||Explore Cozmo's visual perception, and learn the First Law of Calypso.
||Use acrylic tile manipulatives to create syntactically valid
Calypso rules. Learn the syntactic structure of a rule: green
WHEN half with predicate and predicate arguments; blue DO half
with action and action arguments. Model how indented rules attach
to their parent.
|Cheeseburger, Fries, Kitty Litter
||Make Cozmo say "cheeseburger", "fries", or "kitty litter" when
he sees cubes 1, 2, or 3. Now we have a game: one student can
place the cubes however they like. When the game starts, Cozmo
should not be looking at anything. Now the second students must
drive Cozmo so that he sees the cubes in the correct order. If he
says the words correctly, he wins. If he says the words in the
wrong order, or repeats a phrase, he loses. Robot drivers should
remember that they can tilt Cozmo's head up or down (with the
right stick) to keep him from seeing something while they turn
||Gather up the apples and bring them back to the collection point. Illustrates
the Pursue and Consume idiom; use of custom markers.
||Red cubes add 5; blue cubes subtract 2. Try to make the target number. Teaches
use of scores.
|Construct a shack for Cozmo to navigate through. Teaches use of
walls, rooms, and the "visit" and "visiting" tiles for
landmark-based navigation and path planning.