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Step 3 of 4

1: Introducing Marty and Programming

Step 3 of 4: 0.03 Marty's First Moves

  1. 30.03 Marty's First Moves
Marty app
CurrentPrevious

0.03 Marty's First Moves

Beginning with Unplugged Coding

0.03 Marty's First Moves
Age / stage
Age 4 or below
Estimated time
30 minutes
Difficulty
Beginner
Products
Marty V2

On this page

  1. Lesson overview
  2. Before you begin
  3. Warm-up
  4. Get learning
  5. Further challenge ideas
  6. Cool down
  7. Additional reading
  8. Curriculum standards

Additional reading

Setting up the color sensor.

Curriculum standards

22
Choose your curriculum to see the relevant standards.

22 of 22 linked standards shown.

Australian CurriculumAustralia1
Curriculum areaLinked standards
Digital Technologies, Design & technologies: Digital Technologies

Select a code to read the full standard.

Digital Technologies, Design & technologies: Digital Technologies

  • ACTDIP004Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems
CSTA Education StandardsUSA2
Curriculum areaLinked standards
General standards

Select a code to read the full standard.

  • 1A-CS-01Select and operate appropriate software to perform a variety of tasks, and recognize that users have different needs and preferences for the technology they use.
  • 1A-AP-10Develop programs with sequences and simple loops, to express ideas or address a problem.
Curriculum for ExcellenceScotland8
Curriculum areaLinked standards
Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing
Literacy & English: Listening and Talking
Literacy & English: Writing
Numeracy: Number, Money and Measure
Technologies: Computing Science

Select a code to read the full standard.

Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing

  • HWB 0-14a / HWB 1-14a / HWB 2-14a / HWB 3-14a / HWB 4-14aSocial wellbeing

Literacy & English: Listening and Talking

  • LIT 0-02a / ENG 0-03aTools for listening and talking
  • LIT 0-04aFinding and using information

Literacy & English: Writing

  • LIT 0-21bTools for writing
  • LIT 0-26aOrganising and using information

Numeracy: Number, Money and Measure

  • MNU 0-01aEstimation and rounding

Technologies: Computing Science

  • TCH 0-14aUnderstanding and analysing computing technology
  • TCH 0-15aDesigning, building and testing computing solutions
England's National CurriculumEngland1
Curriculum areaLinked standards
Computing, Design and Technology: Computing

Select a code to read the full standard.

Computing, Design and Technology: Computing

  • ✔️Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions
Georgia Standards of ExcellenceUSA6
Curriculum areaLinked standards
Computer Science:
English Language Arts: Speaking and Listening
English Language Arts: Writing

Select a code to read the full standard.

Computer Science:

  • CSS.GC.3-5.7.2Plan the development of a program by including others' viewpoints and considering user preferences.
  • CSS.IDC.K-2.4Use the Design Process (use, modify, create) with a variety of tools to identify and solve problems by creating new, modified, or imaginative solutions.

English Language Arts: Speaking and Listening

  • ELAGSEKSL1Participate in collaborative conversations with diverse partners about kindergarten topics and texts with peers and adults in small and larger groups. a. Follow agreed-upon rules for discussions (e.g., listening to others and taking turns speaking about the topics and texts under discussion). b. Continue a conversation through multiple exchanges.
  • ELAGSEKSL3Ask and answer questions in order to seek help, get information, or clarify something that is not understood.

English Language Arts: Writing

  • ELAGSEKW2Use a combination of drawing, dictating, and writing to compose informative/explanatory texts in which they name what they are writing about and supply some information about the topic.
  • ELAGSEKW5With guidance and support from adults, respond to questions and suggestions from peers and add details to strengthen writing as needed.
ISTEUSA2
Curriculum areaLinked standards
International Society for Technology in Education (ISTE)

Select a code to read the full standard.

International Society for Technology in Education (ISTE)

  • 4aStudents know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • 5cStudents break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
TEKSUSA2
Curriculum areaLinked standards
Elementary Technology Applications: Kindergarten to Grade 2

Select a code to read the full standard.

Elementary Technology Applications: Kindergarten to Grade 2

  • 1.DCreativity and innovation. The student uses creative thinking and innovative processes to construct knowledge and develop digital products. The student is expected to: create and execute steps to accomplish a task;
  • 6.DTechnology operations and concepts. The student demonstrates knowledge and appropriate use of technology systems, concepts, and operations. The student is expected to: use a variety of input, output, and storage devices;

Resources

Learner resources

  • Formative AssessmentFile links loading

Educator resources

  • Teacher GuideFile links loading
  • Presentation for Marty's First MovesFile links loading
  • Story textFile links loading
1: Introducing Marty and Programming
Unit overview
10.01: Who is Marty the Robot?
20.02: What is a Program?
40.04 Marty Finds and Fixes Mistakes
Previous step0.02: What is a Program?
Next step0.04 Marty Finds and Fixes Mistakes

Lesson overview

In this lesson, learners will create a sequence of steps to allow Marty to move forward and stop, making use of Robotical's colored cards. Each card has an instruction built into it, that Marty understands, without the need to write or arrange any code.

Learning objectives

  • I can move Marty using color commands

Key vocabulary

  • Direction
  • Marty
  • Forward
  • Stop
  • Go
  • Instruction

Prior learning

What instructions are, directional language: forward, backward, left, right, colors - red, green, blue, purple, yellow

Cross-curricular links

Creating instructions

Before you begin

Equipment

  • Color cards (green and red)
  • Lesson resources
  • Object to represent a goal, or just the red card

Technical information

For this entire lesson, Marty should be on the ground, not on a table. Additonally, the story text can be read with or without the presentation. There are instances in the presentation where media will showcase Marty moving, delete these slides if you want to model Marty in the classroom while reading the story; keep them to have Marty's movements modelled in the presentation. In preparation, all Marty's could be turned on and in 'unplugged' mode before the lesson starts. Unplugged mode is explained, here; alternatively, the Martys could be turned on during the 'time for practice' section of the lesson.

Warm-up

TimingActivityPossible adaptations
Timing—

Warm up

Read to learners the learning objectives and success criteria using whichever method is familiar. They are on the ppt slides but the presentation does not need to be shown if you don't want it to be.

Warm up with a game of musical statues or musical bumps (there are links on the game names if you do not know how to play them). Here is a link to an audio track on YouTube that has a child-friendly music track. Use as many stop-and-start sections of the track as you need for the warm-up.

Ask learners how they knew when to start dancing. When the music started. Ask them how they knew to stop dancing. When the music stopped. Tell learners that these were instructions that were given to them and they followed the instructions. You didn't tell them to start dancing, every time, when the music started and you didn't tell them to stop, every time, when the music stopped. You could say that we followed the commands of the game. Now we are going to learn about something that needs our commands to get moving.

Possible adaptations—

Get learning

TimingActivityPossible adaptations
Timing—

Get Learning

Read the story from the presentation. Much of the knowledge and understanding part of the learning for the lesson will occur as you read the story. Encourage learners to ask questions during the story, or pause during the story if you see thoughtful faces to further explore what is happening.

The following videos feature in the presentation:

Marty dancing upon being set down.

Watch on YouTube

video of Marty walking when light changes

Watch on YouTube

video of Marty stopping when lifted

Watch on YouTube

Cool down

TimingActivityPossible adaptations
Timing—

Cool Down

Remind learners of the amazing work that they accomplished, "You were able to instruct a robot to move from a starting point to a finishing point! That is just amazing! I wonder what we will get up to with Marty, next time?"

Remind learners of the goals for the lesson, "To tell a robot to move to a finish place," and, "to have Marty reach the finish place."

Ask learners if they think they did well with the lesson using a familiar formative assessment strategy: thumbs up for good, thumbs to the side for OK, thumbs down for not so good; a green, yellow or red card, indicating their thoughts; a one to one chat about the learning; whole class feedback using a PMI (plus, minus, interesting) approach; or some other strategy with which the learners are familiar. A formative assessment document is included in the resource section.

Carry out any end of lesson routines.

Clear everything away.

Possible adaptations—

Unit resources

Learner resources

  • 0.01 Who is Marty.zip
  • 0.02 What is a Program.zip
  • 0.03 Marty's First Moves.zip
  • 0.04 Marty Finds and Fixes Mistakes.zip

video of Marty walking after the green card

Watch on YouTube

video of Marty stopping with the red card

Watch on YouTube

Possible adaptations—
Timing—

Time for Practice

Let learners know that they will need to instruct Marty to reach their destination by using the color cards. Reinforce that learners need to be gentle with Marty, perhaps something like, "If we were all to touch Marty, the destination would never be reached. Let's do our best to just use the controller colors to tell Marty where to go and we can celebrate together at the end, when Marty reaches the goal."

Have learners choose their starting point and place down the green card where they decide it should be. Have them then place the red card at the goal for where they want Marty to walk. Have learners line up Marty so that they are facing the red card, from the direction of the green card. Once they are happy with the way Marty is pointing, have them, or an adult in the classroom, turn on unplugged mode. Then, place Marty on the green card and they will automatically start walking. It may be that Marty will not reach the red card on the first attempt; because Marty is a walking robot, the floor surface can affect his distance and direction: sometimes there is more friction and they do not walk as far, sometimes there is less, sometimes Marty's foot can catch on something, etc. It is important that learners see there are occasions where trial and error is a necessity with robots and writing programs.

Once learners all manage to reach the goal, celebrate with them. "You just created a program to tell Marty to do something. You are at the very start of a journey to create instructions for computers and robots!!"

Possible adaptations

Support

Use a long ruler to guide the placement of Marty, for the initial direction. Encourage learners to get low to the ground to get a 'Marty-eye' view.

Further challenge ideas

Extend

Make the finish area farther away, if you make the goal farther than 50 cm, learners will need to use a second green card to keep moving in that direction. This will require learners to use a bit more trial and error as Martys movement is affected by bumps in the carpet or slidy surfaces.