Materials

Project Overview

In this project, students will be introduced to animatronic robots through the building, coding, and testing of an animatronic head. Students will first learn about animatronics and their use in the entertainment industry. Then, students will build an animatronic head using the project pack and learn how the Hummingbird and computer programming can be used to control the movement of the robot. Students will learn how sensors can be used to produce more complex movements in their animatronic head and finally, they will turn their robot into a virtual pet.

Project Audience & Timeline

The curriculum for this project is intended for 6th-8th grade students and consists of seven lessons, designed to be completed over seven 45-minute class periods. This curriculum can be adapted to a longer block of time as needed to best meet student needs.

Essential Questions

How can robots be programmed to provide entertainment?

Learning Objectives

Students will be able to…

  • Define the meaning of animatronic robots.
  • Build an animatronic head by following specific instructions.
  • Investigate the input values required to make the animatronic head move in specific ways.
  • Apply pause, movement, and repeat blocks to make the animatronic head move in specific patterns.
  • Understand the role of sensors.
  • Apply conditional and Boolean statements with the use of sensors to define animatronics outputs.
  • Analyze code for errors.
  • Evaluate the success of final products.

Standards Alignment

ISTE

1.1.a, 1.1.b, 1.1.c, 1.1.d, 1.3.d, 1.4.a, 1.4.b, 1.4.c, 1.4.d, 1.5.a, 1.5.b, 1.5.c, 1.5.d, 1.7.c

CSTA

2-CS-1, 2-CS-02, 2-CS-03, 2-DA-08, 2-DA-09, 2-AP-10, 2-AP-12, 2-AP-13, 2-AP-15, 2-AP-17, 2-AP-18

NGSS

MS-ETS1-1, MS-ETS1-3, MS-ETS1-4

Materials Needed

  • Animatronics Project Pack
  • Hummingbird Premium Kit
  • Screwdriver
  • Computer, Laptop, or Chromebook
  • AA Batteries or rechargeable power bank

Extension Activities

Coming soon!