1 / 30

Robotics Enrichment class

Robotics Enrichment class. Mr. Bosworth. Goals of Class. Learn how to build a basic robot that performs various functions Learn how to program robot to move and complete tasks using Lego Mindstorms NXT program. Learn how to use the sensors to perform more complex movements and behaviors.

royal
Télécharger la présentation

Robotics Enrichment class

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Robotics Enrichment class Mr. Bosworth

  2. Goals of Class • Learn how to build a basic robot that performs various functions • Learn how to program robot to move and complete tasks using Lego Mindstorms NXT program. • Learn how to use the sensors to perform more complex movements and behaviors. • Work together as a team to accomplish a common goal. Everyone builds, everyone programs! • Train to be able to compete in a FIRST lego league.

  3. FLL Robot Kit 9648 9797 NXT-G Software FLL Team License (10 seats) See Video Demos of the LEGO Parts online

  4. Engineering • Engineers solve problems • Brainstorm solutions • Use math and take measurements • Testing and debugging to find sources of error(3x principle) • write down what you have discovered and present the solution.

  5. Project Manager • Makes sure everyone understands the instructions • Organizes team meetings and leads the meeting • Makes sure that all group members get the help that they need

  6. Human Resource (HR) • Helps everyone to participate • Makes sure there are no put-downs • Reports to teacher if there are group issues • Makes sure all group members participate

  7. Materials Manager • Gets robot kit and makes sure all materials are gathered for the group • Supervises the clean-up, watches time 3:55 is clean up time • Keeps track of parts, makes sure if a part is borrowed it is recorded.

  8. Recorder/Reporter • Takes down group notes, flow diagrams • Records history • Reports to other groups

  9. Rules to Follow • The following are rules and guidelines that will help you to have a successful experience in robotics class.

  10. Rule # 1 • Pay attention to what other group members need

  11. Rule # 2 • Everyone Participates • All group members should have turns to program and build.

  12. Rule # 3 • Ask other people in your group for help before asking the teacher.

  13. Rule # 4 • Help other group members without doing their work for them

  14. Rule # 5 • Agree on strategies to solve problems • democratically

  15. Rule # 6 • Everybody cleans up! • Lego pieces accounted for. • Everything Back in Bin • Computers closed down and USB cable put in Bin.

  16. Baseball • If you are off task you might receive a strike. Three strikes in one day and you are done for the day. • If you are not here to work, learn and have fun, please find another class. This will be a waste of your time.

  17. Routine • Meet outside of library at 3:20 • Teams will meet briefly to decide course of action for the day • At the end of the day the programs should be saved on your thumb drive and your NXT brick. Each program needs to be named with your group # and challenge #.

  18. Routine (Cont.) • You will want to get ready to go by 4:00 to get ready for buses. Time goes fast, so be organized! • You do not leave until all materials are put away.

  19. Challenge 1 • Move Block • Use move blocks to make your robot move exactly one meter straight to the tape. • Use time • Rotations • Degrees 4. Choose your best program, then program with powers of 50%, 75%, and 100%. Record which power is most accurate.

  20. Challenge 2 Use math to determine the rotations needed to move 1 meter. • Find the diameter of the wheel to the nearest mm. • Calculate the circumference of the wheel by multiplying pi times diameter. This is distance one rotation will make in cm. Record in journal. • Calculate how many rotations needed to move robot 1m. Then program robot using this information. • Calculate how many rotations is needed to move 1 cm. • Record this information in your journal.

  21. Challenge 3 • Move robot 1 m exactly. Make a 90 degree turn. • Use time, rotations, and degrees.

  22. Challenge 4 • Measure the wheel base of your robot, to the nearest mm. Check with other groups to make sure you have same measurement. • This measurement is the diameter of a circle. Multiply by pi to determine circumference. • Determine how many rotations it would take for the robot to turn 360 degrees. • Divide the circumference/rotations to determine degrees/rotation. • Record this information in your journal.

  23. Challenge 4 • Sound Block • Using your math have the robot make a 180 degree turn and return back to the start. • Use a sound block to have the robot pause then clap and say “good job”.

  24. Challenge 5 • Loop block • Place your move program into a loop to have the robot go 1m turn 180 degrees then go back to start then repeat. • At the end of the second trial have the robot turn 360 degrees in a victory spin.

  25. Challenge 6 • Wait blocks • Use your challenge 5 program, and have your robot wait 3 seconds using a wait block before it takes it’s victory spin.

  26. Challenge 6 • Touch sensor • Mount a touch sensor on your robot. Program your robot to move until the robot touches an object then stop.

  27. Challenge 7 • Touch sensor • Program your robot to touch an object, stop, then back up 1 rotation, turn 180 degrees, and repeat.

  28. Challenge 8 • Light sensor • Use a switch-loop block to follow the black line on the test mat. • You will need to use data logging to find the light % reflected with the white and black areas of the mat. • Use the switch loop to program your robot to follow the black line.

  29. Challenge 9 • My Blocks • Place your line follower into a my block using the complete palette. • Label the my block line follower.

  30. NXT Mindstorms • Nxtminstorm webpage

More Related