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KUBO CODING UNPLUGGED

KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

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Page 1: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

KUBO CODING U N P LU G G E D

Page 2: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

2 All rights reserved © 2019 � KUBO Robotics ApS � www.kubo.education

L E S S O N O B J E C T I V E

• Identify TagTiles available to use with KUBO• Recognise the importance of clear instructions

K S 1 / K- 2 C U R R I C U L U M

Understand what algorithms are.

P R E PA R AT I O N

Print out the TagTiles onto A4 paper and stick them around the hall or outdoor area.

S TA R T E R

Look at the TagTiles to be introduced and ask the students to look at the illustration on the TagTile to make a prediction to the purpose.

L E A R N I N G TA S K S P R I O R T O A C T I V I T Y

Introduce and discuss the new TagTiles being introduced highlighting what they mean.Highlight key computing concepts that are being introduced to ensure the learning will aid future computing projects.Robot KUBO: The students will be acting like a robot and a discussion about the movements a robot makes will aid the game functionality.

M A I N A C T I V I T Y

INTRO: Game Rules: • The teacher will introduce the game to the students and explain that they are all robots and need to act like a robot within the

designated area• The teacher will name one of the TagTiles and the students must go to the corner of the area with the illustrated tagtile

displayed• If they went to the correct location of the TagTile they stay in the game• If they went to the incorrect location of the TagTile they have ‘run out of battery’ and must freeze like a robot where they are

E X T E N D

• Introduce the Loop TagTile to define movement

KUBO Coding UnpluggedA C T I V I T Y 1

The aim of this unplugged activity is to introduce students to the KUBO Coding TagTiles®; Go Left, Go Right, Go Forward, Record and Play Function tiles, before they begin to code with them.

Age range Suitable for any students new to KUBO. Main age range 4-7

Group size Activity is whole class

Computing concepts

Control - input - process - output, Algorithms, Computational Thinking

Materials Space and A4 printouts of the Go Forward, Loop and Function TagTiles available at www.kubo.education

Page 3: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

KUBO Coding Unplugged: Activity 1 3

L I N K

These activities are designed to help students get to know the TagTiles included in the KUBO Coding sets and are a supplement to the introductory lesson plans for KUBO available at www.kubo.education

N O T E S

Page 4: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

4 All rights reserved © 2019 � KUBO Robotics ApS � www.kubo.education

L E S S O N O B J E C T I V E

• Identify the different TagTiles available to use with KUBO• Demonstrate how an algorithm is built up with step-by-step instructions

K S 1 C U R R I C U L U M

Understand what algorithms are.

K S 2 C U R R I C U L U M

Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.

P R E PA R AT I O N

Print the TagTiles onto A4/letter paper to give to each pair of students.Split the class into groups of two and highlight that one student will be the robot and the other will be the programmer.

S TA R T E R

Ask students to look at the illustration of each TagTile and to make a prediction of its purpose.

L E A R N I N G TA S K S P R I O R T O A C T I V I T Y

Introduce and discuss the new TagTiles being introduced highlighting what they mean.Highlight key computing concepts that are being introduced to ensure the learning will aid future computing projects.Look at the role of a programmer: A programmer will create the code that will control the robot and must think of all the code needed for the robot to complete its task.Look at the role of a robot: A robot does not have the capacity to think for itself and will only follow the instructions laid out in the code added by the programmer and nothing else.

M A I N A C T I V I T Y

Intro: • A robot cannot speak, a programmer cannot speak to a robot, only program it through the TagTiles• The robot is to stand in an area with no other students in the immediate vicinity. This would benefit from outside space or a

hall environment

KUBO Coding UnpluggedA C T I V I T Y 2

The aim of this unplugged activity is to introduce students to the additional TagTiles® included in the KUBO Coding+ TagTile Set, before they begin coding.

Age range Suitable for any students new to KUBO. Main age range 4-10

Group size Activity requires splitting class into pairs

Computing concepts

Control - input / process / output, Algorithms, Computational Thinking

Materials An open space, such as the playground, and A4 printouts of TagTiles available at www.kubo.education

Page 5: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

KUBO Coding Unplugged: Activity 2 5

• The programmer holds up one TagTile printout at a time to enable the robot to follow the step by step instructions• The robot can only complete the TagTile instruction and nothing else• Swap roles to maximise learning and ensure each student understands the role of the programmer and the robot• Ask the students to describe one TagTile and how it can be used

E X T E N D

• Depending on TagTiles introduced; the students could have a goal to reach a certain location/object• Add competition to allow the students to reach a certain point before others or using the smallest amount of TagTiles

L I N K

These activities are designed to help students get to know the TagTiles included in the KUBO Coding sets and are a supplement to the introductory lesson plans for KUBO available at www.kubo.education

N O T E S

Page 6: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

6 All rights reserved © 2019 � KUBO Robotics ApS � www.kubo.education

L E S S O N O B J E C T I V E

• Demonstrate the role of storing data in computing• Discuss how KUBO is controlled through programming

K S 1 C U R R I C U L U M

Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.

K S 2 C U R R I C U L U M

Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems.

P R E PA R AT I O N

Each group will need a blank map or space to lay TagTiles out and pairs of the TagTiles to use in game.

S TA R T E R

Give all students a number and ask them to remember it. Point at students and ask them to say their number out loud. This introduces the idea of storing a piece of data to only be used when it is asked for.

L E A R N I N G TA S K S P R I O R T O A C T I V I T Y

Introduce and discuss the idea of storing information to be called upon when needed and KUBO does this when it goes over the TagTile. The program created is then carried out when called upon.Highlight key computing concepts that are being introduced to ensure the learning will aid future computing projects.

M A I N A C T I V I T Y

Intro:Place the TagTile face down on the grid spaces of the blank map.

• Each player takes a turn to turn two TagTiles over to try and find a matching pair• Each TagTile that is turned over must be named by the player to reinforce the TagTile function• Each player will use their memory to store the location and type of TagTile to recall when it is their turn again

KUBO Coding UnpluggedA C T I V I T Y 3

The aim of this unplugged activity is to understand that KUBO uses memory storage to remember the TagTiles® sequence when activated.

Age range Suitable for any students, age 6+

Group size Split the class into groups of two or three

Computing concepts

Storage, Algorithms, Computational Thinking

Materials Blank map, A4 printouts of the Go Forward, Loop and Function TagTiles available at www.kubo.education

Page 7: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

KUBO Coding Unplugged: Activity 3 7

• Each player must try to memorise other players turns to help find a matching pair

• The winner is the student with the most TagTile pairs

E X T E N D

Join two blank maps together to increase the difficulty of the game and demonstrate memory storage sizes.

L I N K

These activities are designed to help students get to know the TagTiles included in the KUBO Coding sets and are a supplement to the introductory lesson plans for KUBO available at www.kubo.education

N O T E S

Page 8: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

8 All rights reserved © 2019 � KUBO Robotics ApS � www.kubo.education

L E S S O N O B J E C T I V E

• Demonstrate what a program is• Identify how KUBO utilises programs to move

K S 1 C U R R I C U L U M

Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions.

K S 2 C U R R I C U L U M

• Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; • Solve problems by decomposing them into smaller parts.

P R E PA R AT I O N

Each group is given an envelope with the word ‘numbers’ on it.Within the envelope are 10-15 individually printed random numbers.

S TA R T E R

Discussion: How do you know how to brush your teeth?Teacher input: You were taught to, you were programmed to complete a task through receiving instructions and remembering these instructions to be recalled when you heard the name of the task ‘brush your teeth’.

L E A R N I N G TA S K S P R I O R T O A C T I V I T Y

Introduce and discuss the idea of separate sections of a program having a set of instructions that are saved within a program. The instructions are activated when the program is run.Highlight key computing concepts that are being introduced to ensure the learning will aid future computing projects. Within KUBO: each time the robot goes over the TagTile it is retaining the sequence of instructions to be called upon when it is placed on a play TagTile.

M A I N A C T I V I T Y

Intro:Students have an envelope with random numbers inside, individually printed and asked what they should do with them.

• Discuss why they are unable to complete the task - they have no instructions

KUBO Coding UnpluggedA C T I V I T Y 4

The aim of this unplugged activity is to understand what a function is and how it can be used within the programming of KUBO.

Age range Suitable for any students, age 6+

Group size Small groups of two or three

Computing concepts

Programs, Algorithms, Computational Thinking

Materials A set of 10-15 random numbers printed individually on paper within an envelope with the name ‘numbers’ on it

Page 9: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

KUBO Coding Unplugged: Activity 4 9

• Highlight to the students that they have a name on the envelope and ask what that could mean• When the name ‘numbers’ is read out loud the teacher stops and recites the instructions: “Sort the numbers from largest to smallest”• Students are now able to use the program code to complete the task

E X T E N D

Can the contents of the program be changed? Change the instructions stored within the name ‘numbers’ so when accessed (said out loud) the teacher changes the order of the sort to demonstrate that the contents of a program can be edited.

L I N K

These activities are designed to help students get to know the TagTiles included in the KUBO Coding sets and are a supplement to the introductory lesson plans for KUBO available at www.kubo.education

N O T E S

Page 10: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

10 All rights reserved © 2019 � KUBO Robotics ApS � www.kubo.education

L E S S O N O B J E C T I V E

• Identify what a loop is and how it can be used in programming• Demonstrate how a loop is used to control movement

K S 1 C U R R I C U L U M

• Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions

• Create and debug simple programs

K S 2 C U R R I C U L U M

• Design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems• Use sequence, selection, and repetition in programs; work with variables and various forms of input and output

P R E PA R AT I O N

Each pair will need A4 printouts of 1x Go Forward, 1x pair of Loop and 1x pair of Function TagTiles as well as the parameter tiles 1 to 10.

S TA R T E R

How do you make the perfect ice cream sundae? Ask students to think about the steps and how they would instruct the creator to make their perfect sundae. Precision is key as a robot cannot complete any instructions outside the instructions given. This is an activity that is best done on paper to allow the students to write out the instructions and share with a partner.

L E A R N I N G TA S K S P R I O R T O A C T I V I T Y

Introduce and discuss the idea of giving a single instruction a set number of times to speed up a process; like how many scoops of ice cream.Highlight key computing concepts that are being introduced to ensure the learning will aid future computing projects.

M A I N A C T I V I T Y

Intro:Students line up opposite their partner in the hall or playground area,

• Each player takes it turn to turn two TagTiles over to try and find a matching pair• Each pair must decide who will be the racing robot and who will be the racing programmer first

KUBO Coding UnpluggedA C T I V I T Y 5

The aim of this unplugged activity is to understand what a loop is and how it can be used within the programming of KUBO.

Age range Suitable for any students, age 6+

Group size Groups of two

Computing concepts

Loops / repetition, Algorithms, Computational Thinking

Materials A4 printouts of the Go Forward, Loop and Function TagTiles available at www.kubo.education

Page 11: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

KUBO Coding Unplugged: Activity 5 11

• The ‘racing robot’ cannot move without the programming so will await the instructions received from the ‘racing programmer’• The ‘racing programmer’ can only use the printouts to instruct the ‘racing robot’ to move. Each flash of the TagTile printouts result in

one movement• RACE 1 = the racing programmers have to hold up the Go Forward x1 print out and keep showing it to get the racing robot to move

forward one step = one instruction• RACE 2 = there is a new TagTile printout - show the loop symbol and printouts of numbers. The racing programmer can use these to

speed up the racing robot by telling it to move a set amount of times. However, the robot must finish in front of the programmer so precision is key

Discuss how the second race allowed a more efficient program to be delivered to the robot. The one step didn’t have to be repeated numerous times as the loop created the same effect with one piece of code.

E X T E N D

Add ‘move left/right TagTile’ to ‘Go Left/Go Right TagTiles’ and change to an obstacle course and time the races to determine the winning team.

L I N K

These activities are designed to help students get to know the TagTiles included in the KUBO Coding sets and are a supplement to the introductory lesson plans for KUBO available at www.kubo.education

N O T E S

Page 12: KUBO CODING - Monega Primary School · KUBO Coding Unplugged: Activity 3 7 • Each player must try to memorise other players turns to help find a matching pair • The winner is

All rights reserved ©2019 � KUBO Robotics ApS � Niels Bohrs Allé 185 - 5220 Odense SØ � Denmark � SE/CVR-nr.: 37043858

www.kubo.education

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