Nxt programs five minute bot


Setup Use the technic beams available in the EV3 core set to simulate green and red lights. Place the beams on the table so the Color Sensor can detect them while rolling over them. Students should use the same function of the Color Sensor to recognize when the robot is crossing a line. Use a thick approx. Have the students simulate alarm signal for the driver if the robot is crossing this line. This feature is often available in new cars.

Start motors B and C drive forward with a curve away from the line. Wait for the Color Sensor to detect the color white. Repeat steps 2 to 6 forever. Differentiation Option The students will create an automated, driverless vehicle that can follow a line.

Have the students explore how an automated vehicle might be guided along a road or track. The students will need to be introduced to the Switch Block, which will operate inside a loop.

Explain that the Switch Block can be used to automate a program that allows the wheeled robot to operate autonomously. Also explain that the Switch Block can be used to control the flow of a program and that the default Switch Block, using the Touch Sensor, is a classic example of Boolean logic.

In other words, the wheeled robot will turn left and then right depending on whether the line i. Find a suitable video online to demonstrate an example of this to the students.

Once the wheeled robot is following the line, can it be improved to behave more like a car i. Note Students will once again use the Color Sensor, but this time they will need to program it so that it responds to reflected light intensity. They will need to take reflected light intensity readings from the Port View in order to gauge what value to input into the Wait Block. This will work best using black or blue tape on a very light or white surface.

You will need to spend some time explaining the concept of a switch and how it is an example of Boolean logic. A possible extension from here would be to add a second Color Sensor, and combine the line-follow and traffic light programs to simulate automated passenger services, such as a train system in an airport. Share Allow the students to select the tool s they find most appropriate for capturing and sharing their creations, unique thinking, and learning process.

This lesson has covered a lot of new concepts and introduced several new blocks from the EV3 Software. Use this time to recap this information and ensure that the students understand it. Ask one or two groups to demonstrate their programs.

Ask the students to share what they expected to happen vs. Ask them whether anything about the results of their programs surprised them. Assessment Opportunity Specific rubrics for assessing computational thinking skills can be found under 'Assessment'.

Using text-based Programming Have the students explore text-based programming solutions so they can compare different programming languages.

Guide to reinstalling EV3 Brick. Products Files Page Downloads Lessons. You have no items in your basket. Explore more at LEGOeducation. View online Download pdf. Ignite a classroom discussion around the following questions: The fourth side of the area will be reserved for entry and egress by competitors and the judge. Sumo Ring Dohyo Specifications: In the center of the Spectator Exclusion Area the competition takes place in a circular ring 4 feet in diameter.

Therefore, the starting lines are a total of During play, the Sumo ring will be raised approximately 3 inches above the floor. In opposite corners inside the spectator exclusion area there is a line that operators must stand behind after triggering their robot for a bout. A single judge will oversee each match. One match between two sumo-bots may consist of 3 rounds, within a total time of 3 minutes , unless extended by the judges.

The team who wins two rounds or receives two "Yuhkoh" points first, within the time limit, shall win the match. A team receives a "Yuhkoh" point when they win a round. If the time limit is reached before one team can get two "Yuhkoh" points, and one of the teams has received one Yuhkoh point, the team with one Yuhkoh point shall win the match. When the match is not won by either team within the time limit, a 1 minute extended match sudden death may be fought, during which the team who receives the first Yuhkoh point shall win the match.

If a winner has not been determined after a sudden death match, the judge will flip a coin to determine the winner. All rounds will be determined by a judge. Any participant who argues may be disqualified. Start - Upon the judge's instructions, the two teams bow to each other in the outer ring, approach the ring, and place a their sumo-bots approximately 5 inches apart from each other on or behind the Shikiri line in a parallel position. All sumo-bots must begin a round by moving away from the Shikiri line; active searching is enforced in this way.

The judge of the round will verify with the current contestants that their sumo-bots are positioned on the arena in a way which will result in them initially traveling in opposite directions. When the judge announces the start of the round, the teams start their robots, and after a five second pause the robots may start moving. During these five seconds, players must clear out of the ring area. End - The match ends when the judge announces so.

The two teams retrieve the robots from the ring area, and bow. A replay consists of stopping the clock, repositioning both sumo-bots, starting the sumo-bots, and then turning the clock back on. In addition to the main set of rules, there are a few other rules that must be recognized for the safety and fairness of all participants:.

The competition will be conducted as a double elimination tournament. A sumo bot will be eliminated from further competition when it loses two matches.