In this project, students will be introduced to robotics through the building, coding, and testing of catapults. Students will first learn the physics behind catapults and how they allow for projectile motion. Then, students will build a catapult using the project pack. Students will then learn how the Hummingbird and computer programming can be used to control various components of the catapult. Finally, students will combine all of their knowledge by playing a game using their robotic controlled catapult.
Materials
Project Overview
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 catapults be used to create fun games for people to play?
Learning Objectives
Students will be able to….
- Describe the physics of a catapult.
- Build a catapult by following specific instructions. Differentiate between inputs and outputs.
- Apply understanding of inputs and outputs to develop code for a servo.
- Apply understanding of inputs and outputs to develop code for an LED.
- Explain the role of sensors in controlling robot outputs. Develop pseudocode prior to creating computer programs.
- Analyze code for errors.
- Evaluate the success of final products.
Standards Alignment
ISTE
1.1.a, 1.1.c, 1.1.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-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
- Catapult Project Pack
- Hummingbird Premium Kit
- Screwdriver
- Computer, Laptop, Chromebook
- AA Batteries or a Rechargeable Power Bank
Extension Activities
Coming soon!
Hummingbird Bit