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- #2275
- 29 Jul 2024
In this lesson, students learn about the if/then block and inertia.
The lesson can be divided into three parts: inertia, the if/then block, and the game. You can use the game as an incentive for students to work quickly through the other parts. The game involves seeing how many bumps their car can get in one minute within a designated field. You can choose the size of the field: it could be small, like a sumo field, or as large as the entire room. If they program their robot to just bump into a static object or the wall, that is allowed unless you decide to ban it.
The most important part of the lesson is introducing students to the if/then block. It's not expected that they understand it fully at this point, as they will have plenty of time to practice it in this and future levels. If you wish, you are free to dive deeper into the concepts of inertia and the center of mass, as these are very useful when students need to construct their own robots. Be careful to manage your time correctly. The main program should look like this:
Courses and lessons with this Tutorial
This Tutorial is used in the following courses and lessons

Level B1 - Carnival - Robotics with LEGO SPIKE Prime
This is the third level of the LEGO Robotics Curriculum for students in second, third, or fourth grades.
Carnival and Amusement Park Level. Each lesson has a theme related to carnivals and amusement parks. Students learn about physics concepts of inertia, center of mass, and centrifugal force. New ways of programming the force and distance sensors are introduced. We work with new concepts: forever loop, if/then, and if/else.
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Lesson 4 - Bumper car
Introduction
Have you ever been in a bumper car? Have you driven such a car?
In this lesson, we will build a bumper car and program it to sense when it has been bumped! The first patent for a bumper car ride was published in 1921, and since then, bumper cars have been a staple attraction all over the world. Even some cruise ships have bumper car rides!
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