Students will use previous knowledge of Ozobots and coding to color code a path in a maze to create a snowman.
- Be able to use the Ozobot mazes provided.
- Be able to use the color codes provided to code each set of boxes correctly to move Ozobot through the maze to pick the items they want to use to build the snowman.
Computer science: Computer science is using computers to solve problems and create new technology.
Persistence: Persistence is trying again, and again, and again.
Algorithm: An Algorithm is a list of steps that you can follow to finish a task.
Program: A program is an algorithm that has been coded into something that can be run by a machine.
Get to know your Ozobot.
Make sure you know how to code your Ozobot Bit or Evo and calibrate it.
Practice using the maze and print out color code sheets in color for students to use.
Decide how you want to split up your students. You can do individual, partner, or groups of three. Smaller groups = more hands-on opportunities.
Make sure you have enough markers for each group RED, BLUE, BLACK, GREEN.
Have the book, "Snowmen at Night", or watch on YouTube.
Depending on Grade level, you may want to pre-calibrate the Ozobots for the students.
Depending on grade level, you may want to add non-negotiables to the activity. For example, you must have one u-turn, two cruises, etc.
Print out Ozobot Snowman Mazes.
View the Ozo color block codes.
- See Accommodations Page and Charts on the 21things4students.net site in the Teacher Resources.
- Read "Snowmen at Night" by Carolyn and Mark Buehner, or watch the video on YouTube.
- Say to students, “Today, you are going to be computer programmers!”
- Review vocabulary. What is Programming? What is an Algorithm?
- Say to students, “Today you will code a snowman”.
- Have students watch Ozobot video.
- Put student into groups.
- Give students the maze.
- Students will have to decide on the route when picking what they want to use to build the snowman.
- Students must plan and color code first. Once they are done, they may get an Ozobot.
- Students will need to calibrate the Ozobot.
- Have students try their maze. Were they able to get through and pick up the items they needed?
- If time permits, have students create the snowman that they made.
- Check for understanding
- Ozo Maze Checklist
4a. Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
4b. Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
4c. Students develop, test and refine prototypes as part of a cyclical design process.
4d. Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
5a. Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
5d. Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
MITECS: Michigan adopted the "ISTE Standards for Students" called MITECS (Michigan Integrated Technology Competencies for Students) in 2018.
Devices and Resources
CONTENT AREA RESOURCES
- Students use boxes on the maze to create a story that Ozobot runs through.
- Students create a math problem. Add or subtract a number at each stop.
Students create a path for states of matter in blank boxes provided. What happens to the snowman when the weather changes?
This task card was created by Courtney Conley, Utica Schools, December 2018.