Whoever stands last in the arena with his/her robot in the "Darwin Game" is the winner. Different tactics can lead to the goal. The teams can show their creativity in building the robot and programming and often there are surprising winners.
The students build and program a SUMO like robot to push the other competitors out of the playing area or turn them over. Being not destructive is one of the key elements of this fun lesson of 90 minutes.
The teacher may hand out some building instructions and program code to be sure all the participants can join the challenge.
The students build and program a SUMO like robot to push the other competitors out of the playing area or turn them over. Being not destructive is one of the key elements of this fun lesson of 90 minutes.
The teacher may hand out some building instructions and program code to be sure all the participants can join the challenge.
Attachment #1
What learning environment is this best formatted for?
Classroom
Time Commitment
2 - 3 hours
Is this part of a unit or a stand alone activity?
Stand Alone (One Lesson)
LEGO Education Teacher Familiarity/Level
Intermediate
Age
Primary - Ages 5 to 11, Secondary - Ages 12+
Subject
Engineering, Science, Other
Products Used
SPIKE™ Prime
Languages
English, German
Attachment #2

Attachment #3

Display in Lesson Plans
Yes
Category Resources
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