students investigate the unique properties of each SENSE and ACT Cubelet and discover how rotating the orientation of each Cubelet can drastically change robot behavior.
Students apply their understanding of Cubelets and investigate what happens when they use more than one SENSE Cubelet.
Students use paper to change the behavior of a robot construction as a precursor to programming with Cubelets Blockly. This lesson allows students to combine their spatial reasoning and computational thinking skills into one robotics project.
Students investigate the unique properties of each Cubelet. First, students explore SENSE and ACT Cubelets, then they expand their investigation to include THINK Cubelets.
Students learn about Cue's robot capabilities while programming with sequences, events and loops. They also complete a Creative Writing Design Thinking Project spread across 10 lessons. Resources include a curriculum and getting started guide.
Students learn OzoBlockly concepts through 10 levels of game play, followed by writing their own tutorial in Level 11.
In this lesson, students use what they learned about creating a block-based program in Shape Tracer 1 to practice creating loops.
This lesson teaches students how to code as a team and the differences between the tasks of a Navigator and a Driver.
This lesson introduces students to blocks from the OzoBlockly advanced mode. Students learn how to program Ozobot Bit and Evo to improve accuracy and maintain a straight course.
In this lesson, students learn to program the Ozobot to make a 90- degree turn. By discovering how to tune Ozobot in detail, students will develop troubleshooting skills and gain deeper control of their Ozobot's abilities.
In this lesson, students will use directional OzoCodes to guide their Ozobot on a path to visit clean, renewable energy sources.
Using OzoBlockly, students will write a program to make their Ozobot perform a dance routine.
This two-part lesson teaches students to program Evo to count to 10 and perform light and sound animations. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.
In this two-part lesson, students will program Evo to function as a timer. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.
In this two-part lesson, students will program Evo to use motion sensors to detect and move away from obstacles. Knowledge of level 4 OzoBlockly blocks is helpful. The first part of the lesson is a group activity, followed by an individual activity.
In this two-part lesson, students connect coding with literature after reading a not well-known fairytale and programming Ozobot to act as the main character. This lesson includes a guided activity and an independent activity, each taking 55 minutes.
Students write their own fairytale and program Ozobot to become the main character in this two-part lesson. This activity has two parts, the first taking 30-55 minutes and the second taking 55-90.
In this lesson, students will assemble paper continents and program Ozobot to follow Magellan's path. This activity has two parts, each taking 55 minutes.
Introduce students to Ozobot and its line-following and color-sensing visual coding. Students will learn how to give commands to make Ozobot navigate paths to arrive at a finish point. They will also make real-world connections by identifying similarities to other line-following robots.
Through coding Ozobot, students will learn about probability and randomness, getting a glimpse into the field of statistics. Students will then code Ozobot to arrive at a specific point in a warehouse.
In this lesson, students will learn the guidelines for using static and flash codes and find a solution to the "Traveling Salesman Problem." Within this lesson there are nine optional challenges that become progressively more difficult. Allow 45-60 minutes per challenge, depending on age and experience.
Students will help Ozobot get its groove by writing, debugging and running a program to make it dance a specific step with the OzoGroove app.
This geometry-based program gives students a glimpse into the field of computer programming and related careers. Students will analyze and decompose geometric figures and translate them into Ozobot movements by coding Ozobot to write the word "Ozo."
In this lesson, you will introduce the concept of programming and allow students to practice coding by creating their own game level modeled after the OzoBlockly games, fun coding games for Ozobot.
Students will test their presidential history by programming Ozobot to visit presidents in chronological order.
In this lesson, students design a game board with events in the history of exploration of space. Using student-created gameplay rules, players program Ozobot Bit to correctly travel the timeline. This project is designed for three one-hour sessions.
This is a fun game that challenges your students to program Ozobot to find the pot of gold. You can even make a race out of it and see who can get there first! Students will work on their ability to decipher and think "in code" while they are playing this game. The activity can be adjusted to your students' abilities, making it perfect for all ages.
Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills. This activity is designed for two sessions of 50 minutes each.
Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills.This activity is designed for three sessions of 50 minutes each.
Introduce students to robots, how they work, and the places they show up in our lives. Use color sequencing to introduce the coding language of Ozobot. After learning the basics, students face challenges to practice skills. This activity is designed for four sessions of 50 minutes each.
In this lesson, students create seesaw tracks using Strawbees, then use Quirkbot to transport a ping-pong ball across as many tracks as possible before hitting the ground.
This lesson teaches students the basics of flow programming with Quirkbot CODE. Students will design a wearable with Strawbees and illuminate it with Quirkbot and LED lights.
Create an interactive fabric square that tells others about your family when each component is touched.
Students will design and program a robot that will deliver messages to two opposite locations in the room.
Modify and code a robot to push a ball down a field and then propel it into a goal.
Design a robot that can retrieve classroom supplies and deliver them to three locations in the room.
Create an animal for a robotic petting zoo. The animal must have at least one moving part.
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This unit contains six projects, each with a series of activities related to a common theme. Students will develop a familiarity with computational thinking and fundamental computer science concepts. Some activities require the EdScratch app.
This unit of 10 lessons is designed to teach Python programming using the Edison robot. A basic understanding of programming is recommended before beginning this unit. Activities require the EdPy app.
Introduce children to a screen-free programming language that they can touch. These lessons foster learning in key areas, including STEM, creative thinking, social-emotional and communication.
Students explore coding with Sphero Edu app by creating basic shapes and letters, eventually tackling more complex challenges and calculating perimeter.
Five jungle expeditions put Sphero in scary and dangerous situations. Students must use problem-solving and coding skills to escape any dangers lurking around.