Programmable Devices
Bee-BotsBee-Bots are digital devices which can be used to teach basic programming. They are ideal for use in KS1 as their programming language consists of a few very simple commands. They store the input commands entered by pupils by pressing the buttons on the Bee-Bot. At any point pupils can execute the program by pressing the “Go” button. This gives a chance to see whether the output is as intended. The program can be repeated by pressing the “Go” button again and then added to, thus extending the program. If a bug is identified, then pupils will need to delete the whole program by pressing the “Clear memory” button (marked as an “X”). They will then need to re-enter their edited commands. The chain of commands to create a required output is called an algorithm.
Ideally, pupils should be given tasks which have a variety of solutions. Pupils should record their algorithm solutions, which can provide opportunities for pupils to evaluate the efficiency of their algorithms. Once pupils have created a few algorithms using these devices, they should be able to start making predictions, in turn enabling them to create more effective and efficient algorithms. |
Pro-Bots
Pro Bots can be used in the same way as Bee-Bots, utilising the same programming keys, however, they can also be switched to Logo mode. In this mode, number keys can be combined with the direction and movement arrows to generate degrees of rotation and distances to be travelled. Pro-Bots have an LCD screen which displays Logo commands equating to the command keys pressed. As each command is executed, it is highlighted on the screen. This supports pupils in debugging any errors. A benefit of Pro-Bots over Bee-Bots is that individual lines of programs can be edited and altered (debugged) on the LCD screen without having to rewrite the whole program.
Each forward or backward motion carried out by the Pro-Bot in its simple programming mode is 250mm, rather than the 150mm of the Bee-Bot. There is also the addition of a pen holder in the very centre of the Pro-Bot. This allows the device to be programmed to create diagrams. At its most simple, a square can be drawn if the example sequence is input:
By providing pupils with challenges to complete or images to draw using Pro-Bots, these devices can support the development of both computational thinking and an understanding of a transferable programming language. |
Roamer
Roamers work in a similar way to Pro Bots and can be used to introduce the principles of Logo programming. An excellent activity to introduce this language is to “program” a child to move around the room. This will involve telling them a number of steps to move forward and backwards and using the language involved in degrees of turn. This is a useful cross-curricular mathematics resource – right angles are introduced in Y2 program of study although measurement of angles does not appear explicitly until Y5 program of study. Therefore, using 90 to represent a right angle turn on Roamers and Pro-Bots can be ideal to bridge these aspects of learning and provide hands on experiences and applications. Once pupils are being taught more about angles and properties of shapes, these programmable robots can be utilised to reinforce this, making them equally useful resources in Upper Key stage 2, as the Bee-Bot is in Key Stage 1.
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If you watch this example video you will see that the programmer starts by clearing the memory of any previous programs (presses CM button twice) then gives a directional command (either forward/backwards/rotate left/rotate right) followed by a number which represents distances in units of robot body length and turns in degrees. They also program the Roamer to play a tune when the movements are completed, which is done in the same way, by instructing it to play music, followed by a number which represent the pitch of each note. The final command is always GO. This programmer is following the algorithm they have prepared previously. Initially, however, much can be learned by allowing pupils to experiment with the various commands. |
Remember, each command requires a number after it (e.g. W 5) instructs the Roamer to Wait 5 seconds before continuing with the next instruction). The new version, Roamer-Too, has a variety of different command overlay sheets so that it can be used with very simple instructions initially and developed to follow more complex programs as the programmer’s ability, to create more sophisticated programs, develops.
Acknowledgements
With thanks to 'coffee-and.codes' for the use of their Roamer programming example video. Available at: https://www.youtube.com/watch?v=TTox-Z37qz0
References
Pro-bot image - Available at: https://www.google.co.uk/search?q=probots&source=lnms&tbm=isch&sa=X&sqi=2&ved=0ahUKEwjq0JWRgL3TAhWMA8AKHTXbB7IQ_AUIBigB&biw=1920&bih=985#imgrc=EvOdFNwb2GuKlM:&spf=199 (Accessed: 24 April 2017)
The authors are not taking ownership of any images or videos on this website, unless stated otherwise on the respective pages, and therefore have attempted to make contact with all owners of images and videos used on this website.
The authors are not taking ownership of any images or videos on this website, unless stated otherwise on the respective pages, and therefore have attempted to make contact with all owners of images and videos used on this website.