In the Ozobot track challenge students will design a track that includes a number of "tricks". Students gain points for all the tricks incorporated in their tracks as long as Ozo still gets to the end!
K-2-ETS1-1. Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
K-2-ETS1-2. Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.
An Ozobot is a tiny robot that helps facilitate learning S.T.E.A.M. concepts and 21st century skills. One of our more popular projects is designing Ozobot tracks. Students work in teams to design tracks that meet specific design criteria.
Students will color in pre-made tracks but they will have to cut them up and put them back together like a puzzle to play the game.
1. Creating a track that meets specific criteria
2. Critical thinking and problem solving
3. Practicing teamwork and collaboration
4. Practicing Patience
-Green, blue, red and black markers
1. Print out pre-made tracks.
2. Print out the codes page for each table and cross out all except for the slow and fast codes
3. Make a track as an example
1. Introduce Ozobot.
2. Demonstrate on the pre-made track how Ozo works and what the codes do.
3. Layout the game rules. Students will have to select codes and assemble tracks to meet the game rules. We cut the pre-printed tracks in half so that several students can put their pieces of track together.
During sharing and reflection time students should describe the position/patterns of motion on their tracks. In addition they should share what they found they most challenging about it.
Time Estimate:45-60 minutes
What went well..
The students loved having a little more freedom with the Ozobot and learned more on how to use it and how it works.
What we would change..
Giving them more direction and ensuring they are following the rules