Handling Mouse 2
Handling Mouse 2
Attention grabber
Explain to children that they are going to spend the lesson exploring the Bee-Bot world.
Display slide 2 of the Presentation: Bee-Bot world to discuss the Learning objective and Success
criteria.
Presentation: Bee-Bot world
Show on your interactive whiteboard
Slide 3: ask the children if they can see a theme in the mat shown.
The children are going to work in pairs to explore a Bee-Bot world template using a paper Bee-
Bot model. Hand out the Activity: Bee-Bot world mat template to each pair of pupils. You may
want the children to create mats based on a topic of theme they are studying in another subject.
The children should personalise their mats through colour. The Bee-Bot moves exactly 15 cm
each time, so the mat will need to have 15 cm squares (the Activity: Bee-Bot world mat template
has the correct dimensions, roughly an A3 sheet divided into sixths).
You could let the children create their own mats using the Activity: Bee-Bot world mat template.
This will take additional time. Children creating their own mats should aim for one picture in each
box, ensuring that the picture fills the box. Each picture should be different and easily
identifiable so that the user can refer to it in the next part of the lesson.
Main event
Slide 4: introduce the word ‘program’. Explain that the children will make simple ‘programs’ that
involve one or more steps to navigate their Bee-Bot around their mats from picture to picture.
Hand each pair an Activity: Bee-Bot model. Sit in a circle with an Activity: Example Bee-Bot world
mat and an Activity: Bee-Bot model placed on one of the images. Demonstrate sentences that
you want the children to use, for example, “I am going to program the Bee-Bot to reach the
snake by pressing [‘x’, ‘x’, ‘x’]”. Ask the children which buttons they need to press to make this
happen.
Partner A then tries to get the Bee-Bot to the declared destination. Emphasise the need to
declare the destination first.
The children should be able to give complex instructions including complex moves such as
turning.
Use mini-plenaries to reiterate the meaning of the word ‘program’ throughout the activity.
Key questions
• How many buttons do you need to press to get there?
• Do you think you need to turn?
• Where will that code get you to?
Wrapping up
Invite some of the children to share what they have been working on, for example: “I
programmed the Bee-Bot from the Pokeball to the Pikachu”. Ask the children to demonstrate and
explain to the class how they did this.
If the children are confident, introduce the route ‘A to C, avoiding B’ as a final challenge – the
obstacle is avoiding ‘B’. For example: “Can you program the Bee-Bot from the pink flower to the
house without going over the lion?”.
Glossary
• Bee-Bot
• Program
• Code
• Destination
• Mat