Robotics and embedded systems
Unit Robotics and embedded systems
Year level: 7-8 Topic: Creating digital solutions Time: 20 hours
Student should develop an understanding of computer programming as a collection of smaller programs – functions that collectively work to solve complex problems. Students could use programmable robots or microcontrollers to solve problems of increasing complexity, progressively adding additional functions such as the control of motors, lights, sounds and sensors. Students should apply the problem-solving processes of defining the problem, generating design solutions and prototypes and following their algorithm when implementing their program. The final solution should be evaluated against stated criteria.
Flow of Activities
The Internet of Things
Incorporate an electronic programming board when creating a digital solutions for a range of problems.Designing for the user
Generate design ideas to map out the user experience.Programming a solution
Test and make modifications to their program for their digital solution.Evaluate
Organise a sharing of completed projects as part of the evaluation stage.Activity The Internet of Things
What problems can be solved using a programming board?
Australian Curriculum Alignment
- Investigating and defining (ACTDIP027)
What's this about?
Before a solution can be designed and created it is necessary to find out what is the cause of any existing problem and what will solve it or for a new situation, what is required of a solution. This means students must initially define the problem and decompose into a set of functional requirements that consider the social, technical and usability constraints to their solution.
Electronic programming boards can be used by students to create digital solutions for a range of problems. The programming boards typically use a microcontroller which is a small chip (a tiny computer) that sends and receives signals to turn things on and off. The microcontroller is connected to inputs such as buttons or sensors and outputs such as lights or a speaker. These components combined together are referred to as an embedded system. An embedded system is designed to run one program.
Examples of programing boards include Arduino (many different types including Lily Pad, Nano or Esplora), BBC MicroBit, Raspberry Pi and BlueBerry4.
LEGO® MINDSTORMS® products such as EV3 incorporate an on-board microcontroller referred to as an intelligent brick.

Discuss the internet of things (IoT), which has made it possible to automate many processes we undertake in our daily lives. Now with the emergence of AI and the opportunities for voice commands, another level of automation is possible. It is possible student’s developed systems incorporate speech recognition to identify spoken commands.
Learning tasks
- Provide students with the opportunity to brainstorm a list of problems that can be solved digitally by creating a solution using resources available in the classroom that incorporate a microcontroller.
- For the selected problem, students should state two or three features (requirements) that the solution must be able to perform. They also need to consider if there are any special user needs or technical requirements regarding the solution.
- Discuss the ‘Internet of Things’ and the way in which devices around the home can be controlled via networked devices. Brainstorm solutions to problems that they can design a prototype to meet the need. For example, while away a plant needs to be watered, turning lights on and off to mimic being at home while being on holiday or an alarm system.
- Students can negotiate their own projects to use embedded systems for example, projects that use Raspberry Pi / Lilypad Arduino, Arduino Nano / BBC:microbit or BlueBerry4 .
- Provide an overview and walk through of the resources available for example if students have access to the Arduino Lily Pad discuss the input and outputs so that students are aware of its capabilities when designing their solutions. At a later stage they will need guidance as to the syntax used to program the board.
Supporting Resources




Lesson Ideas
Assessment
Define and decompose problems in terms of functional requirements and constraints.
Suggested approaches may include
- List of two problems that could be solved using a programmable board with an explanation as to why.
- List of specific technical devices needed for the solution (technical constraints).
- Explanation as to why a programmable board solution would meet a social need.
Activity Designing for the user
How do I design my digital solution?
Australian Curriculum Alignment
What's this about?
Programmable robots or microcontrollers can be incorporated into digital solutions to solve problems of increasing complexity, progressively adding additional functions such as the control of motors, lights, sounds and sensors.
At this level, students should be generating design ideas using techniques such as brainstorming, forced analogies, prototyping and SCAMPER (substitute, combine, add something, magnify or minify, put to other use, eliminate), A paper prototype can also be used in the design process to map out plans what’s on screen, the logic behind transitioning between screens and how various elements may work together as a system. The paper prototype can inform algorithm development.
Algorithms are generally written as a flowchart or in pseudocode. At this level, students are expected to write their algorithms in structured English.

This context may also include things like chatbots. You may wish to incorporate Artificial Intelligence (AI) and the ways in which we engage with chatbots for product and service information. Students can follow a sequence of lessons that enables them to design their own chatbot.
Learning tasks
- It is important that in their design, students consider the ‘user experience’ as well as the writing of instructions to operate the solution. For example, can output be shown in multiple ways such as sound and action or are the controllers of a suitable size to allow accessibility for people with special needs?
- Provide opportunities for pairs of students to verbally or physically follow the algorithmic instructions of their partner. For example, for a robotic solution, a partner walks the route as stated in the algorithmic diagram or structured English – this allows any design errors to be located early in the problem-solving process.
- Support and guide students with the design process, planning and project management.

Natural Language Processing (NLP) interprets text and speech. Chatbots provide a useful context to explore NLP. Students consider a user interface that is based on a user interacting with a chatbot online.
Supporting Resources




Lesson Ideas


Assessment
Design user experiences and algorithms incorporating branching and iterations, and test, modify and implement digital solutions.
Suggested approaches may include
- Recording (visual/sound) of a partner following the written/diagrammatic instructions for the solution.
- Prototype of solution.
Activity Programming a solution
How do I program my solution?
Australian Curriculum Alignment
- Producing and implementing (ACTDIP030)
What's this about?
Student should develop an understanding of computer programming as a collection of smaller programs – functions, that collectively work to solve complex problems.
Link to Digital Systems: Many educational robot kits and microcontrollers can be connected together to form a networked environment, with opportunities to explore how data is transmitted to and from devices using wired connection, infrared, wireless connections, and in some cases data transmission methods such as sound, light or touch.
At this level, students are required to test and make modifications to their solutions as they are developing it. Testing involves selecting specific functions/features of the solution to check that they operate as planned, for example, did a light go on when a specific button was pushed?
Learning tasks
- Working from their designs, students build their robotic device from a commercially available robotic kit or from purpose-selected electronic equipment.
- Support students to learn the syntax of the particular programming language required to code the programming board.
- Introduce libraries of code and creation of functions / procedures. For example, Arduino has a list of Example sketches students can use to get started.
- Students should develop a small testing table at the beginning of this process and carry out these tests. For example, the table could identify three functions that are going to be tested, state what result they expect to see and then the results when the functions were actually tested. If the results did not match, students should make modifications to their solution. They might need assistance in carrying out these modifications.

Explore implementing a digital solution that demonstrates how to control appliances, and to investigate home automation. Examples may include programming a binary switch using (0 and 1) as input for off and on, or detecting speech and recognising a command to turn the appliance on or off. Alternatively students record an audio file and incorporate this into their computer program.

Students code a chatbot in Python, a conversational program capable of responding in varied ways to user input, including with the use of smart sentiment analysis.
Supporting Resources


Lesson Ideas




Assessment
Design user experiences and algorithms incorporating branching and iterations, and test, modify and implement digital solutions.
Suggested approaches may include
- Testing table.
- Demonstration of solution.
Activity Evaluate
How well did my solution work?
Australian Curriculum Alignment
- Evaluating (ACTDIP031)
What's this about?
Evaluation differs from testing as it requires a judgement about how well the entire solution meets the functional requirements. This process happens once the solution has been created, whereas testing takes placing during the development of the solution.
When evaluating, students may assess their solutions on:
- how well they meet user needs
- how innovative their solution is compared to existing solutions
- how sustainable their solution will be for different users, purposes, and technology improvements
- how well they collaborated and managed the project.
Learning tasks
- Organising or attending a culminating event where students showcase their projects is a great way to evaluate the digital solution and celebrate the learning.
- Some innovative designs that are created by students to solve a problem can be taken to the ‘pitch’ stage of the problem-solving process. Have students create a 60 second video to pitch their solution similar to those featured on Kickstarter projects. They should tell how their solution meets specific requirements.
Supporting Resources





Assessment
Evaluate information systems and their solutions in terms of meeting needs, innovation and sustainability.
Suggested approaches may include
- Recorded pitch of solution.
- Three key evaluation questions that could be asked to determine the value of the solution.