Introductory
Programming
with
EV3
Robotics
STOMP
Curriculum
June
2014
Notes
Description
This
is
a
9-week
unit
designed
to
give
upper
elementary
and
middle
school
children
an
introduction
to
programming
with
LEGO
EV3
Robotics.
Each
lesson
is
designed
to
be
60
minutes
long,
but
may
be
adapted
for
a
longer
or
shorter
block
of
time.
The
purpose
of
this
unit
is
to
teach
the
basic
concepts
of
programming.
The
curriculum
is
intended
to
give
students
more
time
to
program
by
reducing
the
amount
of
time
spent
on
building
each
robot.
By
the
end
of
the
unit,
students
should
have
confidence
using
LEGO
Mindstorms.
For
all
lessons,
you
will
need
laptops
with
EV3
Mindstorms
software
(1
for
every
2
students)
and
EV3
robotics
kits
(1
for
every
2
students).
These
materials
will
be
referred
to
simply
as
EV3
Robotics
materials
on
the
activity
pages.
In
Practice
Before
going
into
the
classroom,
thoroughly
familiarize
yourself
with
the
LEGO
EV3
and
Mindstorms
technology.
Resources
are
available
through
the
STOMP
website
and
the
Center
for
Engineering
Education
and
Outreach.
Build
and
program
yourself!
Be
sure
you
have
done
all
of
the
activities
before
going
into
the
classroom.
It
will
help
you
to
predict
what
will
be
challenging
for
the
students.
First
learning
to
program
can
be
very
challenging
for
students.
To
keep
students
from
getting
frustrated
and
losing
focus,
consider
beforehand
what
you
want
your
students
to
spend
time
on.
For
example,
if
a
student
is
struggling
to
connect
his/her
programming
blocks,
you
should
enable
their
progress
by
showing
them
where
to
place
the
blocks.
On
the
other
hand,
if
a
student
is
trying
to
figure
out
how
to
make
a
robot
arm
wave,
guide
him
or
her
to
think
about
what
motions
the
motor
should
make.
Questions
for
STOMPers
to
Think
About
You
may
want
to
consider
the
following
questions
over
the
course
of
the
semester:
What
do
you
want
to
see
your
students
doing
in
this
unit?
What
do
you
hope
your
students
will
learn?
How
can
you
make
the
activities
relevant
to
the
real
world?
What
interpersonal
skills
do
you
want
them
to
practice?
How
will
you
know
if
your
curriculum
is
successful?
Questions
for
Your
Students
to
Think
About
What
do
engineers
do?
Are
you
an
engineer?
How
do
engineers
behave
and
work
together?
How
do
engineers
feel
about
failure?
What
makes
a
robot
a
robot?
What
is
programming?
What
do
sensors
do?
What
is
the
purpose
of
loops?
Table
of
Contents
Lesson
1:
What
is
Programming?
Human
Robot
and
Car
Building
Lesson
2:
Mindstorms
Introduction
Art
Bots
Lesson
3:
Sensors
Introduction
Touch
Sensor
Challenges
Lesson
4:
Sensors
Introduction
EV3
Alarm
Lesson
5:
Using
Loops
Seeing-Eye
Dog
Lesson
6:
Switches
Nighttime
Creepers
Lesson
7:
Final
Project
Begin
The
Perfect
Pet
Lesson
8:
Final
Project
The
Perfect
Pet
Continued
Lesson
9:
Final
Project
The
Perfect
Pet
Wrap-Up
References
Image
Bibliography
Lesson
1
What
is
Programming?
Overview:
In
the
first
lesson
of
the
unit,
students
will
develop
a
set
of
classroom
rules,
and
build
cars
to
use
in
future
lessons.
Learning
Goals:
1. Students
will
be
familiar
with
the
EV3
kit.
2. Students
will
be
familiar
with
STOMP.
Materials:
LEGO
EV3
robotics
kits
car
building
instruction
packets
or
equivalent
building
aid
Lesson
Plan:
1. Introduction
(10
minutes)
Figure
1.
Simple
NXT
Car
o Begin
by
introducing
yourself,
STOMP
and
this
programming
unit.
o Discuss
classroom
behavior
(see
References).
Record
the
responses
on
the
board
and
leave
them
there
for
the
class
period
for
you
to
refer
back
to
if
you
see
inappropriate
behavior.
2. Main
Activity
(45
minutes)
o Give
the
students
some
time
to
explore
the
EV3
kits
and
build
a
simple
car.
It
should
have
2
motors,
both
facing
in
the
same
direction.
There
should
be
a
place
where
the
student
can
tape
on
markers
for
the
ArtBots
activity.
If
a
group
finishes
early,
encourage
them
to
design
a
LEGO
structure
to
hold
the
markers
on
the
car.
o Be
sure
to
explain
that
there
are
many
other
types
of
EV3
robotsyou
can
even
pull
up
some
videosand
that
you
are
building
these
cars
so
that
the
students
would
be
able
to
spend
more
time
programming.
3. Wrap-Up
(5
minutes)
o Ask
the
students
what
they
thought
about
the
building.
What
was
difficult?
What
was
easy?
Did
anyone
make
a
discovery
theyd
like
to
share
with
the
class?
Modifications:
If
you
want
to
accelerate
the
class,
you
can
pre-build
the
cars
yourself
and
pack
them
into
the
EV3
kits
for
the
students
to
use.
Then,
spend
the
majority
of
class
doing
an
introduction
to
programming
(see
Lesson
2).
Lesson
2
ArtBots
Overview:
This
class
introduces
students
to
the
concept
of
programming,
and
to
Mindstorms.
Students
will
use
only
the
movement
commands
to
draw
a
picture
on
a
piece
of
poster
paper.
Learning
Goals:
1. Students
will
be
able
to
explain
programming
and
give
examples.
2. Students
will
familiarize
themselves
with
the
basics
of
Mindstorms.
3. Students
will
practice
writing
programs
with
the
movement
blocks.
4. Students
will
learn
about
systematic
troubleshooting/debugging.
Materials:
EV3
robotics
materials
projector
or
paper
programming
bricks
markers
and
poster
paper
(may
already
be
in
classroom)
Lesson
Plan:
1. Introduction
(20
minutes)
o Ask
the
students,
What
is
programming?
Come
up
with
real
world
examples
together.
o Do
the
Human
Robot
activity
(see
References).
2. Main
Activity
(35
minutes)
o Introduce
the
students
to
Mindstorms
and
the
relevant
blocks
(movement
blocks,
wait
for
time).
Program
as
a
class
(see
References).
Download
a
program
onto
an
EV3
car
to
demonstrate.
Then
distribute
computers
and
EV3
cars.
Have
them
write
and
test
the
same
sequence
of
blocks.
Circulate
and
troubleshoot.
o If
theres
time,
begin
the
ArtBots
activity.
Students
are
to
draw
a
picture
(can
be
an
abstract
picture!)
by
programming
the
car
with
only
the
movement
blocks.
o Remind
the
kids
to
take
turns
programming
(see
References
for
helpful
tips).
3. Wrap-Up
(<
5
minutes)
o Discuss
the
activity.
Was
it
easy
or
hard?
o Ask
the
students
to
make
predictions.
What
else
do
you
think
you
could
program
the
robot
to
do?
Modifications:
If
you
do
not
have
the
drawing
materials,
make
a
simple
maze
with
the
EV3
boxes
and
have
the
students
use
the
movement
blocks
to
navigate
the
maze.
Lesson
3
Touch
Sensor
Challenges
Overview:
Program
as
a
class
to
introduce
the
students
to
the
sensor
blocks,
then
have
the
students
complete
a
series
of
challenges.
Learning
Goals:
1. Students
will
practice
programming
with
the
touch
sensor.
2. Students
will
practice
testing
and
redesigning
their
program
Materials:
EV3
robotics
materials
projector
or
paper
programming
bricks
Lesson
Plan:
1. Introduction
(15
minutes)
o Show
the
students
the
4
sensors
in
their
EV3
kits.
Explain
what
each
one
does.
o Do
the
Human
Robot
activity
in
pairs,
focusing
on
sensors
(see
References).
2. Main
Activity
(45
minutes)
o Program
as
a
class
with
a
projector
or
the
large
paper
blocks.
Introduce
the
wait
for
block
and
show
them
how
to
set
the
time
set
to
unlimited.
Do
this
by
asking
leading
questions.
Write
a
program
as
a
class
and
give
the
students
opportunities
for
guided
practice.
It
can
be
helpful
to
do
this
in
half
class
or
smaller
groups.
o Give
the
students
some
(approximately
6-8)
very
simple
challenges
to
complete
with
the
touch
sensor.
Each
challenge
should
build
on
the
previous
challenge
so
that
only
1
block
of
the
previous
program
needs
to
be
changed.
For
example:
1. move
forward,
waiting
until
touched,
then
move
backwards
for
5s
2. waits
until
touched,
then
twists
side
to
side
10
times.
3. wait
until
touched,
then
twist
side
to
side
infinitely
(loops!)
4. start
forward,
then
switch
direction
each
time
the
touch
sensor
is
touched.
To
make
it
more
fun,
give
the
whole
class
one
challenge,
and
then
give
groups
new
challenges
individually
as
they
are
ready
for
themthe
class
will
really
get
into
the
race
aspect.
Modifications:
If
the
students
finish
quickly,
let
them
try
the
challenges
with
a
different
sensor
or
just
give
them
additional
challenges.
If
the
students
really
liked
the
ArtBots
activity,
incorporate
challenges
with
drawing.
Lesson
4
EV3
Alarm
Overview:
This
lesson
is
a
flexible
lesson.
If
your
students
need
more
practice
using
sensors,
this
lesson
will
give
them
additional
practice
programming
with
the
ultrasonic,
light,
or
sound
sensor.
If
your
students
have
strong
understanding
of
programming
with
sensors,
feel
free
to
skip
this
week,
or
give
them
a
more
challenging
task.
Learning
Goals:
1. Students
will
practice
programming
with
the
ultrasonic
or
sound
sensor.
2. Students
will
practice
applying
the
engineering
design
process
in
its
entirety.
Materials:
EV3
robotics
materials
tennis
ball
for
ultrasonic
sensor
demonstration
Lesson
Plan:
1. Introduction
(5
minutes)
o Explain
how
the
ultrasonic
sensor
works
either
with
a
short
video
or
with
a
tennis
ball
demonstration
(see
References).
2. Main
Activity
(50
minutes)
o The
challenge
for
this
week
is
for
the
students
to
build
an
EV3
security
alarm.
Create
a
back
story
that
links
the
engineering
curriculum
to
the
real
world
or
other
parts
of
the
classs
curriculum.
Perhaps
the
alarm
will
be
put
in
the
classroom
to
protect
from
other
people
coming
into
the
classroom.
Perhaps
it
can
be
used
to
protect
the
Egyptian
pyramids
from
tomb
raiders.
o Depending
on
the
context,
the
alarm
can
be
triggered
by
the
ultrasonic
sensor,
light
sensor
or
the
sound
sensor.
The
STOMPers
may
choose
the
sensor
for
the
whole
class
or
let
each
group
choose.
The
students
should
add
the
sensor
to
their
cars
so
it
remains
intact
for
the
next
lesson.
o Give
the
students
the
remainder
of
class
to
build
their
alarms.
3. Wrap-Up
(5
minutes)
o If
time
permits,
let
some
groups
volunteer
to
share
their
alarms
with
the
class
or
let
the
students
circulate
and
share
their
projects
with
one
another
in
an
organized
way.
If
the
teacher
wants
students
to
practice
presentation
skills,
have
the
students
share
group
by
group.
Lesson
5
Seeing-Eye
Dog
Overview:
Program
as
a
class
to
introduce
the
students
to
loops
in
programming.
Then
students
will
design
robotic
seeing-eye
dogs.
Learning
Goals:
1. Students
will
practice
using
loops
to
program
repeated
actions.
2. Students
will
practice
testing
and
improving
their
program.
Materials/Preparation:
EV3
robotics
materials
the
boxes
of
the
EV3
kits
(already
in
the
class)
o Use
the
EV3
boxes
to
set
up
a
short
obstacle
course
Other
obstacles
(optional)
Lesson
Plan:
1. Introduction
(10
minutes)
o Ask
the
class
what
they
did
last
week?
Who
remembers
something
cool
about
programming?
o Explain
how
loops
work.
Program
as
a
class.
Write
a
program
that
uses
a
loop.
Download
and
demonstrate
the
program.
2. Main
Activity
o Present
the
seeing-eye
dog
challenge.
Students
must
try
to
get
their
LEGO
figurine
through
the
obstacle
course
without
hitting
the
obstacles.
o Review
the
EDP.
Before
passing
out
the
cars,
kits
and
computers,
have
the
pairs
talk
to
one
another
to
plan
which
sensor
they
will
use.
o Let
the
students
work
on
their
program.
Refer
back
to
the
EDP
to
encourage
frequent
testing
and
improvement.
Modifications:
For
groups
that
finish
more
quickly:
o Teach
the
students
how
to
make
sounds
on
the
EV3
or
display
images.
Lesson
6
Nighttime
Creepers/Freeze
Dance
Overview:
Program
as
a
class
to
introduce
the
concept
of
switches
in
programming.
Choose
between
the
two
activities.
Learning
Goals:
1. Students
will
practice
programming
with
switches.
2. Students
will
practice
programming
with
the
light
or
sound
sensor.
Materials:
EV3
robotics
materials
projector
or
paper
programming
bricks
spooky
Halloween
decorations
for
the
robots
(optional)
Lesson
Plan:
1. Warm-Up
(10
minutes)
o Introduce
the
last
programming
concept:
switches.
As
a
class,
program
a
simple
example
program
using
the
sound
sensor.
If
the
noise
is
below
a
certain
level,
the
robot
will
do
something.
If
it
is
above
that
level,
it
should
do
something
else.
If
your
students
seem
to
be
grasping
programming,
you
can
let
them
explore
this
on
their
own.
2. Main
Activity
(50
minutes)
o Nighttime
Creepers:
The
students
are
to
make
were-robots
that
act
normal
when
the
lights
are
on,
but
do
something
crazy
and
spooky
when
the
lights
are
off!
This
is
a
good
opportunity
to
show
the
students
how
to
make
noises
or
display
images
on
the
EV3.
Also
encourage
them
to
reconstruct
parts
of
their
pre-built
car
(i.e.
replace
the
wheels
with
scary
legs!)
o Freeze
Dance:
The
students
are
to
make
a
robot
that
stays
still
when
the
sound
is
below
a
certain
level
and
dance
when
it
is
above
a
certain
level.
o Before
building,
determine
a
threshold,
for
the
switch.
Use
the
datalogging
or
VIEW
feature
of
the
EV3
to
measure
the
ambient
light
or
noise
in
the
classroom.
Modifications:
If
groups
finish
early:
o encourage
them
to
use
another
sensor
to
practice
parallel
programming
o encourage
them
to
build
more
features
onto
their
robot
or
decorate
it!
If
the
class
is
not
ready
to
learn
about
switches,
skip
them
altogether.
You
can
adapt
this
lesson
to
be
a
more
simple
programming
challenge
by
having
the
robots
simple
wait
until
the
lights
go
off,
then
do
something
creepy
for
a
set
amount
of
time.
Lesson
7
The
Perfect
Pet
(Part
I)
Overview:
The
students
will
begin
their
final
project,
to
build
and
train
The
Perfect
Pet.
Learning
Goals:
1. Students
will
practice
planning
as
they
design
their
projects.
2. Students
will
apply
and
reinforce
their
programming
knowledge.
Materials:
EV3
robotics
materials
project
plan
worksheets
(1
per
2-3
students)
Lesson
Plan:
1. Introduction
(5
minutes)
o Present
the
final
project:
You
want
a
new
pet;
however
someone
in
your
family
is
allergic
to
animals
with
fur
and
afraid
of
everything
else.
You
decide
that
you
will
build
yourself
your
own
perfect
robotic
pet!
Your
pet
must
use
at
least
two
different
sensors
to
interact
with
you.
2. Main
Activity
(45
minutes)
o Pass
out
the
project
plan
worksheets
(see
References).
Give
the
students
time
to
brainstorm
and
fill
them
out.
Conference
with
each
group
and
ensure
that
their
idea
is
feasible
before
approving
it.
Help
steer
students
toward
ideas
you
know
are
achievable
in
this
time
frame.
Your
guidance
and
involvement
during
the
beginning
steps
is
crucial.
o Let
the
students
work
on
their
pets.
Make
sure
that
the
students
save
their
work.
(See
References
for
tips
on
saving
students
programs
from
week
to
week)
3. Wrap-Up
(10
minutes)
o Have
the
groups
share
their
projects
to
the
class
(quickly,
at
their
desks).
Allow
the
other
students
to
give
feedback.
Be
sure
that
it
is
positive
and/or
constructive.
You
may
need
to
guide
the
discussion
by
asking
for
one
compliment
and
one
suggestion
after
each
presentation.
o Collect
their
project
plan
worksheets.
Review
them
with
your
STOMP
partner
to
be
sure
that
students
are
on
the
right
track.
Bring
the
worksheets
back
the
following
class.
Modifications:
If
you
think
it
would
be
helpful,
start
with
a
whole
class
brainstorm
before
breaking
them
up
into
their
groups
Lesson
8
The
Perfect
Pet
(Part
II)
Overview:
Students
continue
their
final
projects.
Learning
Goals:
1. Students
will
practice
programming
with
multiple
sensors
in
Mindstorms.
Materials:
EV3
robotics
materials
completed
project
plan
worksheets
from
last
class
craft
materials
to
decorate
the
robots
(optional)
Lesson
Plan:
1. Introduction
(10
minutes)
o Have
each
group
share
what
part
of
the
project
they
will
work
on
during
class.
Be
sure
that
all
groups
are
on
schedule.
Take
note
of
each
groups
progress
so
that
you
can
give
more
help
to
groups
that
are
behind
schedule.
2. Main
Activity
(50
minutes)
o Give
the
students
time
to
work
on
their
final
project.
They
should
finish
programming
their
robots
by
the
end
of
this
class
period.
Figure
2.
NXT
Puppy
Lesson
9
The
Perfect
Pet
Presentations
Overview:
Students
will
finish
their
projects
and
present
their
perfect
pets!
Learning
Goals:
1. Students
will
practice
communicating
their
ideas
to
the
class.
2. Students
will
evaluate
their
work
and
reflect
on
the
design
process.
Materials:
EV3
robotics
materials
craft
materials
to
decorate
the
robot
(optional)
Lesson
Plan:
1. Introduction
(15
minutes)
o Give
the
students
the
first
portion
of
class
to
finish
their
robots.
They
should
have
completed
programming
last
week.
This
time
should
be
dedicated
to
creative
touches
and
physical
features.
2. Main
Activity
(35
minutes)
o Have
the
class
sit
in
a
circle.
Groups
should
sit
together.
Set
expectations
for
the
presentation
(e.g.
every
member
of
the
group
talks).
Go
around
the
circle
having
each
group
present
their
perfect
pet.
o If
time
permits,
let
one
person
from
each
group
circulate
and
talk
to
their
classmates
about
their
projects.
The
other
person
stays
with
their
project
to
explain
it.
Then
switch
so
the
other
partner
can
walk
around
and
see
other
students
work
up
close.
3. Wrap-Up
o Option
A:
Lead
a
discussion
to
wrap
up
the
unit
as
a
whole.
Example
questions:
What
was
your
favorite/least
favorite
part
of
the
unit?
What
was
the
most
challenging
part?
What
is
the
most
important
thing
you
learned?
o Option
B:
You
may
consider
doing
a
free
write.
Give
the
students
a
guiding
question
(e.g.
What
was
your
favorite
part
of
STOMP?)
and
have
the
students
write
or
draw
(without
stopping!)
for
5
minutes.
Their
free
writes
are
fun
to
read
afterwards!
o Thank
the
students
for
all
their
hard
work
this
semester!
References
Setting
Classroom
Behavioral
Norms
Setting
classroom
rules
may
seem
unnecessary,
but
it
will
help
greatly
throughout
the
rest
of
the
semester!
Take
the
extra
5
minutes
at
the
beginning
of
the
unit.
It
will
make
it
easier
for
you
to
correct
bad
behavior
in
later
classes
by
referring
back
to
the
rules/norms.
One
simple
and
effective
way
to
create
norms
is
by
asking
kids
to
complete
the
sentence
Good
engineers
Be
sure
that
they
answer
positively.
For
example,
Good
engineers
listen
carefully
while
others
are
talking.
instead
of
Good
engineers
dont
talk
while
other
people
are
talking
Human
Robot
Human
Robot
is
a
fun
way
to
introduce
students
to
the
concept
of
programming.
There
are
a
variety
of
ways
to
lead
the
activity.
Here
are
two
examples:
1.
As
a
class:
One
of
the
STOMPers
pretends
to
be
a
robot.
The
other
STOMPer
should
help
the
students
program
him/her
to
complete
a
task
in
the
classroom.
The
task
can
be
anything
from
putting
on
socks
and
shoes
(props
required)
to
picking
up
an
item
and
throwing
it
in
the
trash
can.
*Be
sure
that
the
students
give
specific
in
a
way
that
is
comparable
to
Mindstorms
(e.g.
have
the
students
specify
which
leg--right
or
left--
the
stomper
should
lift,
just
like
the
students
have
to
specify
the
port
of
the
motor
that
they
want
to
move).
2.
In
pairs:
This
activity
is
great
for
transitioning
the
students
from
thinking
about
programming
conceptually
to
actually
using
the
NXT
Mindstorms
technology.
It
is
especially
helpful
to
teach
students
about
using
sensors.
As
a
class,
write
a
simple
program
on
Mindstorms.
Then,
put
students
into
pairs.
One
student
is
the
robot
and
the
other
one
will
interact
with
it
to
activate
its
sensor
(i.e.
poke
their
partners
arm
because
it
is
the
touch
sensor).
Programming
as
a
Class
Programming
as
a
class
is
a
great
way
to
introduce
the
programming
technology.
Like
Human
Robot,
this
activity
can
be
altered
depending
on
your
classroom
and
teaching
style.
Using
a
projector
or
paper
programming
blocks,
demonstrate
to
the
class
how
to
write
a
Mindstorms
program.
It
is
important
that
you
keep
the
class
engaged
by
asking
the
class
for
advice
and
suggestions
along
the
way.
Its
important
to
ask
a
wide
variety
of
students,
not
just
those
that
raise
their
handsyou
can
even
just
go
in
a
set
order
through
everybody.
After
writing
the
program,
download
and
test
the
program
on
a
pre-
made
robot.
The
kids
get
excited
when
they
see
their
program
in
action!
If
there
are
any
bugs,
systematically
debug
as
a
class.
Debugging
can
be
one
of
the
most
valuable
parts
of
programming
as
a
class.
Working
in
Groups
All
of
the
activities
should
be
done
in
pairs
(or
if
necessary
groups
of
3)
so
that
each
student
gets
the
chance
to
use
Mindstorms.
To
foster
sharing
and
collaboration,
have
the
students
alternate
who
is
at
the
computer
for
each
challenge
or
every
5
minutes.
Remind
the
students
that
even
if
they
are
not
touching
the
computer,
they
can
still
contribute
ideas
to
programming.
For
larger,
more
open-ended
projects,
such
as
the
final
project,
it
can
be
helpful
to
have
students
adopt
roles
such
as
the
programmer
or
the
builder
(or
the
communicator
if
in
groups
of
3).
These
labels
give
students
a
chance
to
focus
on
the
aspect
of
robotics
they
like
best
and
help
students
delegate
work.
Ultrasonic
Sensor
Demonstration
Stand
about
4
feet
from
a
wall
and
bounce
the
tennis
ball
against
the
wall.
Ask
the
students
to
predict.
Will
the
ball
take
more
or
less
time
to
return
to
me
if
I
back
up?
Show
that
it
takes
more
time.
Move
closer
to
the
wall
and
demonstrate
the
opposite.
Explain
that
the
ultrasonic
sensor
sends
out
waves
(instead
of
a
ball)
and
measures
the
time
it
takes
to
come
back.
This
demonstration
is
helpful
as
students
often
confuse
the
ultrasonic
sensor
for
a
camera.
Video:
Click
next
in
the
upper
righthand
corner
to
go
to
the
page
with
the
video.
http://www.education.rec.ri.cmu.edu/previews/nxt_products/robotics_eng_vol_1/prev
iew/content/reference/helpers/ultrasonic.htm
Saving
Student
Work
from
Week
to
Week
To
save
students
programs
on
Mindstorms
from
week
to
week,
save
them
to
the
STOMP
Dropbox.
Its
on
all
the
CEEO
laptops
or
can
be
accessed
through
the
internet.
Please
save
your
students
work
neatly
in
a
folder
labeled
with
you
teachers
name
and
your
school.
If,
for
whatever
reason,
you
cannot
use
the
STOMP
Dropbox,
save
the
students
work
to
the
computer
desktop
under
their
names.
Then
make
a
written
record
of
which
students
were
using
which
computers.
Do
not
label
the
computers
as
tape
can
leave
adhesive
marks
and
post-it
notes
fall
off.
Bring
the
same
computers
back
to
the
next
class.
You
can
also
move
all
the
programs
from
the
desktops
to
the
Dropbox
when
you
get
back
to
the
CEEO.
Names:
_________________________
_________________________
The
Perfect
Pet
Project
Plan
Imagine
that
you
(or
a
friend)
desperately
want
a
pet.
Unfortunately,
your
dad
is
allergic
to
anything
with
fur
and
your
little
brother
is
afraid
of
anything
without
fur.
You
decide
that
if
you
cant
adopt
a
pet,
youll
make
one!
Using
any
parts
from
your
LEGO
EV3
kit
and
other
STOMP
materials,
make
your
own
perfect
pet!
It
does
not
have
to
be
based
on
a
real
animal,
but
it
does
have
to
use
at
least
ONE
sensor
and
at
least
ONE
motor.
Briefly
describe
your
pet.
What
will
it
be
able
to
do?
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Which
sensor
will
you
use?
___________________________________________
What
will
happen
when
the
sensor
is
activated?
_____________________________________________________________
Please
request
any
additional
materials
you
will
need
to
create
your
pet.
_____________________________________________________________
On
the
back
of
this
page,
draw
a
picture
of
your
robotic
pet.
Label
the
brick,
the
sensor(s)
and
the
motors
on
your
drawing.
STOMPer
Approval:
_________________________________
Image
Bibliography
Figure
1.
Simple
NXT
Car
http://www.legoengineering.com/wp-content/uploads/2013/06/Screen-Shot-2013-06-
26-at-9.40.22-PM.png
Figure
2.
NXT
Puppy
http://nxtprograms.com/puppy/DCP_4730.JPG