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 they create in machines using the LEGO WeDo kits. Then write code to bring your machines to life and control them with the motor and sensors in the kits. Engineering has never been so much fun! 

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

Unit Resources

Lesson Slides

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

  • To understand and use mechanical systems (motors and gearing systems)
  • To explain how motors and gears create motion
  • To create simple algorithms to control mechanisms

Lesson 2

  • To understand and use mechanical systems (gearing systems and cams)
  • To explain how different gearing systems and cams create motion
  • To create simple algorithms to control mechanisms

Lesson 3

  • To understand and use mechanical systems (pulley and belts and levers)
  • To understand and explain how sensors can be used to control mechanisms
  • To design, build and program models that use sensors to control a mechanism

Lesson 4

  • To combine several mechanisms in a single machine build
  • To explain how mechanisms combine to make a machine work

Lesson 5

  • To combine several mechanisms in a single machine build
  • To understand and use loops, randomisation and sensors in an algorithm
  • To use a range of inputs to start an algorithm that controls a machine

Lesson 6

  • To combine several mechanisms in a single machine build of your own
  • To understand and use loops, randomisation and sensors in an algorithm
  • To use a range of inputs to start an algorithm that controls a machine

Suggested Software

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.

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.

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.

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.

Program – A sequence of instructions written to perform a specified task on the computer

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.

Sensor - A device which detects or measures a physical property and records, indicates, or otherwise responds to it.

Sequence – to place programming instructions in order, with each executed one after the other.

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