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JUNK DRAWER ROBOTICS

Train the Trainer (TOT)


Junk Drawer Robotics Curriculum Overview

What is Junk Drawer Robotics?


What will you do?
Learn the structure of the Junk Drawer Robotics Curriculum
Develop personal knowledge and experience to draw upon
when utilizing Junk Drawer Robotics
Experience the processes of Thinking like a Scientist,
Designing like an Engineer and Building like a Technician and
understand how to connect them to real-world experiences
for youth
Junk Drawer

Junk Drawer Presenters Activity Guides


1. Give Robots a Hand - design robotic hands, arms, and grippers,
2. Robots on the Move design machines that roll and move
3. Mechatronics explore connection between mechanical and electrical elements
Youth Robotics Notebook all 3 levels
Record their ideas and predictions,
collect data
draw designs
Reflect on experiences
Introduction to Curriculum

The 4-H Junk Drawer Robotics Curriculum was launched in 2010. It was
developed through a rigorous process that included formative
evaluation, student and leader feedback, and impact assessments. There
are three levels or books about different fundamental concepts of
robotics. Today we are focusing on the first level, Give Robots a Hand
that is all about how robotic arms and grippers function; and the second
level, Robots on the Move
Important parts of the learning experience for youth include:
Basic physical science concepts related to robots
The Scientific Inquiry Process
The Engineering Design Process
Technology tools for learning and communications
An exploration of Science, Engineering and Technology (SET) careers
JUNK DRAWER
ROBOTICS
LEVEL 1: GIVE ROBOTS A HAND
JUNK DRAWER ROBOTICS

Youth will explore the design and


function of robotic arms, hands and
grippers.
Youth will build a robotic arm that really
moves.
Youth will design and build machines that
explore robot mobility, movement, power
transfer and locomotion.
USING JUNK DRAWER ROBOTICS

Learn by doing, designing and building


Making and tinkering with a plan and
structure behind it
Flexible and adaptable
GIVE ROBOTS A HAND

Think like a
scientist
Communicate like
an engineer
Build like a
technician
Engineering Design Process
GIVE ROBOTS A HAND

Think like a
scientist
Communicate like
an engineer
Build like a
technician
Think Like A Scientist:
Focus on Form

Sort objects by shape


and chart your results
Sort objects by color
and chart your results
Sort objects by their
function and chart your
results
Communicate Like an Engineer

Select an object to draw


Dont tell anyone what
your object is
What does the object
look like from the top?
Front? Right side?
Communicate Like an Engineer

Use words to describe


that object
Do not use the name of
the object
Describe form not
function
Communicate Like an Engineer

Draw a 3-D image


of the object
Communicate Like an Engineer

Using verbal
communication,
locate the object
and describe the
item out loud
Build Like A Technician

When designing an item, shapes are


important
What are each of these shapes used for?
Design a Marshmallow Catapult

Remember there is more than one


way to solve this problem.
Design a Marshmallow Catapult

Follow instructions
Design a trebuchet-style swing arm catapult
Arm of catapult must be adjustable
(moveable pivot point)
Use at least five (5) different types of
materials or parts (craft sticks, brads,
dowels, etc.)
Use weights and gravity as the power source
Launch a marshmallow at least six (6) feet
Design a Marshmallow Catapult

Think like a scientist


Check available resources
Consider the concepts of design
Review manufacturing elements
Think about form and function
Design a Marshmallow Catapult

Communicate like an engineer


Describe the object using sketches and
drawings as well as written and verbal
descriptions.
Be descriptive
Design a Marshmallow Catapult

Build like a technician


Use available materials and
drawings and build a
marshmallow catapult
Experiential Learning Model
Discussion
JUNK DRAWER ROBOTICS
LEVEL 2: ROBOTS ON THE MOVE
JUNK DRAWER ROBOTICS

Youth will explore movement and friction


Youth will test rolling friction by adding wheels
Youth will plan and design a vehicle to maximize
its ability to coast based on effects of friction
Youth will build a complex clipmobile.
USING JUNK DRAWER ROBOTICS

Learn by doing, designing and building


Making and tinkering with a plan and
structure behind it
Flexible and adaptable
ROBOTS ON THE MOVE

Think like a
scientist
Communicate like
an engineer
Build like a
technician
SLIP N SLIDE: TO LEARN

Compare and select materials based on how they


may affect sliding friction.
Test sliding a box of paper clips on several surfaces
Test by raising angle of ramp
Measure angle at which box begins to move and
record results
Repeat to get an average
ROLLING ALONG: TO LEARN

Put box of paper clips


on rollers
Test rollers like you did
for sliding and record
the angle
ENGINEERING DESIGN PROCESS
CLIPMOBILE: TO DO
Facilitating with Youth

Participants make real-world connections between robotics,


every-day experiences of youth and STEM careers

Tool safety is important for activities and building that will be


done in these robotic activities. Go to 4-
h.org/parents/curriculum/robotics/junk-drawer-robotics/
JUNK DRAWER
ROBOTICS
LEVEL 3: Mechatronics
Level 3 - Mechatronics

youth will explore sensors and analog and digital systems. The
track introduces simple electronic components; youth will build
basic circuits to see how the components work. They will
investigate basic elements of programming and instructions for
robotic computer control.
Wrap-Up

Review and Summary

Questions??

THANK YOU!

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