LEGO Robotics

About this unit

Introduce students to robotics with the awesome  LEGO Robots! Control their movement with precise calculations and coding, then utilise the robot’s sensors to interact with its environment and solve problems.

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.

Curriculum Mapping

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

Lesson Slides (EV3 version)

Detailed lesson slides for you to use when delivering this unit of work with your class

Lesson Slides (Spike Prime version)

Detailed lesson slides for you to use when delivering this unit of work with your class

Unit Assessment Sheet

Use our simple assessment system to measure your students' success in this unit of work.

Lessons

Lesson 1

  • Understand and explain what a robot is and how they are used
  • Design and write algorithms to control a robot
  • Understand and change variables to change the movements of a robot

Lesson 2

  • Write algorithms to control the movements of a robot
  • Debug algorithms to solve problems 
  • Understand different types of turn and program a robot to perform them.

Lesson 3

  • Write algorithms to control the movements of a robot
  • Change variables to make things happen 
  • Use a loop to repeat sections of an algorithm

Lesson 4

  • Write algorithms to control the movement of a robot
  • Write algorithms to control motors that operate moving and lifting attachments on a robot
  • Debug algorithms to solve problems

Lesson 5

  • Understand what inputs and outputs are
  • Use sensors to affect a robot’s actions
  • Create conditional statements in an algorithm

Lesson 6

  • Design and create a problem for a robot to solve
  • Design, write and debug algorithms to solve a robot problem

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)

Full Computing Glossary

Take a look at our full computing glossary, plus key vocabulary for each age group.

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.

 

Related units

Animation with Scratch

About this unit: Combine programming with animation as you control the movements and actions of your sprites and backgrounds with…

Building Retro Games: Pick a project

About this unit Choose from 3 classic video game projects with this fantastic coding unit. Analyse the original games, build…

Getting started with Kodu

About this unit: Introduce students to creating games with Kodu. Program your characters and design your 3D worlds to make…

Getting started with the BBC micro:bit

About this unit Introduce students to physical computing with a BBC micro:bit. Control the LED matrix and find out how…

Kodu Sports

About this unit: Three exciting projects to extend previous use of Kodu and give students an opportunity to create 3D…

Lego WeDo – Mechanisms and Machines

About this unit: Combine computing with design and technology as you learn about a range of mechanisms and the motion…

Physical Computing with Raspberry Pi

About this unit: Build circuits and control LEDs with code. Learn how screens work, what binary code is and how…

Programming Scratch Maze Games

About this unit: Teach algorithms, repetition, conditions and variables, while introducing students to Scratch’s block-based coding language. Build adventure maze…

Programming with Logo

About this unit: Introduce the written programming language of Logo. Students program their on-screen robot to move and create drawings…

Python Minecraft

About this unit: Learn Python by hacking Minecraft on a Raspberry Pi! Extend learning into a text based programming language.…