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7) Research:
Brown, P. (2016, March 31). Coding with Ozobots. In Tech & Learning. Retrieved
February 7, 2017, from http://www.techlearning.com/blogentry/10525
The Tech &Learn website featured an article written Patricia Brown on Ozobots.
Brown discusses grade two STEM lessons she conducted in her classroom using Ozobot
Robots to teach States of Matter & Mapping Skills. Brown (2016) includes the standards
and objectives she used in the unit and outlines three activities her students completed
with the Ozobots; coding with Ozobots, States of Matters and a mapping skill activity.
She imbedded photos of her students completing each activity as well as a description of
what students did which makes the activities easy to replicate by other teachers.
Greasers (2015) article describes a general guideline for using Ozobots with
younger children to engage them in programming concepts. She focuses on four main
guidelines. The first guideline is, have fun-and catch their interest. The first guideline
points out that when introducing Ozobots to younger students, it is important to start
simple and gain their attention by demonstrating how Ozobots work. The second
guideline is dont explain, just give them a large piece of paper and a black marker. This
guideline discusses that a teacher should let students explore with Ozobots on their own
before teaching students certain concepts about Ozobots. The third guideline is keep it
simple and safe. The third guideline focuses on teaching students about Ozobots in
simple terms and discussing that Ozobots cannot hut them, but they can hurt the Ozobots.
The fourth guideline is play. This guideline focuses on the importance of just letting
younger students play around with the Ozobots to see what they can do and come up with
as well as asking students questions about what they created as well as to probe their
thinking.
Ozobot In The Classroom discusses what an Ozobot is and provides the reader
with some ideas for using Ozobots in the classroom. The post describes five different
Ozobot activities. The first activity involves students designing characters to fit different
Ozobot codes. Student then write a creative story that reflects their Ozobot as it is moving
on the created path. The second activity consists of creating dice from Ozobot codes,
rolling the dice and developing a story based off of the code they rolled. The third activity
suggests the idea of getting students to design their Ozobot as an animal or car and then
have them place their Ozobot in a created maze in a spot they think their Ozobot will
escape the maze the quickest. The fourth activity involves students using the Ozobot to
design neat think you cards. The Ozobot traces and performs tasks to spell out words. The
fifth activity suggests that students can recreate a historical period or event they are
learning in social studies with Ozobots.