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School STEM Workshop... LEGO Robotics! | Fizzics Education
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Lego Robotics

Applied ICT & logic workshop in a fun coding environment for primary students

An interactive hands-on STEM workshop designed to demonstrate how a robot really works!

This engaging workshop offers students a chance to learn real-time programming in a fun atmosphere.
Using laptops and EV3 Lego Mindstorms robots, students are asked to complete a variety of tasks whilst learning about basic programming. The programming itself is based on Lego’s easy-to-understand software, whereby students intuitively use simple ‘drag and drop’ icons to form their code. Our experienced presenter will guide the students step by step on how to program their robots to perform precise movements as well as how to operate environmental sensors such as those for light and sound.

The school workshop concludes with students creatively programming their own robots to perform a short dance routine or another separate fun challenge chosen based on students’ abilities and interests.

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Australian National Curriculum Mapping for all our STEM workshops & shows

Australian ACARA Content Outcomes:

Digital Technologies F-10 Version 9.0

Years 3 & 4
  • recognise different types of data and explore how the same data can be represented differently depending on the purpose AC9TDI4K03
  • define problems with given design criteria and by co-creating user stories AC9TDI4P01
  • follow and describe algorithms involving sequencing, comparison operators (branching) and iteration AC9TDI4P02
  • implement simple algorithms as visual programs involving control structures and input AC9TDI4P04
  • discuss how existing and student solutions satisfy the design criteria and user stories AC9TDI4P05
  • use the core features of common digital tools to create, locate and communicate content, following agreed conventions AC9TDI4P06
Years 5 & 6
  • explain how digital systems represent all data using numbers AC9TDI6K03
  • explore how data can be represented by off and on states (zeros and ones in binary) AC9TDI6K04
  • define problems with given or co-developed design criteria and by creating user stories AC9TDI6P01
  • design algorithms involving multiple alternatives (branching) and iteration AC9TDI6P02
  • generate, modify, communicate and evaluate designs AC9TDI6P04
  • implement algorithms as visual programs involving control structures, variables and input AC9TDI6P05
  • evaluate existing and student solutions against the design criteria and user stories and their broader community impact AC9TDI6P06

Australian National Curriculum Mapping for all our science workshops & shows

NSW K – 10 Science Syllabus mapping for all our incursions

NSW Science & Technology Syllabus Content

A student:

ST2-11DI-T
describes how digital systems represent and transmit data
– Use core features of common digital tools to locate, select, store and retrieve relevant information
– Use core features of common digital tools to share content, plan tasks and collaborate safely following an agreed code of conduct
– Design algorithms that use branching and iteration to document and program a procedure
– Explore how data can be represented by letters, numbers, symbols, images and sounds depending on the purpose
– Select, enter and represent different types of data using digital tools

ST2-2DP-T
selects and uses materials, tools and equipment to develop solutions for a need or opportunity

ST2-3DP-T
defines problems, describes and follows algorithms to develop solutions
– Recognise that data are entered, processed and transmitted in digital systems
– Explore how and why data can be represented as binary code and in other forms
– Create, test and modify algorithms as visual programs that include branching and iteration
– Evaluate a digital system that accepts and displays information
– Connect components in a digital system to collect data
– Use collected data to create an algorithm to perform a function

ST3-11DI-T
explains how digital systems represent data, connect together to form networks and transmit data

ST3-2DP-T
plans and uses materials, tools and equipment to develop solutions for a need or opportunity

ST3-3DP-T
defines problems, and designs, modifies and follows algorithms to develop solutions

NSW Science and Technology K–6 Syllabus
(Implementation from 2027)

For explanatory points & implementation advice for each dot point, please visit the NESA Science and Technology K–6 Curriculum site

Stage 2

ST2-DDT-02
designs and uses algorithms, represents data and uses digital systems for a purpose

– Digital systems can be created and controlled

  • Use core features of common digital tools to locate, select, store and retrieve relevant information
  • Design algorithms that use branching and iteration to document and program a procedure
  • Explore how data can be represented by letters, numbers, symbols, images and sounds depending on the purpose
  • Select, enter and represent different types of data using digital tools

ST2-DAT-01
uses and interprets data to describe patterns and relationships

Stage 3

ST3-DDT-02
creates, evaluates and modifies algorithms to code or control digital devices and systems

– Design processes explore opportunities and develop solutions

  • Collect data about a user need to generate design criteria for sustainable solutions
  • Develop design ideas to build a prototype using design criteria
  • Test, evaluate and modify the prototype to meet the design criteria

– The future can be shaped by building and connecting digital systems

  • Recognise that data are entered, processed and transmitted in digital systems
  • Explore how and why data can be represented as binary code and in other forms
  • Create, test and modify algorithms as visual programs that include branching and iteration
  • Use collected data to create an algorithm to perform a function

ST3-DAT-01
interprets data to support explanations and arguments

NSW K – 10 Science Syllabus mapping for all our incursions

Print a PDF which details K to 6 mapping of all our science visits

VIC Curriculum F–10 Version 2.0

Digital Technologies Curriculum

Levels 3 & 4

  • define simple problems with teacher-provided requirements. VC2TDI4C01
  • follow, describe and represent algorithms involving sequencing, comparison operators (branching) and iteration. VC2TDI4C02
  • design a simple user interface, generate, communicate and compare the designs. VC2TDI4C03
  • implement simple algorithms as visual programs involving control structures and input. VC2TDI4C04
  • discuss how existing and student-created solutions satisfy the given requirements. VC2TDI4C05

Levels 5 & 6

  • define problems with teacher-provided or co-developed functional requirements. VC2TDI6C01
  • design and represent algorithms involving multiple alternatives (branching) and iteration. VC2TDI6C02
  • design and modify a user interface for a digital system, and generate, communicate and evaluate the designs. VC2TDI6C03
  • implement algorithms as visual programs involving control structures, variables and input. VC2TDI6C04
  • evaluate existing and student-created solutions against the requirements and their broader community impact. VC2TDI6C05

VIC F – 6  Syllabus mapping for all our incursions

Print a PDF which details P to 6 mapping of all our VIC STEM visits

School Testimonials

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St Patricks Kogarah

I liked that the varied levels challenged the kids and kept them on task! Very hands on and age appropriate. The students thoroughly enjoyed the incursion. A very worthwhile day!
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Gresford Public School.

Many thanks for a fantastic day last week. Our students loved their robotics session and now have more confidence to go on with their explorations.

Engaging for students!

Challenges that your students could be doing (based on student ability):

  • Use motors to accelerate, brake, reverse in the correct sequence
  • Vary motor power to perform a point and curve turn
  • Use loop based programming to drive the robot in a square
  • Clear a table of light obstacles using a basic programming sequence
  • Program the robot to stop on the sound of a loud hand clap
  • Use a light sensor to detect light levels in the room
  • Use logic based programming to make the robot follow a black line
  • Use a touch sensor or ultrasonic sensor to detect a solid wall
  • Program the robot to react to differing light levels in the room
  • Use a combination of motors and light detectors to hit a golf shot
  • Determine the correct force required to score an ice hockey goal
  • Negotiate a maze of solid objects
  • Sensor calibration…..and more (it’s only limited by time and imagination!)

Posts about this school robotics incursion

ev3 robot

Requirements

Appropriate for Years 3 to 6 with a maximum of 30 students per class

10 tables needed

Access to at least 2 electrical power sockets with a wide floor space

Chairs are not required

Duration 90 minutes, 3 hours or full day, set up time 30 minutes and pack up time 30 minutes

During Social Distancing – Contact us
and we’ll tailor a program to suit both your school and the State’s social distancing requirements. Further details here

We're a COVID SAFE Company

Go further – Complete Units of Work to support your teaching!

Hours of High-Quality videos, printable experiments, quizzes, vocabulary lists,
Scope & sequences, cross-curricular teaching ideas,  marking rubrics & more
Save time & engage students in STEM

Find out more!

Did you know about our larger stage shows?

Designed to engage groups of up to 240 students, pair this workshop with one of these school favourites!

Big Science Big Fun

tick tick BOOM!

Destination Moon

Food Science Show

Deep Blue Oceans

Cost

$660 inc. GST for a 90-minute workshop with 30 students.
$1100 inc. GST for 3 hours with 30 students.

Find out about offers & discounts here!

In a regional area? Find out how we can attend your school as part of a country science tour!

Call 1300 856 828, or click below to make a booking for your primary school.

Print a PDF for mapping of all our K to 6 science visits


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Extension Ideas!

Scientist Q & A

Often students attend our science workshops and shows with questions that stem beyond the covered topic area. Ask a scientist aims to give students a chance to get their questions answered! Run as a 30-minute session at a cost of $70 inc. GST.

Read More

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