About Hands On ‘STEM’ Incursions
Click on an hands-on immersive experience listed below to find out more information.
Robots Come to You
This most popular World of Robotics incursion is a captivating and hands-on workshop tailored to your students, Foundation to Year 10. Inquiry-based and utilising your choice of robotic platform (from Cubelets to complex VEX and Robotix), students are set exciting real-world challenges to explore, explain, evaluate and innovate – presenting their finished robot to their peers.
Description
‘Robotics Come to You’ is an exciting and individually tailored choice of over 300 robotic challenges, designed to engage and extend your students – Foundation to Year 10.
Inquiry based and utilising your choice of robotic platform (listed below), students are set exciting real-world challenges to explore, explain, evaluate and innovate – presenting their finished robot to their peers. Working in pairs to encourage the 4 Cs (creativity, communication, collaboration and critical thinking), this incursion can even be extended into other areas of the STEM curriculum.
Suitable for:
- Prep/Foundation
- Year 1
- Year 2
- Year 3
- Year 4
- Year 5
- Year 6
- Year 7
- Year 8
- Year 9
- Year 10
Robotic platform resources include:
- Vex IQ – technology / engineering / coding
- Robotix – Engineering / inventions
- Cublets (MOSS) – Technology/sensors
- Logi Blocks – Electronics
- Movit – Construction / interpretation of Instructions
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Foundation to Year 2
- Identify and explore digital systems (hardware and software components) for a purpose (ACTDIK001) (VCDTDS013).
- Follow, describe and represent a sequence of steps and decisions(algorithms) needed to solve simple problems (ACTDIP004) (VCDTCD017).
Year 5/6
- Collaboratively plan, create and communicate ideas and information (ACTDIP022) (VCDTD1029)
- Define problems in terms of data and function (ACTDIP017) (VCDTCD030)
Year 7/8
- Define and decompose real-world problems taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTD1039)
- Design the user experience of a digital system, generating, evaluating and communicating designs (ACTDIP028) (VCDTCD041)
Year 9/10
- Define and decompose real-world problems precisely, taking into account functional and non-functional requirements (ACTDIP038) (VCDTCD050).
Probot Rally Racers
Students will have to use a variety of mathematical and critical thinking skills; angles, object avoidance, directionality and adaptive thinking to program their Probot around a rally course.
Description
More than ever, understanding how we program robots to achieve their function is becoming a part of the ‘everyday’. Driverless cars, autopilots, even robotic vacuum cleaners are all removing the human elements from manual tasks. So what is the basic programming thinking behind these ‘smart’ controls?
To program their Probot around a rally course, students will have to use a variety of mathematical and critical thinking skills; angles, measurement, object avoidance, directionality and adaptive thinking. Breaking these actions down into programmable steps – much like mapping out the directions for a car – means that students are faced with increasingly difficult challenges in ensuring that their car remains ‘on track’.
Suitable for:
- Year 3
- Year 4
- Year 5
- Year 6
- Special needs
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Year 3/4
- Define simple problems, and describe and follow a sequence of steps and decisions involving branching and user input (algorithms) needed to solve them (ACTDIP010) (VCDTCD023)
Year 5/6
- Define problems in terms of data and function (ACTDIP017) (VCDTCD030)
-
Design. Modify and follow simple algorithms involving sequences of steps, branching and iteration (ACTDIP019) (VCDTDC032).
Enviro-Driver – Creating an
Environmental Vehicle
Environmental Vehicle
This incursion gives students a hands-on immersive experience in issues of environment and technology. Harnessing wind, solar and direct drive generation, students use the ‘Jet Racer’ robotics model to create an environmentally-friendly vehicle.
Description
Exploring alternative electricity generation, circuitry and electronics, students are challenged to consider the advantages and disadvantages of each energy source in terms of efficiency, cost availability and environmental impact. Implicit in their exploration and engineering are the 4 Cs (creativity, communication, collaboration and critical thinking), as they present their finished vehicle to their peers.
Suitable for:
- Year 4
- Year 5
- Year 6
- Year 7
- Year 8
- Year 9
- Year 10
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Year 5/6
- Collaboratively plan, create and communicate ideas and information (ACTDIP022) (VCDTD1029)
- Define problems in terms of data and function (ACTDIP017) (VCDTCD030)
Year 7/8
- Define and decompose real-world problems taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTD1039)
- Design the user experience of a digital system, generating, evaluating and communicating designs (ACTDIP028) (VCDTCD041)
Year 9/10
- Define and decompose real-world problems precisely, taking into account functional and non-functional requirements (ACTDIP038) (VCDTCD050).
Short Circuit – Junior Creations with Logi Blocs
This incursion gives students the tools to understand, develop and create paths and circuits. Their Logi Bloc creations will piece together each bloc’s specific task to create a product that is greater than its individual parts.
Description
Finding an experience that combines technology, creativity and critical thinking skills (like cause and effect, forecasting, etc) for the junior years can be difficult. “Short Circuit” not only does this, but it also gives your budding electronics engineers an introduction to scientific literacy. Through interpreting pictorial cards in manipulating the Logi Blocs, students create exciting electronic systems. Exploring how these blocs connect, they share the roles of builder and interpreter to make electronic signs, alarm systems one of over 100 ingenious and immersive creations.
Logi Blocs – a modular system of electronic engineering – give the F-2 students the tools to understand, develop and create paths and circuits. Their Logi Bloc creations will piece together each bloc’s specific task to create a product that is greater than its individual parts; some blocs route power, some lights up, some involve complicated decision gates, an open-ended challenge to stimulate any child.
Suitable for:
- Year 1
- Year 2
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Foundation to Year 2
- Define problems in terms of data and function (ACTDIP017) (VCDTCD030)
-
Collaboratively plan, create and communicate ideas and information (ACTDIP022) (VCDTDI029).
VEX IQ Challenge
The Vex IQ platform provides students with a diagrammatic start in creating their robot. They then modify and refine their robot, analysing performance, modifying and eliminating deficiencies.
Description
Problem-solving is not simply the domain of programmers. Having a working knowledge of both robotic construction and coding means that students can modify engineering and design, refining their robots to more efficiently achieve their goals.
The Vex IQ platform provides students with a diagrammatic start in creating their robot. They then modify and refine their robot, analysing performance, modifying and eliminating deficiencies. In doing so, they go beyond regular class-based offerings and begin their journey into the world of the robotic engineer.
Suitable for:
- Year 7
- Year 8
- Year 9
- Year 10
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Year 7/8
- Define and decompose real-world problems taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTDI039)
- Design the user experience of a digital system, generating, evaluating and communicating designs (ACTDIP028) (VCDTCD041)
Year 9/10
- Define and decompose real-world problems precisely, taking into account functional and non-functional requirements (ACTDIP038) (VCDTCD050)
-
Design the user experience of a digital system, evaluating alternative designs against criteria including functionality, accessibility, usability and aesthetics (ACDTIP039) (VCDTCD051).
I’m a Robotix Engineer
Although important, coding is only one aspect of robotics. In the construction phase, engineering takes centre stage in dictating a robot’s design and functionality.
Description
In this workshop students are given a scenario – from a natural disaster to an automated basketball shooter – and then they design and create a robot engineered to help solve the situation. Using the Robotix platform, the paired students construct their designs ensuring that the mechanics of the robot – levers, fulcrums, gears and pulleys – all work together in making the robot meet its purpose. Finally, motors are added to fully automate the robot and the students can see their creations come to life.
Suitable for:
- Prep/Foundation
- Year 1
- Year 2
- Year 3
- Year 4
- Year 5
- Year 6
- Year 7
- Year 8
- Special Needs
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Foundation to Year 2
- Identify and explore digital systems (hardware and software components) for a purpose (ACTDIK001) (VCDTDS013).
Year 3/4
- Explain how student-development solutions and existing information systems meet common personal, school or community needs. (ACTDIP012) (VCDTCD025)
Year 5/6
- Collaboratively plan, create and communicate ideas and information (ACTDIP022) (VCDTD1029)
Year 7/8
- Define and decompose real-world problems taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTD1039)
What is a Robot? An Introduction to Robotics
A “hands on” incursion for students that are new to Robotics. Encompassing design, engineering, constructions and programming all in one workshop.
Description
Most students’ introduction to Robotics is piecemeal – a little coding on a screen, a few remote control experiences with an existing robot, or an attempt at building brick by brick. Imagine if a student’s first experience encompassed design, engineering, construction and programing all in one workshop.
If you have a class that are new to Robotics and are looking for a “hands on” introduction, then this is the ideal workshop. Using the Robotix platform, the students can learn as they go, starting the workshop with only ideas and finishing it by showing their peers a functioning creation with programmed and motorised parts.
Suitable for:
- Prep/Foundation
- Year 1
- Year 2
- Year 3
- Year 4
- Year 5
- Year 6
- Year 7
- Year 8
- Special Needs
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Year 7/8
- Define and decompose real-world problems taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTDI039)
- Design the user experience of a digital system, generating, evaluating and communicating designs (ACTDIP028) (VCDTCD041)
Year 9/10
- Define and decompose real-world problems precisely, taking into account functional and non-functional requirements (ACTDIP038) (VCDTCD050)
-
Design the user experience of a digital system, evaluating alternative designs against criteria including functionality, accessibility, usability and aesthetics (ACDTIP039) (VCDTCD051).
Program a Robot (VEX IQ)
Students must design, problem-solve and engineer a robot for a set challenge. Developing their creativity, critical thinking and collaborative skills, students can then modify their tailored robot to improve performance.
Description
Beginning with a VEX IQ platform, pairs of students have to design, problem-solve and engineer a robot specifically for a set challenge. Once the design phase is complete, the students then have to ‘bring it life’ using drop and drag Robot C Programming and a game controller handset, modifying and trouble-shooting as they go. Developing their creativity, critical thinking and collaborative skills, students can then modify their tailored robot to improve performance.
Suitable for:
- Year 5
- Year 6
- Year 7
- Year 8
- Year 9
- Year 10
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Year 5/6
- Define problems in terms of data and function (ACTDIP017) (VCDTCD030)
-
Collaboratively plan, create and communicate ideas and information (ACTDIP022) (VCDTDI029)
Year 7/8
- Define and decompose real-world problems precisely, taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTDI039)
- Design the user experience of a digital system, generating, evaluating and communicating designs (ACTDIP028) (VCDTCD041)
Year 9/10
- Define and decompose real-world problems precisely, taking into account functional and non-functional requirements (ACTDIP038) (VCDTCD050).
Physical Coding with Cubelets
This ‘hands-on’ incursion gets students physically coding the construction aspect of robotics. Experimenting with different combinations of Cubelets to create different functioning robots.
Description
We all know that the majority of coding happens on a screen – but physical coding gets students ‘hands on’ with the construction aspect of robotics. Students manually experiment with different combinations of Cubelets to create different robots. Combining sense, think and act cubes, the students explore what is needed to make a robot ‘work’, but also problem-solve in trying out new combinations to achieve the same ends. The immediacy of feedback and connection between cause and effect and the increasing complexity of Cubelet combinations means that students harness their natural curiosity and creativity.
Suitable for:
- Prep
- Year 1
- Year 2
- Year 3
- Year 4
- Year 5
- Year 6
- Year 7
- Year 8
- Special needs
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Foundation to Year 2
- Identify and explore digital systems (hardware and software components) for a purpose (ACTDIK001) (VCDTDS013)
Year 3/4
- Define simple problems, and describe and follow a sequence of steps and decisions involving branding and user input (algorithms) needed to solve them (ACTDIP010) (VCDTCD023)
Year 5/6
- Define problems in terms of data and function (ACTDIP017) (VCDTCD030)
-
Design. Modify and follow simple algorithms involving sequences of steps, branching and iteration (ACTDIP022) (VCDTDI029)
Year 7/8
- Define and decompose real-world problems precisely, taking into account functional requirements (ACTDIP027) (VCDTCD040)
-
Collaboratively plan and manage projects that create and communicate ideas and information (ACTDIP032) (VCDTDI039).
My Probot is an Artist
When the students are given a Probot, they must break down shapes and images into programmable steps – much like mapping out the directions for a car. This workshop has mathematical and scientific concepts, with students having to use their Probot to create works of art.
Description
As humans we can take for granted the complex sequence of steps involved in creating shapes, images and patterns. When the students are given a Probot, they have to break these images down into programmable steps – much like mapping out the directions for a car. But there is no Google Maps here. Students have to use their Probot to draw shapes and images in increasing difficulty, eventually creating robotic works of art.
More than just connecting robotics and art, this workshop has mathematical and scientific concepts embedded in the computational and logical thinking skills needed to deconstruct an image. Angles, distance, orientation… programs, repeats, non-linear programs and programs within programs… There’s more to being an artist than just being able to draw!
Suitable for:
- Year 3
- Year 4
- Year 5
- Year 6
- Special needs
Curriculum Descriptors:
Our immersive workshops meet the following ACARA and Victorian Curriculum Digital Technologies content descriptors:
Year 3/4
- Define simple problems, and describe and follow a sequence of steps and decisions involving branching and user input (algorithms) needed to solve them (ACTDIP010) (VCDTCD023)
Year 5/6
- Define problems in terms of data and functions (ACTDIP017) (VCDTCD030)
-
Collaboratively plan, create and communicate ideas and information (ACTDIP022) (VCDTDI029).
Learning Benefits from Robotics Engineering
Robotics promotes fine motor skills
Children practise dexterity as they connect different sizes and shapes. This requires different amounts of pressure to assemble and becomes a wonderful exercise for little fingers which supports children in being able to control the pressure they apply while writing.
Robotics encourages team work
Through playing with robots children learn how to share and take turns. When working together on construction, children have to agree on the general idea of their play – is it a castle, a boat or a spaceship? Children have to follow each other’s lead and begin to understand how different ideas can contribute and extend their play. Children also have to learn to negotiate roles and responsibilities in order to have an enjoyable social experience.
Robotics improves creativity
Creativity is improved as children use construction equipment of various shapes, colours and sizes to construct intricate designs .Creativity and imagination is fostered when children have no limitations to what they can make. In this situation there is no right or wrong, so children can explore their creativity without the fear of failure.
Robotics develops problem solving and mathematical thinking
Following instructions to assemble robots also has a lot of benefits for children’s problem solving, focus and attention to detail. Ideas of symmetry, balance, shapes and sizes are explored during construction. Children experience working with fractions when they observe how many small pieces can fit into a large piece and can begin to experiment with division.
Robotics improves communication skills
Engineering construction is a great way to relieve stress and engage in meaningful and joyful conversations. As children comment on their creations, they develop important communication skills including the ability to explain ideas, describe their work, talk about the process and verbalise challenges that they had along the way.
Robotics develops persistence
We’ve all watched a carefully constructed tower fall over. Construction teaches children the importance of persisting with a task to see your vision realised. Children are able to have a go, take their time and to persevere. As fine motor skills improve, children can create more elaborate construction and follow complex designs.
Robotics improves self-esteem
Connecting pieces of all sizes to create a final product that follows a child’s vision can be challenging. Achieving this task holds immense sense of satisfaction that is obvious in a child’s smile when they proudly show off their completed work. This has an immensely positive effect on a child’s self esteem.
Robotics developing lateral thinking and planning skills
Following instructions can be challenging. However, it does help children to develop planning skills as well as lateral thinking. When faced with an assembly problem, children have to retrace their steps and analyse their work in order to find parts that need fixing.
Digital Technology in detail
Robotix
Pre-School to Year 10
Robotix designed components allows for combining engineering and inventing through the mechanical aspect of robotics. Robotix components includes motors and gears which help make the newly invented robots to move. The large variety of Robotic components means no two robots designs will be the same, encouraging creativity through mechanical engineering.
Cublets
Pre-School to Year 10
Cubelets are small robotic cubes that change their function depending upon how you connect them. Breaking robotics dow to the basic input-processing-output model, student creations with Cublets can be as simple or as complex as you like.
Logi-Blocs
Foundation to Grade 4
Logi Bloc is a modular system of electronic engineering which gives the students the tools to understand, develop and create paths and circuits. Through interpreting pictorial cards in manipulating the Logi Blocs, students create exciting electronic systems. Exploring how these blocs connect, they share the roles of builder and interpreter to make electronic signs, alarm systems one of over 100 ingenious and immersive creations to stimulate any child.
Probot
Grade 3 to Grade 6
Driverless cars are no longer science-fiction. With the Probot, a robot that looks like a car and can be programmed to follow a set path, students can immerse themselves in a world where they set the direction. Navigating to destinations, avoiding obstacles and measuring time.
VEX IQ
Grade 6 to Year 10
VEX IQ merges technology, engineering and coding. Starting with a partially built VEX IQ, students become Robotic Engineers transforming their basic robot into a specifically tailored robot – designed to meet a challenge. Will they design a Recycling Robot? An Olympian Robot? Or even a Mathematical Marvel?