Zombie Adventure

Program Zombie Phiro to sense & avoid obstacles along its Jungle path using IF & ELSE Swish Cards

Objective

By the end of this lesson, learners will be able to

  • Understand and use computational concept of IF & ELSE Control conditions
  • Demonstrate knowledge of how sensors work
  • Express their creativity by making a live robotic adventure story
  • Practice iterating, experimenting, testing and debugging
Subjects

Robotics, Coding, Sensors

Age

All ages

Duration

60 min

Robot & Accessories Needed

Phiro Unplugged or Phiro Pro robot Swish Cards

Download Material

Click here to Download

Review

Intro to Phiro
User Manual

  • step1
  • step2
  • step3
  • step4
  • step5
  • step6
STEP 1

ASK

Just like how you use your eyes/ears/nose to get information about the world around you and decide what to do, robots also use senses in their Sensors to get information from their world and decide what to do.

But why do robots need sensors? Robots need sensors to make decisions on where to move, how to behave and what to do next.

How do we make "zombie" Phiro go on an adventure in the dark jungle with a lot of obstacles?

What're some way you can know if zombie Phiro will bump into something?

What're some ways you can make zombie Phiro avoid bumping to something by moving away or following it?

STEP 2

IMAGINE

    Sensors

  • Explore Phiro's 6 sensors on its Right and Left to sense what's underneath, on its sides and in front.
  • When objects or light are in Phiro's path, Phiro can use its sensors to sense these & decide to avoid or follow them.
  • IF & ELSE conditions

  • Explore the yellow IF Swish Cards and notice that each card has 2 sensors that will tell Phiro to sense the environment close to it.
  • Explore the ELSE card.
  • An IF/Else condition is a decision between 2 things. If you see a RED traffic light, you Stop, ELSE, you Go.
  • When Phiro senses something, how does it decide whether to move or flash lights or sing a song?!
  • Let's try an activity & program Phiro to sense things and decide what to do.

Before we make zombie Phiro go on the Jungle adventure, try these example programs out.

Example Program 1 Program Phiro to glow Green light whenever Phiro's front sensors detect an object. Place your hand near any Phiro's Front sensor and watch the change of Color.

Example Program 2 Program Phiro to glow Green light IF Phiro front sensors detects an object, or ELSE glow RED. Place your hand near any Phiro's Front sensor and watch the change of Color.

Example Program 3: Program Phiro to turn left or right whichever side Phiro's side sensors senses an object. Place your near either of Phiro's side sensors and watch Phiro react.

STEP 3

PLAN

  • Make up your zombie adventure story & pathway with obstacles like objects and flashlights.
  • Plan Phiro's path through the jungle and place the obstacles in its path.
  • Get your IF and ELSE cards ready and any other action Swish Cards that might alert you of the obstacles.
  • (Optional, transform Phiro into a zombie with LEGO blocks or craft materials)
STEP 4

Create

Create the jungle path and place the obstacles along the path. Place the flashlight in 'on' position in the path as well. Program Phiro with the Swish Cards.

Challenge: Program Phiro to finish above challenge.

STEP 5

Remix

Did Phiro sense the obstacles? What did it do in response? How did you make Phiro alert you when an obstacle was sensed? What did Phiro do when it came close to the flashlight? How did you test our your program?

STEP 6

Share

Share your zombie Phiro adventure story with everyone using #MyPhiro.