BeeBots

BeeBot: programmable robot for constructionist "play".

Meet 'BeeBot'

A BeeBot can help children construct knowledge through the growth and application of problem solving skills. This is not a new idea; it borrows from Seymour Papert's work some 35 years ago with a robot 'Turtle', and the 'Logo' programming language, which he developed at M.I.T. Benefiting from advances in technology, the BeeBot's form factor is light-weight, colourful and hardy, while also inexpensive and user-friendly: a great fit for the EY classroom!

BeeBot Movement

The BeeBot's value for learners is based on it's constrained and predictable movements. The buttons on its top surface move it forward or backward (15cm / 6" increments), turn it by 90 degrees (left or right), and pause it for 1 second. It accumulates commands, which you clear with the black 'x' button (remember to 'Clear' commands before trying a new solution).

On YouTube: https://youtu.be/X5JMbTBMJLI

BeeBot Spaces

It needs a space, defined by the units of measurement the BeeBot moves in. Examples: a number line taped to the floor with markings every 15 cm, or a grid with 15 or 30 cm squares, or the markings on any of the beautiful mats available from the manufacturer. Perhaps the most flexible marking of space is simply to use linoleum floor tiles, usually sized 30cm x 30cm (how cool is that!?). Defining the play space gives children a way to conceptualize references to grids or number lines encountered elsewhere, and prepares the way for higher level concepts like parallel and perpendicular lines, as well as cartesian coordinate systems and arrays.

SFX_BeeBot.mov

Here's the BeeBot in action at SFX!

BeeBot might provide one of the first coding activities our students will encounter in the classroom!

Problem Solving

A fundamental benefit to playing with BeeBot is in how it offers users opportunities to solve problems using a variety of approaches. Our Prime Training materials summarize these problem-solving strategies with the following chart. Strategies like guess and test, looking for patterns, making a chart, or solving a simpler problem could all be used while playing with BeeBot.

A 'grid' (foreground), or a number line (top left), offer a space defined by the units in which the BeeBot moves.

BeeBot Activities

The BlueBot is a great resource for small group work:

  • Students take turns entering commands (impose a limit initially on buttons to improve predictions - 6 worked well). Peers can observe and make their predictions before 'Go' is pressed.

Next:

  • Students take turn attempting to hit a spot suggested by the teacher. Each student around the circle will have a unique path to the target, necessitating their own predictions. Alternately, have students use the same starting point but predict how to reach a nearby target, after observing a peer's result.

Numeracy

A number line (I taped 8.5 x 11" papers together), marked up with the Beebot Unit's (15 cm), can support exploration of all operations:

  • Give each student a sticky note to put their 'mark' on (name, sticker, whatever). They'll place their markers to make predictions during the activity.
  • Start with 2 forward moves, verifying by student predictions that they are clear on how the robot performs.
  • Illustrate various operations (e.g.: 1 + 2 = 3) and have students predict product. Subtraction, multiplication and division can also be illustrated and predicted.

Floor maps featuring Canadian Coins, as well as a blank map with sleeves to place various images into, will also be provided with this project.

iPad App

BlueBot has a companion iPad app (available in the PRSD App Catalogue). It contains a simulation environment, with various built in challenges to help students learn how to program the robot. Both app and robot can be used independently of each other.

Story-telling

A story-telling opportunity arises from the variety of maps the blue-bot can travel through. At right, a student tells a story based on the features of one of the included maps.

BlueBotStoryMS.MOV

Curricular applications

The BeeBot extends play-based learning supports in classrooms. Meaningful centre time can focus on how to make the BeeBot perform a variety of teacher or student led challenges. One problem solving approach—that of building of models—could be done by developing symbols for the BeeBot's movements: 'F' - forward, 'R' - right turn, 'L' - left turn, 'B' for backward. With a target in mind, students would describe the pathway for the BeeBot using these symbols.

Here are some curricular areas BeeBot might support:

  • Spelling: arrange the alphabet letters on a floor grid. Have students devise the pathway to each of the letters of featured words. Example: with BeeBot placed in lower left square (see photo above), spelling the word 'MAT' would require these algorithms: 'M' - f, f, f, r, f, f, f, f; 'A' - l, f, f, l, f, f, f, f ; 'T' - f, f, f, f, f, f, f, f, l, f, f, f, f.
  • Vocabulary: put 'Stop' and 'Start' cards on the grid. Add vocabulary card words to the grid. Have students devise a pathway from the Start card to the Stop card that passes through each of the vocabulary word cards.
  • Number Facts: add 'flash cards' to the grid, making sure there are several cards with the same answer. Have teams of students devise pathways that collect each of the flash cards that equal the number assigned to them.
  • Numbers & Addition or Subtraction: have students place their name tag (or other token) on the number line to predict "2 more" or "3 less". Also, take advantage of the way BeeBot accumulates commands to demonstrate "2 + 3" (BeeBot will move 5 spaces).
  • Measurement: a BeeBot could be the basis for an alternate measurement system. Activity: count the length of a classroom in 'BeeBot steps'.

An Introduction to Coding

Fundamentally, BeeBot requires algorithmic thinking (a set of instructions that solves a problem) in order to use it successfully. Not unlike activities for coding the behaviours of other technologies through software languages. Therefore, BeeBot might be one of the first coding activities our students encounter in the classroom.

BeeBot Emulator:

If you don't have access to a BeeBot at the moment, bring the BeeBot emulator up on your class screen to practice some challenges. Click the image at right to take you there. Don't forget to check out the other mats!

Activity Cards

BeeBot Emulator

'BeeBot' is coming to your school

After a successful development phase, involving feedback from many teachers and students, every school will be receiving a BlueBot device. Why not meet with your K-4 team to discuss how to implement and benefit from this resource?