LEGO Robotics
National Curriculum Links - Computing KS2
The content of this plan cover the following National Curriculum strands:
- design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts.
- use sequence, selection, and repetition in programs; work with variables and various forms of input and output.
- use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs.
- select, use and combine a variety of software (including internet services) on a range of digital devices to design and create a range of programs, systems and content that accomplish given goals, including collecting, analysing, evaluating and presenting data and information.
Why this? What does it build on?
This unit builds on the computer science units with a programming focus from Key Stage 1: Action algorithms and Programming direction (Year 1) and Programming with Scratch Jr and Programming with Logo (Year 2), as well as the Year 3 units Getting Started with Kodu and Animation with Scratch, Year 4 units Programming Scratch maze games and Kodu sports and Year 5 unit Building retro games: Pick a project.
Key programming concepts such as sequence, selection, repetition and working with variables are all covered in this unit, but the focus is on controlling a physical device with code. Students may have experienced this in more simple forms when working with programmable devices such as Bee-bots or Blue-bots, other LEGO Education equipment (WeDo, WeDo 2.0 or Spike Essential), or if they have completed our optional unit Getting started with a Crumble.
What comes next?
Getting started with the BBC micro:bit (Year 6) and optional unit Getting started with Crumble provide further opportunities for students to write code to control physical systems while widening their knowledge and experience of programming with other block-based coding languages. Conditional formatting in Spreadsheet masters also applies similar principles as the conditions (selection) used when programming the robot's sensors.
View our full curriculum map
Take a look at our full curriculum map to see how units across all year groups, from Year 1 to Year 6 link.
Unit Resources
Suggested Software
Software required will depend on the LEGO robotics kits you are using:
- EV3 Classroom (Versions are available for all major operating systems)
- Spike Prime app (Versions are available for all major operating systems)
- LEGO EV3 or Spike Prime robot kits are also required for this unit. (We have class sets of EV3 robots available for loan. Submit a loan request HERE)
Key computing vocabulary for this unit
Abstraction - Removing unnecessary detail to help you solve a problem (a computational thinking concept)
Algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective. A set of instructions for achieving a goal or solving a problem.
Block – a ‘chunk’ of programming or a particular graphic block or piece found in a graphical programming language such as Scratch. Blocks linked together are called a script in Scratch. To find out what a block does, right-click on it, then select help from the pop-up menu.
Blocks Palette – the library of blocks in most graphical programming languages.
Command – a step or line of programming.
Control – using computers to move or otherwise change ‘physical’ systems. The computer can be hidden inside the system or connected to it.
Debug – to detect and correct the errors in a computer program.
Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)
Execute – to follow a series of instructions. The computer or robot follows the instructions in order to complete the program.
Function - A procedure/function is used in programming to break a complex task down into simple steps or sections. Many different types of programming languages can be used to build a procedure. Depending on the programming language, a procedure may also be called a subroutine, subprogram or function.
Hardware - Any part of your computer that has a physical structure, such as the keyboard, monitor or mouse. It also includes all of the computer's internal parts.
Input – data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors. Information which is received by the computer from a keyboard, mouse or sensor e.g. pressing the left mouse button or space bar creates an input.
Logic - Predicting and analysing. Computational logic is used to allow a program to decide what to do and when. For example you may write code that says: “When the user clicks this button, perform this calculation.”
Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.
Output – the information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly though the control of motors in physical systems. Also an action performed by the computer e.g. switching on a light, moving a turtle or sprite across the screen.
Patterns - Spotting and using similarities to solve problems (a computational thinking concept)
Program – (noun) A sequence of instructions written to perform a specified task on the computer
Program - (verb) To give a series of instructions to a machine so that it will perform a task automatically
Repetition (also known as ‘Loop’ or ‘Iteration’) – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.
Robot - a machine, especially one programmable by a computer, capable of carrying out a complex series of actions automatically. Robots can be guided by an external control device or the control may be embedded within.
Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met.
Sequence – to place programming instructions in order, with each executed one after the other.
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