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Ozobot Classroom

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Intro to Blockly Lessons

Intro to Color Code Lessons

Ari Lessons

Challenge Mat Lessons

ORA Lessons

STEAM Kits Lessons

OzoBlockly Stair Climb Challenge

Students are challenged to design an OzoBlockly program that makes Evo go up and then down a flight of stairs in a provided Ozomap.

Interpreting Distance Time Graphs

This lesson will allow students to interpret distance and time graphs from a story or word problem and graph them accordingly. The bot will move along the intervals and adjust the speed, movement, lights and sound accordingly.

Evo Challenge Lesson: Random Walk on Cartesian Plane with Turn Counts

Attachments: Evo Challenge Lesson – Random Walk on Cartesian Plane with Turn CountsEvo Challenge Solution for Random Walk on Cartesian Plane with Turn CountsEvo Random Walk with Direction Counts More Properties: Grades: 10, 11, 12, 6, 7, 8, 9 Subjects: Computer Science Academic Standards: CSTA.2-AP-11, CSTA.2-AP-12, CSTA.2-AP-13, CSTA.3A-AP-17, CSTA.3A-DA-11

Ozobot the Troll

Learn the difference between Internet trolls and fairy tale trolls, then teach Ozobot how to be a good troll that protects you.

Robotics Game Design Deconstruction Part 2 of 4

Students use line navigation, logic, loops, and breaks through a game to program Ozobot to complete a maze. This lesson uses Deconstruction to help students quickly become comfortable with more advanced coding concepts.

Hockey Simulator Level 1 Movement

Level 1 of Hockey Simulator demonstrates the complete hockey program, then teaches how to build the autonomous movement using conditionals, loops, and sensors. This lesson is part 1 of a 5-lesson series.

Hockey Simulator Level 3 – Maneuvering

Level 3 of Hockey Simulator reinforces conditional logic and sensor input/output by programming Ozobot to navigate the rink. Students will use functions to organize the program.