FIRST LEGO League Challenge Programming

From ORTOP Wiki

There are several ways of programming FIRST LEGO League Challenge Robots. The two most popular are EV3-G, which is also referred to as EV3 Lab, and a new language created by LEGO Education based on Scratch. The latter language was originally introduced with the SPIKE Prime set when it debuted in 2019. A version of this Scratch-based language called EV3 Classroom is now also available for programming EV3 robots on Apple Mac computers.

General

Mindstorms EV3 Software

Mindstorms EV3 Lab Software

EV3 Lab Icon
EV3 Lab Sample Program

Mindstorms EV3 Lab also known as EV3-G was the main programming language provided by LEGO Education for the MINDSTORMS EV3 sets until fall 2020. EV3 Lab is graphical programming language where programming blocks are arranged horizontally. It is quite different from traditional programming languages.

Introductory Exercises

Wiki Articles

External Resources

Software

Documentation

Video Tutorials

Focused Tutorials

Play Lists

Mindstorms EV3 Classroom (Scratch)

EV3 Classroom Logo
Sample EV3 Classroom Program

Mindstorms EV3 Classroom is a graphical programming language for the Mindstorms EV3 sets. It became the standard software for the EV3 Set for those running PCs with the 64-bit version of Windows 10, Chromebooks and Macs using macOS Catalina 10.15 in the fall of 2020. The Mac version also works with macOS Mojave 10.14. Those with earlier operating systems should continue to use EV3 Lab.

EV3 Classroom is based on an educational language called Scratch and is quite similar to Word Blocks, the graphical language provided by LEGO Education for its SPIKE Prime set. LEGO Education has also announced that EV3 Classroom will become available for and Chromebooks.

Videos

External Resources

Mindstorms EV3 Python

LEGO Education also provides a version of Python, a line-by-line programming language, for the Mindstorms EV3.

External Resources

SPIKE Prime Software

SPIKE Prime Word Blocks (Scratch)

SPIKE Prime Icon
Sample Word Blocks program

The main programming language for SPIKE Prime is called Word Blocks, which is based on Scratch.

Season-Independent Challenges Using Small Printable Mat

Low-resolution thumbnail version of actual mat.

One of the best ways for team members to learn how to program a LEGO robot is to have simple challenges with guidance on how you might solve those challenges. With this in mind, ORTOP has developed a set of simple lessons that feature such challenges that are backed up by short videos that give hints on how to solve the challenges.

Lesson Plans that Feature the Challenges

1. Building mission elements. Discuss main mission: Rescuing Yellow the Cat

2. Review of driving a robot and turning

3. Circles, degrees, gyro sensor

4. Designing, building, programming an attachment

5. Using a color sensor to control the start of a turn. Concepts: Light, color, light reflection, light sensor

6. Intermediate use of the gyro sensor. More on circles, degrees, gyro sensor

7. Line Following. Feedback, iteration, documenting

8. Measuring Distance. Degrees, converting linear dimensions to angular dimensions

The lessons above assume you have a 2x3 foot mat that is not associated with any of the regular FIRST LEGO League Challenge seasons. You can have this mat printed at a local office printing store.

Most of the lessons assume that you build and place mission elements on the mat. These mission elements can be built from parts included in a LEGO Classic 11005 – Creative Fun kit.

If you have questions about these challenges or the associated lessons, please drop a note to fll-questions@ortop.org.

Summary of Missions Included in Lessons

Printing the 2x3 Season-independent Mat

Building the Mission Elements for the Season-independent Mat

Introductory Exercises for Coaches

Videos

Videos for team members on programming a SPIKE Prime Robot

Episode 1: Introducing Eva the parrot and Eaglet the baby LEGO eagle.

Episode 2: Eva arranges for Eaglet to get a ride home while we learn more about programming turns.

Episode 3: Eaglet finds his lost cat while we learn how to use the built-in gyro to control the robot's turns.

Episode 4: Eaglet brings his lost cat home while we learn how to program an attachment for retrieving cats.

Episode 5: Eaglet's Chariot robot learns how to drive in the middle of the road while we learn how to program a color sensor.

Episode 6: Chariot makes a better turn to Yellow the cat as we use our gyro programming skills.

Episode 7: Chariot stays in the middle of the road while we learn how to use a color sensor to follow the edge of a line.

Episode 8: Chariot uses a motor's built-in rotation sensor to measure distance while it uses line following to stay in the middle of the road.

Videos for coaches: Programming Using Scratch-based Languages

External Resources

Software

Learning Resources

Focused Tutorials

Play Lists

SPIKE Prime Python

External Resources