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COLLEGE HOUSE ENTERPRISES, LLC
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Engineering Analysis with Mechanica and ANSYS Engineering with LEGO Bricks and Robolab, 2nd Ed Engineering with Lego Bricks and Robolab 3rd Ed Mechanical Design of Electronic Systems Engineering Design and Pro/ENGINEER Pro E DVD Student Edition Version 5.0 Product Engineering and Manufacturing
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LabVIEW Lessons Classroom Activities for Learning Using LabVIEW and LEGO Mindstorms By Barbara Bratzel
There has been a growing demand for teaching students computational thinking in recent years. That is, teaching students to take an abstract concept in their heads and reduce it to a set of ordered, logical commands on paper. One of the strengths of the LEGO® Mindstorms toolkit is the fact that students work in teams to build and program their robots to solve a problem. That is, they combine computational thinking with engineering design to construct an artifact that either does or does not succeed in achieving the original goal. One of the nice attributes is that students will teach each other, as some might be stronger in programming while others might be better builders. Over the years, I have seen many teachers provide students with pre-built models so that they concentrate on the computational thinking and others give pre-written codes so that the students will concentrate on the building. While I believe there are merits to learning both skills, it always seems to work better when they are not done in isolation. Barbara has developed a number of activities that require the students to use both skills. Further, she does it through presenting open-ended problems, problems where every team of students will have a different answer. In the time of standardization (standard curriculum, standardized tests, and so on), it is great to see something that pushes diversity in thought. Students will learn far more by looking at how their classmates have solved the problem if the classmates have solutions that differ from their own. Further, open-ended problems allow students to fail along the way to solving the problem. Learning from one’s own mistakes is a powerful way to understand new concepts and retain that understanding long past the end of the class. I hope you will find the book a fun and exciting way to learn the basics of robotics. I also hope that you will actively share your successes and failures with other teachers so that they too will bring more open-ended problem solving into their classes. I look forward to the day when students can be active experts in a classroom, learning from each other as much as from the teacher.
Chris Rogers
Preface I have found LabVIEW and LEGO® Mindstorms to be powerful tools in theclassroom—for teaching engineering, science, math, critical thinking, and, most of all, creative problem solving. Writing a program that runs or building a contraption that works gives a project an authenticity that cannot be matched by a pencil-and-paper exercise, no matter how thoughtful it is. In designing these activities, I have used a problem-solving approach as much as possible. Even the programming tutorials are posed as a series of problems to be solved. I have kept detailed explanations to a minimum. (In my experience, students tend to skip reading any explanation longer than a paragraph anyway.) Instead, the students are given the basic information they need and then turned loose to solve the problem themselves. This open-ended approach is engaging for the students and has benefits for the teacher as well. First, it works well in a classroom where students are at different levels. All of the students can master the basics; the more advanced students can create more elaborate programs and designs. Second, open-ended projects are fun to teach. Every year, I am amazed and delighted by my students’ creations.
Barbara Bratzel
Part One: Getting Started About this Book…………… Materials………… Classroom Management……… Additional Resources……… Project Rules…… LabVIEW Terms and Tips……
Part Two: Introductory Activities Introduction……………………… 1. Build a Box………………………… 2. Fancy Box………………………… 3. Simple Two-Motor NXT Car I……… 4. Simple Two-Motor NXT Car II………
Part Three: Driver’s License Tutorials Introduction……………………………………… 1. Drive for Five: Motor On/Off, Wait for Time…… 2. Pirouette: Steering………………………………… 3. Lurch: While Loop………………………………… 4. Snake: While Loop, Continue If True……
Part Four: Sensors and Lights Tutorials Introduction………………………………………………..... 1. Burglar Alarm: Wait for Distance, Loop within a Program.. 2. Clap On: Lamp Brick…………………………… 3. Daytime Fan: Using a Sensor to Control an Output……
Part Five: Smart Car Tutorial Introduction……………………………………….… 1. Two Turns: Wait for Rotation, Drive Distance..… 2. Cockroach: Wait for Light………………..… 3. Unsynchronized Motors: Parallel Loops… 4. Push-Button Motor: Case Structure……….
Part Six: Loops and Iterations Tutorial Introduction…………………………… 1. Skip Count 2010: For Loop………… 2. Roll of the Die: Random Number Generator… 3. Countdown: Loop Iteration Number……… 4. Beeep: Loop for Time…………………… 5. Three-Speed Fan: Nested Loops……
Part Seven: Advanced Topics Tutorial Introduction……………………………… 1. Push-Button Scale: Shift Register.…… 2. Random Song: Multiple Cases…………… 3. Dog Years: Front Panel……………… 4. Bump in the Night: Logic Functions…… 5. Status Report: Nested Case Structures… 6. Bus Stop: SubVIs………………………… 7. Paul the Octopus 2009: Calculator………… 8. Temperature Shifts 2010: Formula Node……
Part Eight: Robotics and Programming Activities Introduction………………………… 1. Cloverleaf……………………… 2. Dancing Bot………………… 3. Meet and Greet……………… 4. Applause Meter…………… 5. Bug in a Box……………… 6. Outside the Box………… 7. Clean Sweep…………… 8. Haunted House………… 9. Loaded Dice……… 10. Side-View Mirror…………
Part Nine: Science and Mathematics Activities Introduction…………………………… 1. Getting Up to Speed…… 2. Stop for Pedestrians……… 3. Parking Space…………… 4. No Wheels…………… 5. Gear Training………… 6. Worm Gears………… 7. Benham’s Disks……………… 8. At a Snail’s Pace………… 9. Perfect Pitcher……… 10. Different Drummer…… 11. Ramp Up…………… 12. Peak Performance…… 13. Hearing Test………… 14. Musical Instrument…… 15. Random or Not………… 16. Efron’s Dice……… 17. Voting Machine…………… 18. Do You Have a Sister?.................. 19. Reaction Time…………………… 20. Logic Gates………………… 21. Control Car……… 22. Grassfire…………………………
Part Ten: Data Logging Activities Introduction……………………………… 1. Light and Dark Scavenger Hunt……… 2. Thunderstorm…………..……… 3. Bright Light…………………… 4. Crossing the Lines………… 5. Driving……………………..… 6. Deriving…………………… 7. Zigzag and Diamond…………… 8. Ultrasonic Pendulum………………… 9. Which Room?......................... 10. Logging the Control Car…… 11. Stir It Up………… 12. It’s a Breeze…… 13. Cool It Fast………………
Part Eleven: Creative Projects Introduction…………………………… 1. Music Box…………………… 2. Mini Golf………………… 3. Robotic Zoo……………… 4. Chain Reaction Machine…… 5. EGGcellent Contraption……… 6. Wacky Gumball Machine…… 7. Robo Artist…………………
Appendix A: Activities Listed by LabVIEW Topic Appendix B: Activities Listed by Science and Mathematics Topic Appendix C: Mindstorms Equipment Used for Each Activity
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