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03 Sphero Morse Code
03 Sphero Morse Code
03 Sphero Morse Code
Robotics: Spheros
Lesson 3: Morse code
Planning
Task 1: Think about the following questions to help plan your program.
What length of time will represent a dot and a dash?
What colour will represent which letter?
How will you distinguish when a letter starts and finishes?
Evidence
Attempt 1
Attempt 2
KS3 Computing
Robotics: Spheros
Animal sounds
Task 4: Explore the different animal sounds the sphero can make and create the program to spell
one of those animals.
Task 5: Iteration; in the context of computer programming, is a process where a set of instructions
are repeated in a sequence. Below is an example of one type of iteration instruction. Discuss with
your partner what the following diagram means.
Rules
The sphere will continue to spell the animal in Morse code.
Once your partner thinks they have worked out the animal they will roll the sphero to see if they are
correct.
On rolling the sphero the correct animal sound will be played.
Planning
Task 6: Think about the following questions:
What instruction block will you use for the iteration?
What will be the condition?
What will happen if the condition is not met (false)?
What will happen if the condition is met (true)?
Planning thoughts
KS3 Computing
Robotics: Spheros
Task 7: Program your sphero to spell your chosen animal and play its sound.
Evidence
Did the correct sound play when the sphero was rolled?