Intermediate
40 mins
Teacher/Student led
+85 XP
Teacher-led from the board. Pupils do not need a device, but can follow on one.

Robots and Rules: Programming the Floor Robot

In this lesson you will program a floor robot along a route with a turn and repeat. Predict where it stops, run the program and fix any bugs you find.

Teacher Class Feed

Load previous activity
    Your turn
    Your teacher is running this lesson on the board. Here is the part you can try yourself.
    Algorithm sequencer
    Investigation

    1 - Getting Started ~4 mins

    The floor robot on its grid mat, the object of today's lessonThis robot cannot think for itself. It does exactly what we tell it, one step at a time. So if it goes the wrong way, is the robot broken? Or is there a mistake in our steps?

    Key point

    Arrows in order are a program. A wrong arrow is a bug. The same arrow more than once is a repeat, like three forwards.

    Today we will send the robot on a mission with a turn and a repeat, predict where it stops, and fix any bug.

    2 - Watch a Program Run ~5 mins

    A floor mat of four squares by four. The robot is on the Start square, second from the left on the bottom row, facing up the mat. A star is on the third square from the left in the second row from the top. Beside the mat, four arrow cards in order: forward, forward, turn left, forward.

    Here is a program for our robot. Put your finger on the robot in the picture and follow the arrows in order. A forward moves the robot one square. A turn spins it on the spot.

    Where do you think it will stop? Point to the square, then call out your prediction before the robot moves.

    Did it stop on the star? If not, which arrow would you change?

    3 - Plan the Route on the Board ~6 mins

    Watch the robot on the grid on the board. Your job is to call out the next step and watch the run. I will put the arrows in order and press Run.

    Key point

    For the first challenge, use 6 steps or fewer. If the robot misses the goal, say where the bug is and which step we should change.

    Get the robot to the goal

    4 - Program the Floor Robot ~14 mins

    A floor mat of four squares by four. The robot is on the Start square in the bottom left corner, facing up the mat. A star is on the top row, third square from the left. Two puddle squares sit one above the other in the second column, in the middle two rows. Beside the mat, three arrow cards: forward, turn left and turn right.
    Your mission

    Get the robot from Start to the star, and keep out of the puddles. Your program must have a turn, and three forwards in a row.

    Plan your program with your arrow cards. Test it on your desk grid, moving your paper robot one card at a time. Then say your program in order and point to where it will stop. On your turn, run it on the real robot. If it misses, find the bug, change one step and try again.

    Tip

    There are two good routes. If yours works first time, can you find the other one?

    Pupil practice · Investigation Journal
    Module 4 · Technology: Using Tech, Algorithms, Scratchjr and Robots
    Lesson 30 · Robots and Rules: Programming the Floor Robot
    Download Investigation Journal sheet (PDF)
    123learn · Online learning platform

    Unlock the full learning experience

    You're previewing this lesson. Get full access to this lesson and hundreds more — each one ready to teach, with interactive activities, printable resources and pupil progress tracking built in.

    Hundreds of curriculum-aligned lessons
    Interactive activities in every lesson
    Printable resources & progress tracking
    Copyright Notice
    This lesson is copyright of 123Learn.ie 2017 - 2026. Unauthorised use, copying or distribution is not allowed.
    🍪 Our website uses cookies to make your browsing experience better. By using our website you agree to our use of cookies. Learn more