Grape Eating Game with Ozobot

Grape Eating Game with Ozobot

2019-02-14T16:27:54+09:00 Feb 14, 2019|Tinker Stories|0 Comments

In this lesson, students program their Ozobot, a physical computing robot
that moves along a line and represents real life sensors and coding.

 

WHAT?

Students were introduced to how the Ozobot recognizes lines using a marker.

 

HOW?

The lesson mission was simple: draw a game board in which the Ozobot catches grapes.

 

To win, students need to program their Ozobot to collect more grapes
while following a single line towards the finish point.

 

 

WHY?

Through this activity,
students understand Ozobot’s line navigation ability and how the Ozobot senses the line it follows .

 

 

Real-life Application:

Ozobot’s sensors to move along a line is very similar technology to
how self-driving cars are able to recognize the road and drive in a straight path.

 

See how Alan, age 10, is coding for his Ozobot to follow the path he has created:

 

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