Code Smart is a computing and robotics education programme based on driverless car technologies. Students will develop their ability to code as well as their design thinking as they tackle smart city challenges.
Through a series of nine lessons, students will learn about aspects of making, programming and design thinking as they build and program their own robot cars. They will work in teams to tackle coding challenges based on the actual problems that engineers are faced with in designing autonomous vehicles. In a final design challenge, students will need to work on not only the technical aspects of driverless cars, but also how they can improve lives and create smarter and safer communities.
Code Smart takes students on a journey from complete beginners to code creators. Along the way, students are provided with real-world links opening up a range of possible STEM careers.
Encounter Edu offers a classroom bundle for Code Smart Ages 11-14 which contains everything you need to get started with coding and robotics in your classroom.
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Part of:Code Smart
This lesson will introduce the concept of robotics and autonomous cars. The challenge is to build the mBot, and get it moving with the remote control.
Students will discuss how programming a car compares to programming a standard computer. The challenge is to program the robot to drive in shapes.
Students will learn about the role of mapping. They will be challenged to make their robot follow a path using the line follower on their robot cars.
Students will learn about obstacles and sensors. The challenge will be to code the mBot to avoid obstacles using data from the ultrasonic sensor.
Students consider how autonomous cars can communicate with people to increase safety. They will then program the LEDs and buzzer to signal movements.
Students will discuss failure as the First Attempt in Learning. This is an opportunity to consolidate learning to complete new challenges.
As the first part of a Design Thinking Workshop, students will empathise with different people and brainstorm ways to solve their travel problems.
In part two of the workshop, students use an ideas funnel to select and refine ideas. Each group will then prototype one idea using their skills.