Ozobot Classroom

Lesson Creator

  • Preparation
  • Direct Instruction
  • Student Practice
  • Supplements
  • Review

1. Tell Us About Your Lesson

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A. Lesson Overview


Students will

  • The student should be able to write a program that changes the number of steps the Ozobot takes, and add a loop block to repeat the action.

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B. Lesson Details

Lesson Duration (minutes)The time (minutes) to complete the whole lesson.

Grade LevelsSelect all that apply


Subjects/TopicsChoose the most relevant subject(s). Select up to 3.


    Coding Styles


    Product Lessons


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    2. Preparation

    This helps the teacher prepare for the lesson before the class session

    A. Student Materials

    B. Background Knowledge (Optional)

    C. Lesson Tips (Optional)

    Add tips for the educator that don't fit into Direct Instruction or Student Practice. You can always return to this page to add more.

    This is a multiplayer coding game that requires the players to code Ozobot to travel from the "starting gate" to any of the circles drawn on a large piece of chart paper. Successfully stopping entirely within a circle means the player wins those points, "owns" the circle, and may label the circle with his or her name on a sticky note. Circles vary in size, location, and point value.

    3. Direct Instruction (Teacher-Facing Instructions)

    These are the steps the educator will read. Include any front loading, modeling or explicit instruction before students work independently or in groups.

    Instruction

    Prepare the "game boards" (chart paper) by using markers to draw circles in three sizes scattered randomly about a large paper (chart size or bigger). A large circle might be about 6 inches in diameter, a medium circle about 4 inches, and a small one about 2 inches. Label each circle with the point value: large= 5 points, medium= 10 points, small = 2- points. Finally, draw a "starting gate" half-circle on one edge or in one corner of the paper., and add an Ozobot-sized spot to start upon. If you are using markers, you might like to make all the circles of the same size a particular color. You may also wish to make four or five large circles, three or four medium, and only two or three of the smallest, highest value circles. (An example game mat is included at the end of this lesson, but not to scale).

    Instruction

    Explain the rules of the game: Students program their Ozobots, then take turns releasing the Ozobots in an attempt to travel from the "starting gate" to one of the circles, and stop once completely inside the circle. Students may choose whatever circle they wish to aim for, but the first student to successfully land their Ozobot in the center of a particular circle gets to claim the point value of that circle. The student claims the circle by labeling the circle with his/her name on a sticky note. Other Ozobots may enter the circle or pass through but do not win the points. Every student/group has a chance to test out their program in Round One. Allow some time between rounds for students to revise their programs. Students may also use the time when they are not competing to revise their programs. In addition, as circles are claimed, students will need to change and edit their programs in order to aim for new targets. An Ozobot that claims a circle can aim for a different circle in the next round, and continue trying to accumulate points. The teacher will determine the total number of rounds. After the final round, points should be totaled to determine the winners.

    Instruction

    As students play the game, circulate to observe and ensure that students understand how the game works and are able to successfully program their Ozobots. Encourage students to ask peers for help ("ask three, then me"), test and revise their programs. They may also wish to measure distances, and plan strategies to reach their objectives. This particular game works well with pair/small group programming. Sticky notes are suggested because they are flat and the Ozobot can run over them if necessary, but an alternative is to simply write the student/group's name in the claimed circle.

    4. Student Practice (Student-Facing Instructions)

    These are step-by-step instructions delivered directly to the students as they work independently or in groups

    Student Instructions

    Instruction

    Your Ozobot is about to compete with the other Ozobots in a race to claim the best spots and win the most points! Program your Ozobot to travel from the Starting Gate dot to one of the circled spots. The Ozobot has to be the first bot to stop completely inside that circle in order for you to claim the points in that circle. Write your name on a sticky note or in the circle to mark it as yours. Take turns launching each Ozobot from the starting gate! Who will stake their claim first?

    Please upload any student resources, videos, etc. (Max. size: 512 MB videos, 10 MB all other files)

    Goal

    Instruction

    Once everyone has had a turn , get ready for Round Two. If your Ozobot doesn't make it completely inside a circle and stop, or if another Ozobot claims a certain circle before you, you will need to revise your program and try again during Round Two. Ozobots may travel through circles that have already been claimed, but can't claim those points. If you have claimed one circle, try for another! Your teacher will determine how many rounds to play. Total up your points after the final round.

    Please upload any student resources, videos, etc. (Max. size: 512 MB videos, 10 MB all other files)

    Goal

    Lesson Extension (Optional)

    Add student instructions for a lesson extension.

    Instruction

    Extensions and Variations:

    1. Instead of stopping in one circle, Ozobot may travel from circle to circle accumulating points within a time limit.
    2. Place blocks or large pencil erasers on the paper that Ozobot must navigate around.
    3. Find out about settlers and prospectors who had to "stake their claim" to land or mineral rights. Play the game with circles that are all the same size, but each labeled with a different, random code word or vocabulary word. Once the Ozobot is in a circle, match the code word to a list to see if the Ozobot has found gold, silver, or copper in their claim.

    Please upload any student resources, videos, etc. (Max. size: 512 MB videos, 10 MB all other files)

    Goal

    5. Supplements

    A. Lesson Closure (Optional)
    Give tips for how to wrap up the lesson and assess student learning. (Want to add an attachment? Use Part C, below.)

    Since the objective of this lesson is to extend students' abilities to compose, execute, and revise a program, a checklist of observations is probably the most practical assessment method. (A sample checklist is attached to this lesson plan.) The teacher may also wish to challenge students by increasing the difficulty or requirements of the challenge; by changing the amount and location of the small, medium, and large circles, for example, or by providing several different game mats of varying levels of difficulty. Students may also be required to avoid allowing their Ozobots to travel through claimed circles, or blocks of some type may be placed on the game mat to make it more challenging to navigate. If the teacher wishes to encourage students to program more quickly and efficiently, another one or two starting gates may be added. All the Ozobots would start at the same signal, and race to claim the best circles. If the teacher wishes to extend the lesson, here are some suggestions: Make a history/social studies connection by guiding students to research settlers and prospectors who had to "stake their claim" to land or mineral rights. What happened to the native communities who were the first in the area? Play the game with circles that are all the same size, but each labeled with a different, random code word or vocabulary word. Once the Ozobot is in a circle, match the code word to a list to see if the Ozobot has found gold, silver, or copper in their claim. How are these metals valued?

    B. Academic Standards (At least one standard required)
    Choose a category from the dropdown on the left. In the blank on the right, begin typing the number of the standard.

      C. Add Other Attachments (Optional)
      Please upload any student handouts, videos, sample solutions, etc. (Max. size: 1 GB videos, 10 MB all other files)

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      Review

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