Description

Make coding come to life with the LEGO WeDo kit. Using Tynker's intuitive visual coding approach, and the WeDo kit, you'll will engage in both digital and physical creation. Incorporating the the touch sensor, the accelerometer, and the optical sensor allows for an array of inspiring STEM projects. By the end of the week, you'll build 10 fun real-world projects including a game controller, a rock band, and a car that is programmed to avoid obstacles.

How this course works: Students sign in to their Tynker accounts from a Chromebook or desktop computer and complete a Tynker lesson online. Then, they sign-in to their account from the Tynker app on a shared iPad device. The DIY projects will be available under the "My Projects" section in their app. They will be able to modify and run the programs on the iPad to control the accessory via Bluetooth. You can share one or two tablets between all students in a classroom and they can take turns controlling the accessary.

Recommended Accessories: This course requires a LEGO WeDo 2.0 Kit and a tablet (each sold separately).

  • At least one LEGO WeDo 2.0 kit
  • One iPad for each kit
  • The free Tynker app for iPads
  • Laptop, desktop, or Chromebook computers for students to work through the modules

No experience with coding or LEGO WeDo is necessary.

Topics

  • weDo command library
  • Sequencing
  • Repetition
  • Events
  • Conditional logic
  • Problem solving
  • Debugging

What Students Learn

  • Introduction to basic programming
  • Using loops for repetition
  • Conditional logic
  • Sequencing tasks
  • Recognizing patterns
  • Debugging programs
  • Problem solving
  • Game Programming
  • Networking

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Lesson Plan

Lesson: Introduction
Time: 40+ mins

Introduction

Let's start coding with LEGO WeDo 2.0! In this lesson, campers will learn how to pair the Lego WeDo's SmartHub with their device, play different sounds, and program the SmartHub LED (light emitting diode) to display different colors.

They'll begin the lesson by watching modules that introduce new code blocks and the SmartHub. Next, they'll learn how to program the SmartHub's LED light to match alien patterns. Once campers complete the Alien Communicator puzzle modules, they'll learn how to pair their device. The next modules will teach campers how to use the "play tone" code block to program the SmartHub to play different sounds.

Then, they'll move onto the Savanna Sounds DIY (do-it-yourself) activity where they can create a fun project that plays different sounds! The last module is a multiple-choice quiz that reviews concepts from this lesson. Note: You can find quiz solutions and DIY sample projects in the "Answer Key" section of this teacher guide.

New Code Blocks

  • : Start the program when the play button is selected.
  • : Run code attached to this block when the Actor is clicked. Note: this block is titled "when actor touched" for mobile version.
  • : Change the color of the LED light on the SmartHub. Values range from 1-10.
  • : Play the specified tone for a specific amount of seconds. Tone values range from 0-1500 hertz.
  • : Pause the program for a specific number of seconds.
  • : Show a message for an Actor or the Stage.

Vocabulary

  • Code: The language that tells an electronic device (e.g., computer) what to do
  • Actor: A Tynker character or object that can talk and interact with others
  • Stage: The background of the project where the Actors are placed
  • Sequence: The order in which steps or events happen
  • Command: A specific action or instruction that tells the computer to do something
  • SmartHub: The "brain" of the robot. This is where code is stored.
  • LED: Light emitting diode. The SmartHub's LED is located near the green button.

Objectives

Campers will...
  • Demonstrate an understanding of how to pair (wirelessly connect) the SmartHub to their device
  • Use code blocks to solve puzzle modules
  • Apply coding concepts to program the SmartHub's LED light
  • Program the SmartHub to play different sounds

Materials

  • WeDo 2.0 kits (1 per camper)
  • For web: Computers, laptops, or Chromebooks (1 per camper)
  • For mobile: iPads or Android tablets (1 per camper)

Warm-Up (5 minutes)

Tell campers that in today's lesson, they'll learn how to program the SmartHub to play sounds and display different colors. Next, inform campers what the SmartHub looks like:

Optional: Go to "Module 6: Pairing Test" and demonstrate how to pair the SmartHub to your device.

Troubleshooting tips:
  • Make sure the bluetooth setting on your device is on
  • Press the button on the SmartHub to make sure its turned on

Activities (40+ minutes)

Facilitate as campers complete the Introduction modules on their own:
1. Outline (Introduction)
  • Campers will watch a short animation of Dr. Code introducing the WeDo Coding course.
2. Alien Communications (Introduction)
  • Campers are introduced to the "when Actor clicked" code block, which will run the code blocks attached to it when the user clicks/taps an Actor.
  • Campers will also learn about the "set light color" code block, which allows the user to change the LED color on the SmartHub. Emphasize to campers that they can enter values from 1-10. They'll need to know this for the quiz.
  • Point out that each value (1-10) in the "set light color" code block displays a different color.
3. Alien Communicator 1 (Puzzle)
  • To solve this module, campers need to use the provided code blocks and program the SmartHub's LED light to match the alien's light pattern.
  • Give a hint: Ask campers…
    • To display the color blue, what value should the "set light color" code block be set to? (Answer: 3)
    • What code block should we use to wait a specific amount of seconds? (Answer: "wait")
    • To display the color green, what value should the "set light color" code block be set to? (Answer: 6)
4. Alien Communicator II (Puzzle)
  • To solve this module, campers need to use the provided code blocks and program the SmartHub's LED light to match the alien's light pattern: purple, yellow, then red.
  • Make sure campers are using a "wait" block between color changes. Give a hint: Ask campers, "How many 'set light color' code blocks do we need to use?" (Answer: 3, one for each color)
  • Make sure campers are setting the "set light color" values in the correct sequence: 2 - purple, 8 - yellow, 9 - red.
5. Pairing (Activity)
  • Campers will watch a short animation of Dr. Code explaining how to pair the SmartHub to their device via bluetooth.
6. Pairing Test (DIY)
  • In this DIY (do-it-yourself) module, campers will follow a step-by-step tutorial that will teach them how to pair their device to the SmartHub.
  • Are campers struggling? Make sure they read the tutorial carefully. Next, ask them to try these troubleshooting tips:
    • Make sure the bluetooth setting on your device is on
    • Press the button on the SmartHub to make sure its turned on
7. Space Signals (DIY)
  • In this DIY, campers will follow a step-by-step tutorial to create a Space Signals project that flashes at least 2 different colors!
  • If campers finish early, ask them to customize the background or create a different pattern.
  • Point out to campers that the following "set light color" code block values correspond to these colors: 1- pink, 2- purple, 3- blue, 4- light blue, 5- turquoise, 6- green, 7- green yellow, 8- orange, 9- red, 10- white.
8. Dog Communications (Activity)
  • Campers will watch a short animation of Tammy explaining how to program the SmartHub to create sounds using the "play tone" code block.
  • Emphasize to campers that they can enter values from 0-1500 hertz. They'll need to know this for the quiz.
9. Dog Communicator (Puzzle)
  • To solve this puzzle module, campers will need to use the provided code blocks to program the SmartHub to play a tone of 500 hertz for 2 seconds.
  • Give a hint: Tell campers to manually change the second parameter of the "play tone" code block to "2".
10. Dog Communicator II (Puzzle)
  • This puzzle module is similar to the previous one, but campers will need to use 2 "play tone" code blocks.
  • Give a hint: Ask campers…
    • What does the first "play tone" code block need to do? (Answer: play a tone of 500 hertz for 2 seconds)
    • What does the next "play tone" code block need to do? (Answer: Play a tone of 1000 hertz for 1 second)
11. Savanna Sounds (DIY)
  • In this DIY project, campers will follow a step-by-step tutorial to create a Savanna Sounds project that plays different sounds!
  • When campers get to "Page 2" of the tutorial, encourage them to change the frequency in the "play tone" code block. Remind them that the frequency ranges from 0-1500 hertz.
  • If campers finish early, ask them to add a background, draw/add more Actors, or code a different tune.
12. Quiz (Multiple Choice)
  • Campers will be asked 6 quiz questions to review concepts from this lesson.

Extended Activities

Review today’s coding adventure by leading a discussion. Ask campers:
  • What are some of the different code blocks you learned today? (Answers will vary)
  • Which code block lets you program the SmartHub's LED light to display a specific color? (Answer: "Set light color")
  • Which code block lets you program the SmartHub to play different sounds? (Answer: "Play tone")

Standards

U.S. Standards
  • CCSS-ELA: RI.3.7, RF.3.4, RF.3.4.A, SL.3.1, RF.4.4.A, RF.1.4.A, RF.4.4, SL.4.1, RF.5.4.A, RF.5.4, SL.5.1
  • CCSS-Math: MP.1
  • CSTA: 1A-CS-01, 1A-CS-02, 1A-AP-09, 1A-AP-11, 1A-AP-12, 1A-AP-14, 1A-AP-15, 1B-CS-02, 1B-CS-03, 1B-AP-11, 1B-AP-12, 1B-AP-15
  • CS CA: 3-5.CS.1, 3-5.CS.2, 3-5.CS.3, 3-5.AP.10, 3-5.AP.13, 3-5.AP.14, 3-5.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

U.K. Standards
National Curriculum in England (computing):
Key Stage 2 (Years 4-6)
  • Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
  • Understand computer networks, including the internet; how they can provide multiple services, such as the World Wide Web, and the opportunities they offer for communication and collaboration
  • Use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact

Class Presentations

These student-facing slide presentations help educators seamlessly run Tynker lessons in a virtual or physical classroom setting. Each lesson has its own set of slides that introduce the big ideas, suggest unplugged activities, and include a section for each activity module. While running lesson slides, you can switch back and forth between the activity, the slides, answer keys and other lesson materials.
A sample slide presentation is available for your review. Please log in to view all the class presentations available with your plan..
Lesson 1
Introduction
29 Slides
Lesson 2
Light and Sound
21 Slides
Lesson 3
Sensors Galore
33 Slides
Lesson 4
Milo and Friends
23 Slides
Lesson 5
Game Controller
23 Slides
Lesson 6
Total Control
19 Slides
Lesson 7
Weather Station
19 Slides
Lesson 8
Rock Band
19 Slides
Lesson 9
Advanced Gamer
21 Slides
Lesson 10
Dominoes
17 Slides
Lesson 11
Fly a Drone
18 Slides