Robotics Club runs as two parallel tracks in the D2 studio, split by the walkway, held together by a shared huddle and a shared close. Robotics Team goes deep on one platform all year and ends competition-ready. Robotics Jr. builds something new every few weeks, from LEGO mechanisms to scribble bots to mBots.
Every session ships both tracks fully written: three activity options each, guide prep, a step-by-step walkthrough, the two things that usually go wrong, and pacing for a room running fast or behind. From Session 4 on, every track carries a board card so it can run itself while the guide is across the room with the other one.
26Sessions
153Activity options
60Minutes each
2Parallel tracks
1Adult in the room
$1,090To launch both tracks
01
Session 0: everyone together
Nobody splits into a track on day one. Session 0 is the whole club in one circle, building the four rules that govern a shared room, and then putting hands on LEGO before anyone goes home. It never repeats. New joiners at Sessions 9 and 18 get walked past the poster by a club member instead.
The one thing that has to happen first
All Acton Silicon Valley rules still apply here.
Robotics Club does not get its own rulebook that replaces the school's. What Session 0 adds is a second, more specific layer on top: what quiet, shared, respectful, and reset look like in a room where two completely different things are happening at the same time, eight feet apart, with one adult.
Why this club needs its own contract
Creation Club's four pillars are about tools. Robotics Club's four pillars are about proximity. Two tracks share one room, so the failure modes are noise bleeding across the walkway, someone wandering into the other track's build, and a half-finished robot getting picked apart between sessions. The contract has to name those specifically or it will not hold in November.
Built live, not handed down
The guide draws four columns and asks one question per column. The rules go up in the learners' own words, four to six total. A guide-written list the room approves is a listening exercise, not a contract. Ask explicitly before anyone signs: is there anything here you would not actually agree to?
The walkway is the whole design
The physical split does the classroom management. Team on one side, Jr on the other, walkway between, both in sightline. Session 0 is where the room agrees what crossing that walkway means and when it is fine to do it.
02
How a session runs
Same 60 minute rhythm every week for both tracks. The huddle and the close are the only two moments the whole club is one group, and they are non-negotiable: without them this becomes two clubs that happen to share a room.
5Huddle · joint
40Track work · split
10Track share
5Close · joint
Minutes 0 to 5
Huddle
Whole club, standing, in the walkway. The Huddle question goes up and no adult answers it. Then thirty seconds on what each side is doing today. Both board cards are already on the wall before anyone walks in.
Minutes 5 to 45
Track work
The room splits. Each track runs its own activity from its own board card. The guide holds one side and floats to the other. This is the block the whole design is built to protect.
Minutes 45 to 55
Track share
Each track circles up on its own side. What worked, what broke, what is next. Learner-led from Session 9 on. No praise from the adult, because praise from the adult ends the thinking.
Minutes 55 to 60
Close
Whole club again. One thing from each side gets shown to the other side. Reset happens inside these five minutes, not after them. The room closes clean or it does not close.
The load-bearing five minutes
The close is what makes it one club
Everything else in this curriculum can flex. The close cannot. It is the only structural thing preventing Robotics Jr. from feeling like the kids' table and Robotics Team from feeling like a private club. Five minutes, every week, each side shows the other side one thing.
It also does quiet recruiting work. A Jr learner who watches a Team robot run an autonomous mission twenty five times over a year is a learner who knows exactly what they are choosing when they move up at an entry point.
03
The two tracks
Tracks are not sorted by age. They are chosen by appetite. The question is never how old are you, it is do you want to build one robot really well, or do you want to build a lot of different things? Both answers are correct, and learners can switch at any entry point.
Robotics Team
Robotics Jr.
In one line
One platform, one long progression, competition-bound.
Many platforms, many builds, something new every few weeks.
Platform
LEGO® Education CS & AI Kit
LEGO bricks, scribble bots, mBots, found materials
Structure
Three arcs that compound. Skills stack.
Five short units. Each stands alone.
Coding
Coding Canvas, blocks toward Python. Deep and sustained.
Scratch and mBot blocks. Light and playful.
Ends with
A competition-ready team and a club playbook.
A self-designed invention and a full-year gallery.
Recommended for
Grade 4 and up, so the program can be genuinely rigorous rather than pre-softened.
Anyone. Including older learners who want variety over depth.
The grade 4 recommendation on Robotics Team exists for one reason: it lets the curriculum move at a real pace. A younger learner who wants that and is ready for it is welcome in it. Nobody is placed by grade, and moving between tracks is never described as a demotion.
Robotics Jr. unit map
Sessions 1 to 3
Unit 1 · Brick Lab
Open LEGO prompts with a specific ask each week. Deliberately low-supervision so the guide can be on the Team side getting learners fluent in the kit and Coding Canvas.
Sessions 4 to 8
Unit 2 · Machines That Move
Gears, levers, wheels, and pulling power. Still LEGO, now with a real engineering constraint every week and a board card carrying the assignment.
Sessions 9 to 13
Unit 3 · Robots That Draw
Motors, batteries, and circuits. Scribble bots, vibration bots, and a gallery of machine-made art. This is where the guide moves to the Jr side.
Sessions 14 to 17
Unit 4 · mBot Missions
Block coding on real robots. Driving, line following, obstacle courses, and a course-design swap where teams write challenges for each other.
Sessions 18 to 25
Unit 5 · Invent-a-Bot
Eight sessions on one learner-designed robot, using anything in the room. Pitch, build, iterate, document, and show. The easiest place in the year to walk in cold.
04
Autonomy: the board card
One adult cannot be in two places. The honest answer is not that the guide moves faster, it is that each track has to be able to run without them for stretches of the session. That is a design requirement, not an aspiration, and it is met with a single recurring artifact.
Every session from 4 onward
The board card
A short, posted set of instructions for one track: today's mission, the three things to try, and what to do when it works. Written on the whiteboard or printed and taped up before learners arrive. It carries the whole assignment, so a track can start, work, get stuck, try something else, and share out without the guide standing there.
Every session below ships a board card for both tracks, written out and ready to copy. Prep is real: budget 10 minutes before each session to get them on the wall.
Where the guide actually stands
The guide's position is planned session by session and it deliberately flips partway through the year. Every session below carries a Where the guide stands line.
Sessions
Guide is primarily with
Why
1 to 3
Robotics Team
Getting learners fluent in the kit and Coding Canvas is the highest-skill teaching in the year. Jr runs on open LEGO prompts that need almost no adult.
4 to 8
Team, floating to Jr
Jr moves into structured mechanism challenges. Still largely self-running from the board card.
9 to 16
Robotics Jr.
Circuits, scribble bots, and mBots all need a first-time demo. This is where Team must run itself, and it can, because roles come online in Session 12.
17 to 25
Floating both
Both tracks are learner-run by now. The guide referees, witnesses, and handles materials.
The substitute test
Could the Head of School cover a session?
From Session 4 onward, yes, and that is the actual bar this curriculum is written to. Both board cards go up, both tracks know their routine, jobs are assigned, and the materials are in labeled per-unit bins. A covering adult runs the huddle, keeps the room safe, calls the close, and lets the learners work. Sessions 22 and 25 are the two exceptions where a covering adult is not enough.
05
Entry points, jobs, and the handoff
Entry points
Three designated entry points: Session 0, Session 9, and Session 18. Advertised to families. These are also the only points at which learners switch tracks.
Entry
Session
Robotics Team
Robotics Jr.
A
0
Ground floor. Everyone starts together, builds the contract, then picks a track at the end of the day.
B
9
New joiners apprentice to an existing team for two sessions. Veterans teach the basics live. Full role by Session 11.
Unit 3 starts here with brand new materials. Everyone is on equal footing from minute one.
C
18
Observer for two sessions, then a short peer-run skills check for kit access. Existing members run the check, not the guide.
Unit 5 starts here, the open invention unit. Genuinely the easiest door in the year.
Entry Point C is deliberately harder on Robotics Team. By Session 18 that track is learner-run, and a late joiner proves readiness to the club rather than to the adult. On Robotics Jr. the same session is the easiest possible place to walk in cold.
Robotics Team roles, from Session 12
Teams of four with defined roles that rotate every arc, so every learner does every job. These map directly onto the four roles in FLL Future Edition competition.
Role
Owns
Competition equivalent
Builder
Physical construction, hardware setup, kit care
Operator / Technician
Coder
Writing and debugging on Coding Canvas
Technician / Specialist
Tester
Running the robot, measuring, spotting bugs
Driver
Presenter
Documenting and explaining the work
Specialist
Club jobs, both tracks, from Session 6
Job
What they own
Quartermaster
Runs the bins, sets out the session's materials, runs the end-of-session inventory check and signs off
Timekeeper
Owns the clock, calls the share, calls the close
Documentarian
Photographs builds and the reset stations, writes the one-line session log
Bridge
The one learner who crosses the walkway on purpose: carries questions between tracks and picks what their side shows at the close
The handoff ladder
Phase 1
Sessions 0 to 5 · Guide runs the club
Guide holds Robotics Team. Jr runs from open prompts. Only learner responsibility is reset.
Guide 100%
Phase 2
Sessions 6 to 11 · Jobs go live
Four standing jobs rotate weekly on both tracks. Board cards carry the assignment.
Guide 75%
Phase 3
Sessions 12 to 17 · Roles and self-direction
Team roles formalize. Team runs from the board card while the guide teaches Jr new platforms.
Guide 50%
Phase 4
Sessions 18 to 21 · Learners own the content
Both tracks design their own challenges. Veterans onboard new members and run peer workshops.
Guide 30%
Phase 5
Sessions 22 to 25 · Learners own the club
Learners run competition day, write the playbook, and run the showcase. Guide referees and witnesses.
Guide 10%
The honest risk: Phase 3 is where this wobbles. Asking Robotics Team to run itself for eight sessions while the guide is with Jr is the single biggest bet in the design. The mitigation is that roles land in Session 12, right before the load shifts, and every one of those sessions has a written board card. If it fails, it fails visibly and early enough to fix.
06
Scope & sequence
Session 0, then five arcs on Robotics Team and five units on Robotics Jr., running in parallel. Three options per track per session, so the same curriculum can run more than one year without repeating. The recommended option is in bold. Entry points are Sessions 0, 9, and 18: the three moments a new learner can join or an existing learner can switch tracks.
Bold = recommended optionBrown row = Robotics Jr. = entry point
#
Session
Three options per track
Team arc
Jr unit
Day 0
Launch Day
The Name Plate · Tallest Thing · The Same Ten Bricks
Kickoff
Kickoff
01
First Contact
Unbox and Inventory · Tallest Tower, Kit Only · The Part Hunt Build Your Ride · Taller Than You Sitting · The Weirdest Animal
Arc I
Unit 1 · Brick Lab
02
Make It Move
Drive the Line · The Square · Stop on Command The Morning Machine · Bridge the Gap · The Impossible Room
Arc I
Unit 1 · Brick Lab
03
Precision
Park It · The Slalom · Blind Drive The Tow Truck · The Tiny House · Copy the Room
Arc I
Unit 1 · Brick Lab
04
Say It Once
Refactor the Square · The Patrol · Draw a Shape Gear Up · Slow It Down · The Gear Sculpture
Arc I
Unit 2 · Machines That Move
05
Patterns
Design the Loop Course · The Spiral · Loop Relay Lift It · The Grabber · The Catapult
Arc I
Unit 2 · Machines That Move
06
Eyes
Stop on the Line · Follow the Line · The Color Sorter The Distance Run · The Ramp Racer · The Weight Carrier
Arc I
Unit 2 · Machines That Move
07
Decisions
The Fork · The Guard · Showcase Prep Sprint The Pull-Off · The Lift Machine · Showcase Prep · Best Build
Arc I
Unit 2 · Machines That Move
08
Show It
The Demo Round · The Gauntlet · Teach the Other Side The Machine Demo · The Machine Gauntlet · The Museum
Arc I
Unit 2 · Machines That Move
09
Welcome, Builders
Apprentice and Branch · Two Paths · The Sorting Run Meet the Motor · The Buzz Test · Motor Power
Arc II
Unit 3 · Robots That Draw
10
Make It Draw
The Decision Course · The Maze · Robot Referee Build a Scribble Bot · The Bot Ballet · Two Bots, One Page
Arc II
Unit 3 · Robots That Draw
11
Keep Score
The Counter · Best Run · The Fuel Gauge The Art Gallery · The Big Canvas · Draw a Target
Arc II
Unit 3 · Robots That Draw
12
Who Does What
Choose Your Roles · Role Swap Challenge · Write the Job Cards Bristle Racers · The Lane Race · Bot vs Bot
Arc II
Unit 3 · Robots That Draw
13
Write It Once
Name Your Moves · The Shared Library · The Routine The Unit 3 Gallery · Bot Olympics · Build One for Someone Else
Arc II
Unit 3 · Robots That Draw
14
New Machine
Mission Possible · The Delivery · Design the Mission Hello, mBot · The Obstacle Run · Make It Talk
Arc II
Unit 4 · mBot Missions
15
What Is Intelligence
Teach the Room · The Bad Data Game · Design a Classifier Follow the Line · Line Race · The Junction
Arc II
Unit 4 · mBot Missions
16
Teach the Machine
Train a Classifier · The Honest Test · The Sorting Robot Don't Hit the Wall · The Roomba · Keep Your Distance
Arc II
Unit 4 · mBot Missions
17
Halfway
The Mid-Year Demo · The Working Museum · The Handover Demo The Jr Showcase · The Try It Table · The Year So Far Wall
Arc II
Unit 4 · mBot Missions
18
Your Problem Now
Write the Brief · The Constraint Draw · Solve a Real Thing Pitch Your Bot · Reverse Engineer · Build for a Person
Arc III
Unit 5 · Invent-a-Bot
19
Build Sprint
Sprint One · The Skills Check · Parallel Prototypes Build It, Version One · The Parts Hunt · Build a Partner's Design
Arc III
Unit 5 · Invent-a-Bot
20
Teach It
Ten Minute Workshops · The Cross-Track Exchange · Write the Tutorial Jr Workshops · Sprint Two · The Helper Swap
Arc III
Unit 5 · Invent-a-Bot
21
Make It Work
Reliability Run · The Failure Log · The Dress Rehearsal Make It Work Three Times · Reinforce Everything · The Instruction Card
Arc III
Unit 5 · Invent-a-Bot
22
Competition Day
The Internal Championship · The Gauntlet Championship · The Alliance Match Run the Event · The Invention Races · The Head to Head
Arc III
Unit 5 · Invent-a-Bot
23
Whose Club Is It
Write the Constitution · The Retro · Elect the Officers The Jr Charter · Build Sprint Three · The Time Capsule
Arc III
Unit 5 · Invent-a-Bot
24
Write It Down
Write the Playbook · The Onboarding Kit · The Failure Book Finish and Document · The Build Guide · The Gallery Setup
Arc III
Unit 5 · Invent-a-Bot
25
Hand It Over
The Grand Showcase · The Full Year Run · The Handoff Session The Invention Showcase · The Whole Year Wall · Teach a Visitor
Arc III
Unit 5 · Invent-a-Bot
07
The sessions
Session 0 first with its contract, then 25 two-track sessions. Every session opens with a shared huddle question, tells you where the guide stands, and gives both tracks a board card plus three activity options. Open any option for the full card: Target and Stretch, guide prep, the walkthrough, how to kick it off, the two usual failures, and pacing.
0 of 51 chosen
Day 0
Launch Day
Entry pointJoint sessionEveryone together
Huddle question · nobody answers it for them
What makes a rule worth agreeing to, instead of a rule you were just told?
Where the guide stands
Front and center, the whole hour. This is the only session with no split and no board card.
Say this before anything else
Say this in the first two minutes, plainly, before anything else: every Acton Silicon Valley rule is still a rule in this room. Robotics Club does not get its own separate rulebook that replaces the school's. Hallway expectations, respect for people and space, how conflict gets handled, all of it still applies here. What the club adds today is a second, more specific layer on top: what quiet, shared, respectful, and reset look like in a room where two completely different things are happening at once, eight feet apart, with one adult.
Building the contract · guide script
Draw four columns on the board: QUIET, SHARED, RESPECT, RESET. Nothing else on the board yet.
Ask the room: "Two different things are happening in here at the same time. What's one rule that makes it possible to concentrate?" Take three or four answers. Write them under QUIET in their own words, not yours.
Repeat for SHARED: "There's a walkway down the middle of this room. What's one rule about crossing it?"
Repeat for RESPECT: "Half-finished robots are going to sit in this room for a week at a time. What's one rule about other people's builds?"
Repeat for RESET: "There are a thousand small parts in here. What's one rule about how we leave this room?"
Read the whole board back out loud, as one contract, start to finish.
Ask: "Is there anything up here you would not actually agree to?" Cut or fix anything a learner pushes back on. A contract nobody would veto is not tested yet.
Every learner signs the poster, in marker, right now, before anything gets built today.
Quiet
When one side is presenting or being taught, the other side works quietly. You can be loud when you are testing. You cannot be loud when someone is explaining.
Shared
The walkway is a road, not a room. You cross it to ask a real question or to look at something on purpose, not to wander.
Respect
You never take apart, borrow from, or "improve" someone else's build. Not even to help. Not even if it is obviously wrong. You ask first, every time.
Reset
Every part goes back in its own bin or its own tray. The room closes clean or it does not close, no exceptions for how good today was.
If the room stalls
Do not write the rules yourself and ask the room to approve them. That is not a contract, it is a listening exercise, and it will not hold in November when nobody remembers agreeing to anything.
If a proposed rule is vague ("be respectful"), push once: "Respectful looks like what, exactly, when someone leaves a robot on the table?"
If the room proposes something punitive, redirect to what the rule protects: "What would we actually lose if this got broken?"
Four to six rules total, one or two per pillar. More than that and nobody remembers it by Session 9.
Choosing a track, at the very end
Show, do not describe. Put the CS & AI kit on one table and a pile of LEGO plus an mBot on the other. Let them walk between the two for two minutes.
Ask the one question that matters: "Do you want to build one robot really well all year, or do you want to build a lot of different things?"
Say out loud that neither answer is better and that they can switch at Session 9 or Session 18.
Write the two lists on the board where everyone can see them. No private assignment, no sorting by grade.
If Robotics Team is oversubscribed past eight, the constraint is kit access, not readiness. Say that plainly and use Session 9 as the release valve.
Why the contract has to be a poster, not a memory
This poster is the one artifact a fourth grader and an eighth grader both signed on day one, and it is what a club member shows a new joiner at Session 9 and Session 18: "Here is what we agreed to. You are signing it too." Membership changes at every entry point, so the rules cannot live only in the room's memory. They have to be on the wall, in writing, in words the learners chose.
Then build something · three options
Target · everyone reaches this
Readable from across the room and it stands up on its own.
Stretch · opt in, never assigned by grade
Built entirely from bricks with no plate larger than 4x4, so the structure has to do the work.
Why this works in one hour
It is fifteen minutes of building, it produces the physical object that labels every bin all year, and it gets every learner touching bricks on day one regardless of which track they choose an hour later.
Walkthrough · The Name Plate
Say each step, wait, say the next. Do not do it for them.
Pick a flat baseplate or build a flat base four bricks deep.
Lay out your letters flat first, before attaching anything.
Build each letter up at least three bricks so it reads from the side.
Add a back brace so it will not tip forward.
Stand it up and walk ten feet away. Can you read it?
Kick it off · pick one, not all three
Have one already built and sitting on the table when they walk in, with your name on it.
Put a bin with a blank label next to it and say nothing.
Show a photo of a workshop wall with every tool outlined and labeled.
How we know it worked
It stands unassisted and is readable from ten feet.
Core skill
Structure, legibility, planning before building
Materials · Bulk LEGO
When it breaks · the two usual ones
Letters fall over because they are one brick deep. Three bricks minimum, or add a back plate.
Nobody can read it from a distance because the letters are too thin. One brick wide is not enough at scale.
Pacing
Running fast: Add your track name underneath, or build a stand so it angles up.
Running behind: Initials only. Two letters that stand up beats six that fall over.
Target · everyone reaches this
Stands on its own and survives one lap of the room in a pair of hands.
Stretch · opt in, never assigned by grade
Under thirty pieces total, counted before the walk.
Walkthrough · The Braced Tower
Say each step, wait, say the next. Do not do it for them.
Build a base at least twice as wide as you think you need.
Go up in sections, testing stability every four bricks.
Add diagonal bracing on at least two sides.
Pick it up carefully and walk it three steps. Fix what wobbled.
Now do the full lap.
Kick it off · pick one, not all three
Stand a single tall stack up and knock it over with one finger. Say nothing.
Show a photo of a construction crane base.
Ask what the widest part of a real tower is and why.
How we know it worked
It completes a full lap of the room without losing a piece.
Core skill
Center of gravity, bracing, iterative testing
Materials · Bulk LEGO
When it breaks · the two usual ones
Tower is tall but the base is one brick wide. Widen the base before adding height.
It survives standing still but not the walk. The problem is a weak joint halfway up, not the top.
Pacing
Running fast: Add the thirty-piece limit, or carry it one-handed.
Running behind: Drop the walk. A tower that stands is a pass.
Target · everyone reaches this
Something recognizable, and you can say in one sentence what it is.
Stretch · opt in, never assigned by grade
Use all ten bricks with none of them just stacked flat on another.
Why this works in one hour
It is the cheapest possible demonstration of the club's whole premise: same materials, same constraints, completely different results. Worth running on Day 0 precisely because nobody has any status in the room yet.
Walkthrough · The Same Ten Bricks
Say each step, wait, say the next. Do not do it for them.
Count your ten bricks. Do not trade, do not add.
Take one full minute to think before you touch them. Hands down.
Build. Seven minutes, no talking for the first three.
Set it on the table in front of you.
Walk the room slowly and look at all of them before anyone explains anything.
Kick it off · pick one, not all three
Hold up ten bricks and ask how many different things could be made from exactly these.
Build one yourself in thirty seconds and set it down without comment.
Ask the room to guess how many builds will be identical.
How we know it worked
No two builds in the room are the same.
Core skill
Divergent thinking, constraint as a creative tool
Materials · Bulk LEGO, ten identical bricks per learner
When it breaks · the two usual ones
Somebody trades or grabs extra bricks and the comparison stops working. Count them out yourself beforehand into ten labeled cups.
Learners rush and build the first thing they think of. The one silent minute at the start is what fixes this. Do not skip it.
Pacing
Running fast: Second round, same ten bricks, and it has to be something that moves.
Running behind: Cut to five bricks and two minutes.
Arc I
Ignition
Sessions 1 to 8
Learn the kit. Learn each other. Make things move. The guide is on the Team side almost the whole arc, because this is the highest-skill teaching in the year.
Robotics Team
Kit fluency, first code, sequences, loops, sensors. Ends in a mini showcase.
Robotics Jr.
Unit 1 Brick Lab runs on open prompts with almost no adult. Unit 2 Machines That Move adds structure from Session 4.
01
First Contact
Arc IUnit 1 · Brick Lab
Huddle question · nobody answers it for them
What's the difference between a mistake and a failure?
Where the guide stands
Team side, the full 40 minutes. Robotics Jr. is on an open prompt today by design, so it does not need you.
Robotics TeamArc IGuide is here
Open the kit, learn what every part is called, and get one thing to respond. No code yet on two of the three options.
Target · everyone reaches this
Every part is in its assigned tray and the team can name the four main components without looking.
Stretch · opt in, never assigned by grade
Write a one-page parts map that a brand new member could use at Session 9.
Why this works in one hour
It looks like the least exciting option on the page and it is the highest-leverage session of the year. Every week after this one starts faster because of it, and the reset habit that keeps this club alive is established before a single robot exists.
Walkthrough · The Inventory
Say each step, wait, say the next. Do not do it for them.
Open the kit on the table, do not dump it.
Work tray by tray. Match each part to its molded slot.
As each part goes in, say its name out loud as a team.
Pull out the hub, the two motors, and the color sensor. Pass each one around.
Close every tray. This is exactly how the kit gets left every single week.
Kick it off · pick one, not all three
Put the closed kit on the table and do not open it until they ask.
Show a photo of a mechanic's tool chest with every socket in its own outline.
Ask what happens to a team that loses one motor in March.
How we know it worked
A team member can be handed a tray and name every part in it.
Core skill
Kit fluency, vocabulary, the reset habit
When it breaks · the two usual ones
Parts get dumped into a pile "to sort later." Later never comes. Sort as you open.
Nobody remembers the names next week. Fix it by having them label the trays themselves today.
Pacing
Running fast: Time each other on a blind part hunt: guide names a part, team finds it.
Running behind: Sort and name only the hub, motors, and sensor. The rest can wait a week.
Target · everyone reaches this
Stands unassisted for ten seconds.
Stretch · opt in, never assigned by grade
Must survive the hub being switched on and vibrating at the top.
Walkthrough · The Kit Tower
Say each step, wait, say the next. Do not do it for them.
Lay out every structural beam you have before you start.
Build a base wider than you think you need.
Go up in sections and test stability every four inches.
Add diagonal bracing on two sides minimum.
Set the hub on top and time ten seconds.
Kick it off · pick one, not all three
Stand one beam on end and let it fall over. Say nothing.
Ask what the widest part of a real tower is.
Show a photo of a crane base next to a crane arm.
How we know it worked
Ten seconds unassisted with the hub on top.
Core skill
Structural intuition, kit vocabulary through use
When it breaks · the two usual ones
Every part goes into the tower and now the kit is unusable for the rest of the session. Set a parts budget up front.
It stands but tips when the hub goes on. Wide base, low center of mass, and put the hub on last.
Pacing
Running fast: Add the vibration test, or set a parts budget of twenty pieces.
Running behind: Drop the ten second hold. Standing at all is a pass.
Target · everyone reaches this
Every learner correctly identifies at least five different parts.
Stretch · opt in, never assigned by grade
Run the whole hunt with the trays closed between rounds, from memory.
Walkthrough · The Part Hunt
Say each step, wait, say the next. Do not do it for them.
Sort the kit into trays as a whole group first. Ten minutes, everyone participates.
Split into teams of two or three.
Guide calls a part name. First team to hold it up scores a point.
After ten rounds, swap: learners call the parts and the guide plays.
Everything goes back in its tray before the score is announced.
Kick it off · pick one, not all three
Hold up a part and ask what it does before saying what it is called.
Set a timer visibly and say nothing else.
Ask which part they think is the most important and why.
How we know it worked
Every learner has scored at least once.
Core skill
Kit vocabulary, teamwork under mild pressure
When it breaks · the two usual ones
It turns into a scramble and parts end up on the floor. One person per team touches the kit per round.
The same fast learner wins every round. Rotate who is allowed to grab.
Pacing
Running fast: Closed-tray rounds from memory, or call parts by function instead of name.
Running behind: Fewer rounds, and leave the trays open the whole time.
Robotics Jr.Unit 1 · Brick LabRuns on the board
Open building with one specific ask. No instructions, no adult needed. The point is that they are absorbed and happy while the guide is teaching the kit across the walkway.
Target · everyone reaches this
It has wheels that actually turn and somewhere for a person to sit.
Stretch · opt in, never assigned by grade
It rolls at least four feet when pushed once.
Walkthrough · Build Your Ride
Say each step, wait, say the next. Do not do it for them.
Find your wheels and axles first. Everything else builds around them.
Make the base long enough that the wheels are not right next to each other.
Add the seat before you add anything decorative.
Push it. Does it roll straight?
Now make it look like yours.
Kick it off · pick one, not all three
Ask what the worst possible school pickup vehicle would be.
Put four wheels and two axles on the table and walk away.
Ask what one feature their ride has that no real car has.
Core skill
Axles, chassis, function before decoration
Materials · Bulk LEGO
When it breaks · the two usual ones
Wheels rub the body and it will not roll. Leave a gap around every wheel.
It is beautiful and has no working wheels. Wheels first, decoration last.
Pacing
Running fast: Add a second one that connects to it, or make it carry a passenger without them falling out.
Running behind: Just the rolling chassis. Decoration is optional.
Target · everyone reaches this
It is taller than the builder sitting cross-legged, and it stands on its own.
Stretch · opt in, never assigned by grade
It stays standing when you fan it with a piece of cardboard.
Walkthrough · Taller Than You Sitting
Say each step, wait, say the next. Do not do it for them.
Sit down on the floor next to your build area. That height is the target.
Build the base first and make it wide.
Go up in sections. Test by nudging it every few inches.
Once you hit the target, sit down next to it to check.
Add bracing anywhere it wobbles.
Kick it off · pick one, not all three
Sit down on the floor yourself and say nothing.
Ask how tall the tallest thing in the room is.
Put a tape measure on the table.
Core skill
Height, stability, self-measurement
Materials · Bulk LEGO
When it breaks · the two usual ones
It falls over at about two thirds height every time. The base is too narrow, always.
They build a thin tall stick. Ask if it would survive someone walking past.
Pacing
Running fast: Add the fan test, or a rule that no piece can be repeated more than ten times.
Running behind: Drop the target to knee height sitting.
Target · everyone reaches this
It has a head, a way to move, and a way to eat, and you can explain all three.
Stretch · opt in, never assigned by grade
It has a feature no real animal has, and you can explain why it would work.
Walkthrough · The Weirdest Animal
Say each step, wait, say the next. Do not do it for them.
Decide where it lives before you build anything.
Build the body first, then legs or fins or wings.
Add a head last so you can see the proportions.
Practice saying in one sentence how it gets food.
Give it a name.
Kick it off · pick one, not all three
Ask what the strangest real animal they know of is.
Show a photo of a deep sea fish, no commentary.
Ask what an animal would look like if it lived in this room.
Core skill
Narrative building, functional reasoning
Materials · Bulk LEGO
When it breaks · the two usual ones
It is a blob with legs and they cannot explain it. Push once: where does it live?
They spend the whole session on the head. Body first.
Pacing
Running fast: Build its habitat too, or build the predator that hunts it.
Running behind: Just the body and how it moves. The rest is bonus.
02
Make It Move
Arc IUnit 1 · Brick Lab
Huddle question · nobody answers it for them
Should you copy a design that works?
Where the guide stands
Team side. Jr is on open prompts for one more week after this.
Robotics TeamArc IGuide is here
First code on Coding Canvas. Sequences only: forward, turn, stop. The whole point is that the robot does something the learner told it to do.
Target · everyone reaches this
It crosses the finish line and stops on its own, no hands.
Stretch · opt in, never assigned by grade
It stops within one robot-length of the line, three runs in a row.
Why this works in one hour
It is the first time a learner tells a machine to do something and the machine does it. That moment is the entire reason this club exists, and it should happen in week two, not week six.
Walkthrough · Drive the Line
Say each step, wait, say the next. Do not do it for them.
Build the basic driving base from the kit instructions. Do not customize it yet.
Connect to Coding Canvas and get one motor to turn. Just one.
Add the second motor so both turn together.
Add a wait block, then a stop block.
Run it. Adjust the wait time until it stops on the line.
Kick it off · pick one, not all three
Tape a start and finish line on the floor before they walk in and say nothing about it.
Drive a robot yourself, badly, past the line, and look confused.
Ask how a robot knows how far it has gone.
How we know it worked
Three consecutive runs that stop past the line without help.
Core skill
Sequences, motor control, single-variable testing
When it breaks · the two usual ones
Robot curves instead of driving straight. One motor is set to a different power, or one is mounted backwards.
They keep changing three things at once and cannot tell what fixed it. One change, one run.
Pacing
Running fast: Take the three-runs-in-a-row consistency target, or add a reverse back to start.
Running behind: Move the finish line closer. Crossing it at all is a pass.
Target · everyone reaches this
It makes four turns and ends roughly where it began, facing roughly the same way.
Stretch · opt in, never assigned by grade
It ends within one robot-length of the start, facing the same direction.
Walkthrough · The Square
Say each step, wait, say the next. Do not do it for them.
Get the robot driving straight first. Do not attempt a turn until that works.
Add one turn. Find the value that gives you a right angle by testing, not by guessing.
Once one turn works, copy that block three more times.
Run the whole square.
Mark the start with tape so you can see how far off you finish.
Kick it off · pick one, not all three
Drive a square yourself on the floor, walking it, counting turns out loud.
Ask how many turns are in a square. Then ask how many are in a triangle.
Tape a square on the floor and put the robot in a corner.
How we know it worked
Four turns completed and the robot lands near its start mark.
Core skill
Sequences, angles, repetition by copying
When it breaks · the two usual ones
Turns are inconsistent because the battery is draining. Same battery level for all testing.
They guess turn values instead of testing. Make them write down what they tried.
Pacing
Running fast: Do a triangle, or run the square in reverse.
Running behind: Do an L shape. Two sides and one turn is a real result.
Target · everyone reaches this
It stops when a hand or a wall gets in front of it.
Stretch · opt in, never assigned by grade
It stops, backs up, and turns away without being touched.
Walkthrough · Stop on Command
Say each step, wait, say the next. Do not do it for them.
Build the driving base and mount the color sensor facing forward.
Get the sensor reading on screen. Wave your hand at it and watch the number change.
Note the number when something is close versus far.
Write: drive forward until the sensor reads under your number, then stop.
Test with a hand, then with a wall.
Kick it off · pick one, not all three
Walk toward a learner slowly until they step back. Ask what made them stop.
Put a wall of books in the robot's path and say nothing.
Ask what a robot would need to not hit something.
How we know it worked
It stops for an obstacle it has never seen before.
Core skill
Sensors, thresholds, reading live data
When it breaks · the two usual ones
The threshold number works in one lighting condition and not another. Re-read the sensor near the window.
Robot stops immediately at the start. The threshold is backwards. Flip the comparison.
Pacing
Running fast: Add the back-up-and-turn behavior, or make it stop for a specific color only.
Running behind: Skip driving. Just get the sensor number to change on screen and react with a sound.
Robotics Jr.Unit 1 · Brick LabRuns on the board
Second week of open prompts. Same low-supervision design. Learners should be able to start within thirty seconds of the huddle ending.
Target · everyone reaches this
It is clear what the machine does and you can explain it in one sentence.
Stretch · opt in, never assigned by grade
Something on it actually moves when you push or turn it.
Walkthrough · The Morning Machine
Say each step, wait, say the next. Do not do it for them.
Name the annoying thing out loud before you touch a brick.
Build the part that does the work first.
Add whatever holds it up.
Make one thing on it move by hand.
Practice explaining it in one sentence.
Kick it off · pick one, not all three
Ask what the worst part of the morning is.
Show a Rube Goldberg photo, no commentary.
Ask what a machine could do that a person should not have to.
Core skill
Function-first design, explaining your own build
Materials · Bulk LEGO
When it breaks · the two usual ones
They build a robot person instead of a machine. Push once: what does it actually do?
Nothing moves. Ask which part would have to move for it to work.
Pacing
Running fast: Make a second machine that hands off to the first one.
Running behind: Just the idea plus the part that does the work.
Target · everyone reaches this
It spans the gap and holds the bottle for ten seconds.
Stretch · opt in, never assigned by grade
The gap is doubled and it still holds.
Walkthrough · Bridge the Gap
Say each step, wait, say the next. Do not do it for them.
Set your two books a hand-width apart to start.
Build the deck first, flat and long enough to reach both books.
Add supports underneath, not on top.
Put the bottle on slowly, in the middle.
If it holds, move the books apart and try again.
Kick it off · pick one, not all three
Lay a single flat plate across two books and put the bottle on it. Let it snap.
Show a photo of a truss bridge next to a plain plank.
Ask where a bridge is weakest.
Core skill
Spans, load paths, iterative testing
Materials · Bulk LEGO
When it breaks · the two usual ones
It snaps in the middle. Add a beam underneath running the full span.
The ends slip off the books. Extend the deck further onto each book.
Pacing
Running fast: Double the gap, or hold two bottles.
Running behind: Narrow the gap. A short bridge that holds is a pass.
Target · everyone reaches this
It is recognizable as a room, and one thing in it is deliberately impossible.
Stretch · opt in, never assigned by grade
Two things are wrong and at least one person misses one of them.
Walkthrough · The Impossible Room
Say each step, wait, say the next. Do not do it for them.
Decide what kind of room it is first.
Build the floor and at least two walls.
Add the normal furniture.
Now change exactly one thing to something impossible.
Show it to someone and see how long they take.
Kick it off · pick one, not all three
Show an Escher staircase, no commentary.
Put a chair on the ceiling of a build you made and say nothing.
Ask what makes a room feel wrong.
Core skill
Spatial building, deliberate design choices
Materials · Bulk LEGO
When it breaks · the two usual ones
The impossible thing is too obvious. Push once: could you hide it better?
They build only walls and no contents. There has to be something in the room.
Pacing
Running fast: Add a second impossible thing, or make it a room from a specific place in the school.
Running behind: One wall and one impossible object is enough.
03
Precision
Arc IUnit 1 · Brick Lab
Huddle question · nobody answers it for them
Is it better to be fast, or to be exact?
Where the guide stands
Team side. Last session before board cards start and Jr moves into structured work.
Robotics TeamArc IGuide is here
Getting from "it moves" to "it moves exactly this far." Distance, angles, and the idea that a repeatable result beats a lucky one.
Target · everyone reaches this
The robot lands inside the box at least once.
Stretch · opt in, never assigned by grade
Three consecutive runs inside the box without changing the code between runs.
Why this works in one hour
This is the session that separates a robot that worked once from a robot you can trust. Every autonomous mission later in the year depends on the habit built here, and the habit is: change one thing, write it down.
Walkthrough · Park It
Say each step, wait, say the next. Do not do it for them.
Tape a box on the floor slightly larger than the robot.
Drive once and see where it lands. Do not adjust yet.
Write down the value you used and where it landed.
Change one number. Run again. Write it down.
Once it lands inside, do not touch the code. Run it twice more.
Kick it off · pick one, not all three
Park a chair precisely in a taped box, in front of everyone, and say nothing.
Ask what "close enough" means for a robot.
Show a video of a robot arm placing something, three seconds is plenty.
How we know it worked
Three consecutive runs land in the box with identical code.
Core skill
Repeatability, controlled testing, recording data
When it breaks · the two usual ones
It works once and then never again. Battery, floor surface, or starting position moved. Mark the start with tape.
They adjust after every run without recording anything. Make the log mandatory.
Pacing
Running fast: Shrink the box, or start from a different spot each run.
Running behind: Widen the box. Landing inside once is a real result.
Target · everyone reaches this
It gets through all four without contact.
Stretch · opt in, never assigned by grade
It gets through and comes back to the start.
Walkthrough · The Slalom
Say each step, wait, say the next. Do not do it for them.
Set four obstacles in a line, well spaced.
Program to the first obstacle only. Get that right.
Add the turn around it. Test just that.
Add the next segment. Test. Repeat.
Only run the whole course once each segment works alone.
Kick it off · pick one, not all three
Set up the course before they arrive and put the robot at the start.
Walk the course yourself, weaving, saying nothing.
Ask whether it is easier to write the whole thing at once or in pieces.
How we know it worked
A clean run through all four with no contact.
Core skill
Decomposition, incremental testing
When it breaks · the two usual ones
They write the whole course, run it, and cannot tell which part failed. Segment by segment, always.
Obstacles get bumped and moved between runs. Tape their positions to the floor.
Pacing
Running fast: Add the return trip, or narrow the gaps.
Running behind: Two obstacles instead of four.
Target · everyone reaches this
The robot attempts the full course on the first and only run.
Stretch · opt in, never assigned by grade
The robot completes the course on that single run.
Walkthrough · Blind Drive
Say each step, wait, say the next. Do not do it for them.
Look at the course. Measure it with a ruler or by walking heel to toe.
Do the math on paper before opening Coding Canvas.
Write the entire program. No running it.
Everyone watches. One run.
After the run, work out what your math missed.
Kick it off · pick one, not all three
Announce the one-run rule and then say nothing for a full minute.
Ask what engineers do when they only get one launch.
Show a Mars rover landing clip, thirty seconds.
How we know it worked
The program was written completely before the robot moved.
Core skill
Planning, estimation, working without feedback
When it breaks · the two usual ones
Someone sneaks a test run. The rule has to be real or the session has no point.
It fails badly and the room deflates. The debrief is the session. Ask what they would measure next time.
Pacing
Running fast: Longer course, or add a turn.
Running behind: Let them have one practice run, then one scored run.
Robotics Jr.Unit 1 · Brick LabRuns on the board
Final open-prompt week. From next session Jr gets a board card and a real engineering constraint every week.
Target · everyone reaches this
It moves the bottle at least a foot when you pull it.
Stretch · opt in, never assigned by grade
It drags the bottle without the bottle tipping over.
Walkthrough · The Tow Truck
Say each step, wait, say the next. Do not do it for them.
Build a base with wheels that roll freely.
Add a hook, hitch, or scoop at the back.
Attach the bottle and pull gently.
If the wheels slip or the body bends, reinforce it.
Try dragging it further.
Kick it off · pick one, not all three
Put a full water bottle on the table with a piece of string and say nothing.
Ask what the strongest thing in the room is.
Show a photo of a tow truck hooking a car.
Core skill
Structure under load, attachment points
Materials · Bulk LEGO
When it breaks · the two usual ones
The body bends in the middle and the wheels lift. Add a spine along the length.
The hook pops off under load. Attach it to the frame, not to a single plate.
Pacing
Running fast: Two bottles, or drag it up a ramp made of a book.
Running behind: Drag something lighter. A marker or a block counts.
Target · everyone reaches this
It has four walls, a roof, and a door that actually swings or slides.
Stretch · opt in, never assigned by grade
It has a second floor and a way to get up there.
Walkthrough · The Tiny House
Say each step, wait, say the next. Do not do it for them.
Build the floor first and make it bigger than you think.
Put up three walls. Leave the fourth for the door.
Build the door as a separate piece, then attach it so it moves.
Add the roof last.
Put the minifigure inside and check they fit.
Kick it off · pick one, not all three
Put a minifigure on the table next to a pile of bricks.
Ask what makes a house different from a box.
Show a photo of a house with an unusual roof.
Core skill
Enclosure, moving parts, planning for fit
Materials · Bulk LEGO
When it breaks · the two usual ones
The door does not move because it is built into the wall. Build it separately.
The minifigure does not fit. Check the fit before the roof goes on.
Pacing
Running fast: Add the second floor, or furniture inside.
Running behind: Three walls and a roof. The door can be an opening.
Target · everyone reaches this
Someone else can tell which corner it is.
Stretch · opt in, never assigned by grade
The proportions are roughly right relative to each other.
Walkthrough · Copy the Room
Say each step, wait, say the next. Do not do it for them.
Pick your corner and go stand in it for one minute. Look, do not build.
Build the biggest thing in that corner first.
Add the next biggest. Keep the sizes relative to each other.
Add small details last, only if there is time.
Bring someone over and see if they can guess.
Kick it off · pick one, not all three
Stand in a corner of the room and look at it silently for thirty seconds.
Ask what the biggest thing in this room is.
Show a photo of an architectural model.
Core skill
Observation, proportion, working from life
Materials · Bulk LEGO
When it breaks · the two usual ones
They build from memory without looking. Send them back to the corner.
Everything is the same size. Ask which of two objects is actually bigger.
Pacing
Running fast: Add a second corner, or build it to a consistent scale.
Running behind: Build one object from the room instead of a whole corner.
04
Say It Once
Arc IUnit 2 · Machines That Move
Huddle question · nobody answers it for them
If you have to do something twice, is it worth writing it down?
Where the guide stands
Team side for the first 25 minutes, then cross to launch Jr on gears. Both board cards go up before anyone walks in.
Robotics TeamArc IGuide is here
Loops. The first genuinely powerful idea in the curriculum: describe a pattern once instead of writing it out four times.
Board card · write this up before they walk in
TODAY: Say it once, not four times.
TRY THESE, IN ANY ORDER:
1. Open your square program. Circle what repeats.
2. Rebuild it with ONE loop block.
3. Change the repeat number and see what shape you get.
YOU KNOW IT WORKED WHEN:
Same square, way fewer blocks.
IF YOU FINISH EARLY:
Make the repeat number a variable. Try 3. Try 6.
IF YOU GET STUCK: who in this room has solved this?
AT THE CLOSE, WE SHOW: the old program next to the new one.
Target · everyone reaches this
The square runs the same as before, using a loop instead of four copies.
Stretch · opt in, never assigned by grade
The loop count is a variable you can change to make a triangle or a pentagon.
Why this works in one hour
Refactoring something they already built is a much stronger teacher than writing a loop from scratch. They can see the exact same behavior come out of a quarter of the blocks, which is the entire argument for loops in one screen.
Walkthrough · Refactor the Square
Say each step, wait, say the next. Do not do it for them.
Open your square program from Session 2. Do not delete it yet.
Circle the part that repeats. Say out loud how many times it repeats.
Build a loop with a repeat count and put one copy of the pattern inside.
Run it. Compare against the old program.
Now change the repeat count to 3 and see what happens.
Kick it off · pick one, not all three
Write the same sentence on the board four times, slowly, without explaining.
Ask how they would tell someone to walk a square in as few words as possible.
Show two programs side by side, one long and one short, that do the same thing.
How we know it worked
Same result, visibly fewer blocks.
Core skill
Loops, refactoring, recognizing patterns
When it breaks · the two usual ones
The loop runs one extra time. Off-by-one is the most common bug in programming. Count the pattern, not the corners.
They keep the old blocks and the new loop, so it runs twice. Delete the old ones.
Pacing
Running fast: Make the shape count a variable, or nest a second loop.
Running behind: Loop just the two straight segments and leave the turns written out.
Target · everyone reaches this
It goes back and forth at least four times without new code each trip.
Stretch · opt in, never assigned by grade
It runs on a forever loop and only stops when you press the button.
Walkthrough · The Patrol
Say each step, wait, say the next. Do not do it for them.
Get one trip working: forward, turn around, back.
Wrap that whole trip in a repeat loop.
Set the repeat to 4 and run it.
Change the repeat to forever. Find how to stop it.
Add a sound at each turnaround so you can hear the pattern.
Kick it off · pick one, not all three
Pace back and forth in front of the room until someone asks what you are doing.
Ask what a security guard and a loop have in common.
Set two pieces of tape on the floor and put the robot between them.
How we know it worked
Four clean trips from one loop block.
Core skill
Loops, iteration, stop conditions
When it breaks · the two usual ones
It drifts further each trip and eventually leaves the area. Turns are not exactly 180. Use a sensor or shorten the run.
Forever loop with no exit and they have to unplug it. Teach the stop button before the forever loop.
Pacing
Running fast: Use the color sensor to detect the lines instead of timing the turns.
Running behind: Four trips on a counted loop. Skip the forever version.
Target · everyone reaches this
It draws a recognizable closed shape.
Stretch · opt in, never assigned by grade
The shape closes cleanly, with the end meeting the start.
Walkthrough · Draw a Shape
Say each step, wait, say the next. Do not do it for them.
Tape a marker to the robot so the tip touches the paper.
Tape a large sheet of butcher paper to the floor.
Program a single side and watch the line it draws.
Wrap it in a loop with the right repeat count.
Run it and look at where the shape fails to close.
Kick it off · pick one, not all three
Draw a square on the board with your eyes closed and let it not close.
Ask what makes a shape closed.
Put a marker and a robot on the table together and say nothing.
How we know it worked
A closed shape on paper you could hang on the wall.
Core skill
Loops, accumulated error, physical output
Materials · Butcher paper, markers, tape
When it breaks · the two usual ones
The marker lifts off the paper mid-run. Mount it with a rubber band so it stays under light pressure.
The shape never closes. That gap is the accumulated turn error, and naming it is the lesson.
Pacing
Running fast: Draw a five or six sided shape, or draw two shapes without lifting the marker.
Running behind: Draw a straight line and a single turn. A right angle on paper is a result.
Robotics Jr.Unit 2 · Machines That MoveRuns on the board
Gears. First week with a real engineering constraint and the first week Jr runs from a board card.
Board card · write this up before they walk in
TODAY: Gears. Small gear turns fast, big gear turns slow.
TRY THESE, IN ANY ORDER:
1. Mesh two gears of different sizes on axles.
2. Turn the small one. Count how many turns for ONE turn of the big one.
3. Add a third gear. What changed?
YOU KNOW IT WORKED WHEN:
You turn one gear and the other one turns every time, smoothly.
IF YOU FINISH EARLY:
Build a handle onto it. Make four gears turn at once.
IF YOU GET STUCK: too tight or too far apart. Move the mounts.
AT THE CLOSE, WE SHOW: the gear train, turning.
First board card week. Read it aloud once at the huddle, then point at it every time someone asks what to do next.
Target · everyone reaches this
Two gears mesh and both turn when you turn one.
Stretch · opt in, never assigned by grade
Three gears in a train, and you can say which one turns fastest.
Why this works in one hour
Gears are the most immediately satisfying mechanism in the bin because the cause and effect is visible and instant. It is also the concept most directly transferable to what the Team side is building eight feet away.
Walkthrough · Gear Up
Say each step, wait, say the next. Do not do it for them.
Find two gears of different sizes and two axles.
Mount them so the teeth mesh. Not too tight, not too loose.
Turn the small one. Watch the big one.
Count: how many times does the small one turn for one turn of the big one?
Add a third gear and check what happens.
Kick it off · pick one, not all three
Turn a hand mixer or an egg beater in front of them.
Put two meshed gears on the table already spinning.
Ask why a bike has more than one gear.
How we know it worked
Turning one gear reliably turns the other.
Core skill
Gear ratios, meshing, mechanical advantage
Materials · LEGO Technic gears, axles, beams
When it breaks · the two usual ones
The gears grind or skip because they are mounted too far apart or too close. Rebuild the mounts.
The axles flex and the gears pull apart under load. Brace both ends of every axle.
Pacing
Running fast: Build a three-gear train and predict the ratio before testing it.
Running behind: Get two gears meshing and turning. That alone is the lesson.
Target · everyone reaches this
The output moves noticeably slower than the input.
Stretch · opt in, never assigned by grade
At least four turns of the handle for one turn of the output.
Walkthrough · Slow It Down
Say each step, wait, say the next. Do not do it for them.
Start with a big gear driven by a small one.
Add a handle to the small gear so you can turn it easily.
Count how many handle turns give one output turn.
Add another small-to-big pair to slow it down more.
Mark the output so you can see it move.
Kick it off · pick one, not all three
Wind a hand-crank flashlight or a music box.
Ask what a clock has inside it.
Turn a handle fast and point at something moving slowly.
Core skill
Gear reduction, counting ratios
Materials · LEGO Technic gears, axles, beams
When it breaks · the two usual ones
The whole thing flexes and the gears separate under hand pressure. Brace it against a baseplate.
They cannot tell if it is slower. Put a marker or a flag on the output gear.
Pacing
Running fast: Chain three reductions and count the total.
Running behind: One gear pair and count the difference. Done.
Target · everyone reaches this
Four gears, all turning, from one input.
Stretch · opt in, never assigned by grade
Six gears, and two of them turn in the same direction as each other.
Walkthrough · The Gear Sculpture
Say each step, wait, say the next. Do not do it for them.
Mount your first gear on a solid base.
Add a second so it meshes. Turn it and confirm both move.
Keep adding, one at a time, testing after each.
Once four are turning, add a handle to the first one.
Turn the handle and watch the whole thing move.
Kick it off · pick one, not all three
Show a photo of a clock mechanism with the back off.
Set up three meshed gears and turn one.
Ask how many gears could be connected before it stops working.
Core skill
Gear trains, systematic building, direction of rotation
Adding the fourth gear jams everything. One gear is meshed too tightly. Loosen the mount.
It works but it is not attached to anything, so it falls apart. Build it on a baseplate.
Pacing
Running fast: Add gears until it jams, then explain why it jammed.
Running behind: Three gears turning is a pass.
05
Patterns
Arc IUnit 2 · Machines That Move
Huddle question · nobody answers it for them
If your build worked the first time, did you learn anything?
Where the guide stands
Splitting evenly today. Team is consolidating loops, Jr is on levers. Both are self-startable from the board.
Robotics TeamArc IRuns on the board
Loops applied to a course the learners design themselves. First session where Team decides what the robot should do rather than being told.
Board card · write this up before they walk in
TODAY: Design a course with a pattern. Then loop it.
TRY THESE, IN ANY ORDER:
1. Tape a course where something repeats 3+ times.
2. Say the repeating pattern OUT LOUD before you code.
3. Program ONE repetition. Then wrap it in a loop.
YOU KNOW IT WORKED WHEN:
One loop block runs the whole course.
IF YOU FINISH EARLY:
Trade courses with another team. Program theirs cold.
IF YOU GET STUCK: is the pattern actually repeating? Say it out loud.
AT THE CLOSE, WE SHOW: the course and the loop block.
Target · everyone reaches this
The course has a pattern that repeats at least three times and the robot runs it from a loop.
Stretch · opt in, never assigned by grade
Another team can read your course and write a program for it without you explaining.
Why this works in one hour
Handing over the course design is the first small piece of the handoff and it costs nothing. The programming problem is identical, but they own it now, which changes how hard they work on it.
Walkthrough · Design the Loop Course
Say each step, wait, say the next. Do not do it for them.
Tape out a course with a repeating pattern. Straight-turn-straight-turn is fine.
Write down the pattern in words before touching Coding Canvas.
Program one repetition of the pattern.
Wrap it in a loop and set the count.
Run it. Fix the drift.
Kick it off · pick one, not all three
Tape one repeating pattern on the floor and leave the rest of the roll out.
Ask what patterns they can see in this room.
Show a running track and ask what one lap has in common with the next.
How we know it worked
One loop block runs the whole course.
Core skill
Pattern recognition, loops, course design
When it breaks · the two usual ones
The pattern is not actually repeating, so no loop fits. Have them say the pattern out loud first.
Drift compounds and by repetition three it is off the course. Shorter segments, or add a sensor check.
Pacing
Running fast: Swap courses with another team and program theirs cold.
Running behind: Two repetitions instead of three.
Target · everyone reaches this
The robot drives a path that clearly grows.
Stretch · opt in, never assigned by grade
It completes four laps without hitting anything, each visibly larger.
Walkthrough · The Spiral
Say each step, wait, say the next. Do not do it for them.
Get a square working from a loop first.
Add a variable that holds the drive distance.
Inside the loop, increase that variable a little each time.
Run it and watch the shape grow.
Adjust the increase amount so four laps fit in the space you have.
Kick it off · pick one, not all three
Draw a spiral on the board, slowly, without saying anything.
Ask what makes a spiral different from a circle.
Show a photo of a spiral staircase.
How we know it worked
Four laps, each clearly bigger than the last.
Core skill
Loops with variables, accumulation
When it breaks · the two usual ones
The variable resets every loop, so nothing grows. Set it before the loop, not inside it.
It grows too fast and runs out of room by lap two. Reduce the increment.
Pacing
Running fast: Make it spiral inward instead, or add a marker and draw it.
Running behind: Two laps that are visibly different sizes is a pass.
Target · everyone reaches this
Both robots run their half and the second picks up roughly where the first ended.
Stretch · opt in, never assigned by grade
The handoff happens within one robot-length, with no human repositioning.
Walkthrough · Loop Relay
Say each step, wait, say the next. Do not do it for them.
Split the course in half and mark the handoff point with tape.
Each pair programs their own half using a loop.
Test each half separately, from its own start.
Run them back to back. Watch the handoff.
Adjust until the second robot starts where the first actually stops, not where you hoped it would.
Kick it off · pick one, not all three
Run a relay handoff across the room with a marker as the baton.
Ask what makes a relay handoff hard.
Put two robots at opposite ends of a course.
How we know it worked
Both halves run in sequence without repositioning by hand.
Core skill
Loops, integration, testing at boundaries
When it breaks · the two usual ones
Only one kit is available. Run this as one robot doing two programs in sequence instead.
Each half works alone but not together. The first robot is not stopping where they think. Measure it.
Pacing
Running fast: Add a third leg, or make the handoff trigger on a sensor.
Running behind: One robot, two programs run back to back.
Robotics Jr.Unit 2 · Machines That MoveRuns on the board
Levers and lifting. The second mechanism, and the one that makes the strongest visible claim about mechanical advantage.
Board card · write this up before they walk in
TODAY: Levers. Move the pivot, change the effort.
TRY THESE, IN ANY ORDER:
1. Build a beam on a pivot. Put a water bottle on one end.
2. Lift it with ONE finger.
3. Move the pivot closer to the bottle. Try again. Easier or harder?
YOU KNOW IT WORKED WHEN:
One finger lifts a full bottle off the table.
IF YOU FINISH EARLY:
Build a grabber. Or a catapult. Same idea, different job.
IF YOU GET STUCK: your beam is bending. Use a Technic beam.
AT THE CLOSE, WE SHOW: one finger, one bottle, lifted.
Target · everyone reaches this
One finger of pressure lifts the bottle off the table.
Stretch · opt in, never assigned by grade
The bottle lifts at least four inches off the table.
Why this works in one hour
It is the fastest possible demonstration that a machine multiplies effort, and every learner can feel the difference in their own finger when they move the pivot. No explanation needed.
Walkthrough · Lift It
Say each step, wait, say the next. Do not do it for them.
Find a long beam and a solid pivot point.
Rest the beam on the pivot. Put the bottle on the short end.
Push down on the long end with one finger.
Move the pivot closer to the bottle and try again.
Find the pivot position where it takes the least effort.
Kick it off · pick one, not all three
Try to lift something heavy with your bare hands, then do it with a broom handle.
Ask what a seesaw and a crowbar have in common.
Put a beam and a bottle on the table with nothing else.
How we know it worked
One finger lifts a full bottle.
Core skill
Levers, fulcrums, mechanical advantage
Materials · LEGO Technic beams, axles, bulk LEGO
When it breaks · the two usual ones
The beam snaps or bends. Use a Technic beam, not a stack of plates.
The pivot slides around. Build it into a base so it stays put.
Pacing
Running fast: Lift two bottles, or build a lever that lifts something onto a shelf.
Running behind: Lift something lighter. Proving the principle is the point.
Target · everyone reaches this
It picks up a brick and holds it while you lift.
Stretch · opt in, never assigned by grade
It picks up a brick from twelve inches away without you leaning in.
Walkthrough · The Grabber
Say each step, wait, say the next. Do not do it for them.
Build two long arms that cross at a pivot.
Add a pin or axle where they cross so they hinge.
Shape the ends into jaws that can grip.
Squeeze the handles. Do the jaws close?
Test on a brick, then on something rounder.
Kick it off · pick one, not all three
Pick something up with kitchen tongs in front of them.
Ask how you would get something out from under a shelf.
Show a photo of a robot arm gripper.
Core skill
Linkages, pivots, grip
Materials · LEGO Technic beams, pins, axles
When it breaks · the two usual ones
The arms flex instead of gripping. Reinforce along the length of each arm.
The jaws close past each other and miss. Add a stop so they meet flat.
Pacing
Running fast: Extend it to two feet, or make it pick up something round.
Running behind: A shorter grabber. Six inches counts.
Target · everyone reaches this
It launches an object at least three feet.
Stretch · opt in, never assigned by grade
It hits a target three feet away, twice out of three shots.
Walkthrough · The Catapult
Say each step, wait, say the next. Do not do it for them.
Build a solid, heavy base first. Everything depends on this.
Add a pivot high enough that the arm can swing freely.
Build the arm with a cup or basket at one end.
Add a stop so the arm cannot swing past vertical.
Pull back, release, measure. Then adjust the stop position.
Kick it off · pick one, not all three
Flick a paper ball across the room with a ruler on a pencil.
Ask what makes something go far versus high.
Show a photo of a trebuchet.
Core skill
Levers, energy transfer, aiming
Materials · LEGO Technic beams, pins, small soft projectiles
When it breaks · the two usual ones
The base skids backward on every launch. Weight it down or widen it.
It launches straight up. The stop is too vertical. Move it forward.
Pacing
Running fast: Add the accuracy target, or launch two objects in a row without rebuilding.
Running behind: Any launch that clears a foot is a pass. Distance can come next week.
06
Eyes
Arc IUnit 2 · Machines That Move
Huddle question · nobody answers it for them
Is it cheating to let the robot check its own work?
Where the guide stands
Team side to introduce the sensor, then across to Jr. Club jobs go live today on both sides.
Club jobs go live today. Assign Quartermaster, Timekeeper, Documentarian, and Bridge on each track before the huddle ends. Rotate them weekly from here on.
Robotics TeamArc IRuns on the board
The color sensor. The robot stops guessing and starts checking. This is the single biggest capability jump in Arc I.
Board card · write this up before they walk in
TODAY: The robot gets eyes. No more guessing.
TRY THESE, IN ANY ORDER:
1. Mount the color sensor facing down, a finger-width off the floor.
2. Read the number over floor. Read it over tape. Write both down.
3. Program: drive until the number crosses your threshold, then STOP.
YOU KNOW IT WORKED WHEN:
It stops at the line from a distance you never tested.
IF YOU FINISH EARLY:
Follow the line instead of stopping at it. Expect wobble.
IF YOU GET STUCK: re-read your numbers. The light in here changed.
AT THE CLOSE, WE SHOW: a stop from a brand new starting spot.
Target · everyone reaches this
It stops at the line from any starting distance.
Stretch · opt in, never assigned by grade
It stops at the line three times from three different starting distances, unchanged code.
Why this works in one hour
This is the moment the robot stops being a wind-up toy. It replaces every timing value in every previous session with something that actually works when the battery is low or the floor changes, and learners feel that difference immediately.
Walkthrough · Stop on the Line
Say each step, wait, say the next. Do not do it for them.
Mount the color sensor facing down, close to the floor but not touching.
Open the live sensor reading. Slide the robot over the floor and over the tape. Watch the numbers.
Write down the two numbers: floor, and tape.
Pick a threshold between them.
Program: drive forward until the reading crosses the threshold, then stop.
Kick it off · pick one, not all three
Walk toward a taped line with your eyes closed, counting steps, and overshoot it badly.
Ask how they know when to stop walking at a curb.
Put down black tape on light floor and set the robot back from it.
How we know it worked
It stops at the line from a starting distance it has never been given before.
Core skill
Sensors, thresholds, feedback loops
When it breaks · the two usual ones
The threshold works once, then the sun moves and it fails. Re-read the values in the actual light conditions.
The sensor is mounted too high and reads nothing. It should be about a finger-width off the floor.
Pacing
Running fast: Add the three-distances consistency test, or stop on a specific color only.
Running behind: Start the robot close to the line so the drive is short.
Target · everyone reaches this
It follows the line for at least three feet including one curve.
Stretch · opt in, never assigned by grade
It completes a full closed loop without losing the line.
Walkthrough · Follow the Line
Say each step, wait, say the next. Do not do it for them.
Get the stop-on-line behavior working first. Do not skip this.
Program: if you see dark, turn one way. If you see light, turn the other.
Run it. It will wobble. That is correct and expected.
Adjust the turn amount until the wobble is small enough to stay on the line.
Add a gentle curve to the tape and test again.
Kick it off · pick one, not all three
Walk along a line on the floor with your eyes almost closed, correcting constantly.
Ask how a train stays on the track versus how a car stays in a lane.
Tape a curved line down before they arrive.
How we know it worked
Three feet of line followed including a curve.
Core skill
Feedback control, if/else in practice
When it breaks · the two usual ones
The robot wobbles so hard it flies off. Reduce the turn amount, a lot.
It works on straights and fails on curves. The curve is too tight for the wheelbase. Widen the curve.
Pacing
Running fast: Close the loop into a full circuit, or add a second sensor.
Running behind: Straight line only, no curve.
Target · everyone reaches this
Three different colors produce three different behaviors.
Stretch · opt in, never assigned by grade
It reacts correctly to all three colors in a random order, five times running.
Walkthrough · The Color Sorter
Say each step, wait, say the next. Do not do it for them.
Get the live color reading on screen.
Put three colored cards under the sensor and note what each one reads.
Program: if red, do this. If blue, do that. If green, do the third thing.
Make the behaviors obviously different: sound, turn, light.
Shuffle the cards and test in random order.
Kick it off · pick one, not all three
Sort a handful of colored objects into piles in front of them, silently.
Ask what a recycling plant has to figure out.
Put three colored cards face down on the table.
How we know it worked
Correct behavior for all three colors in random order.
Core skill
Conditionals, sensor modes, discrete states
Materials · Colored cards or bricks
When it breaks · the two usual ones
Two colors read almost the same number. Pick more distinct colors, or use the color mode rather than reflected light.
It only ever does the first behavior. The conditions are checked in the wrong order or overlap.
Pacing
Running fast: Add a fourth color, or make it sort physical objects into piles.
Running behind: Two colors, two behaviors.
Robotics Jr.Unit 2 · Machines That MoveRuns on the board
Wheels and axles. Rolling, friction, and why some things go further than others.
Board card · write this up before they walk in
TODAY: Wheels. Build the car that rolls the FURTHEST.
TRY THESE, IN ANY ORDER:
1. Build a 4-wheel chassis. Flick every wheel - does it spin free?
2. One push. Measure. WRITE THE NUMBER DOWN.
3. Change ONE thing. Measure again. Better or worse?
YOU KNOW IT WORKED WHEN:
Your last run beats your first run, and you know why.
IF YOU FINISH EARLY:
Add a ramp. Or carry a full water bottle three feet.
IF YOU GET STUCK: something is rubbing. Find it.
AT THE CLOSE, WE SHOW: first number vs. best number.
Target · everyone reaches this
It rolls at least six feet from one push.
Stretch · opt in, never assigned by grade
It rolls in a straight line, staying within a two-foot-wide lane the whole way.
Why this works in one hour
The one-variable-at-a-time habit is the same one Robotics Team is building across the walkway with their drive tests. Same science, different materials, and it makes the close much richer.
Walkthrough · The Distance Run
Say each step, wait, say the next. Do not do it for them.
Build a simple chassis with four wheels on two axles.
Check that every wheel spins freely. Flick each one.
Push it and measure. Write the number down.
Change ONE thing: wheel size, weight, or axle friction. Measure again.
Keep the change if it went further. Undo it if it did not.
Kick it off · pick one, not all three
Roll a toy car across the floor and let it stop. Say nothing.
Ask what makes something roll further, heavier or lighter.
Put a tape measure on the floor before they arrive.
How we know it worked
A measured, recorded improvement between the first and last run.
Materials · LEGO wheels, axles, bulk LEGO, a board or thick book
When it breaks · the two usual ones
The car flips at the bottom of the ramp. Lower the center of mass and lengthen the wheelbase.
Everyone releases from a slightly different spot. Tape the start line.
Pacing
Running fast: Race head to head in a bracket, or raise the ramp angle.
Running behind: Getting down the ramp upright is a pass.
Target · everyone reaches this
It rolls at least three feet carrying a full water bottle.
Stretch · opt in, never assigned by grade
It carries two bottles and still rolls three feet.
Walkthrough · The Weight Carrier
Say each step, wait, say the next. Do not do it for them.
Build a wide, flat chassis with four wheels.
Reinforce the middle. This is where it will bend.
Load one bottle over the axles, not between them.
Push it. If the wheels bind, the chassis is flexing.
Add support underneath and try again.
Kick it off · pick one, not all three
Load a stack of books onto a skateboard and push it.
Ask where on a truck the heavy stuff sits.
Put a full water bottle next to a pile of bricks.
Core skill
Load distribution, structural reinforcement
Materials · LEGO wheels, axles, Technic beams, water bottles
When it breaks · the two usual ones
The chassis bows in the middle and the wheels tilt inward. Add a spine beam along the length.
The load sits between the axles and the whole thing folds. Load over the axles.
Pacing
Running fast: Add the second bottle, or carry the load up a ramp.
Running behind: One bottle, one foot. Then build up.
07
Decisions
Arc IUnit 2 · Machines That Move
Huddle question · nobody answers it for them
Who should decide when something is finished?
Where the guide stands
Floating. Both tracks are on their second week of a familiar mechanism, so this is the first session you can genuinely split your attention.
Robotics TeamArc IRuns on the board
Sensors plus decisions. The robot chooses between two behaviors based on what it sees. This is the last new concept before the showcase.
Board card · write this up before they walk in
TODAY: The robot makes a choice.
TRY THESE, IN ANY ORDER:
1. Tape a T. Put a colored card at the junction.
2. Drive to the junction and STOP. Then read the color.
3. IF color A, turn left. OTHERWISE turn right.
YOU KNOW IT WORKED WHEN:
Someone swaps the card without telling you and it still turns right.
IF YOU FINISH EARLY:
Add a third color and a third behavior.
IF YOU GET STUCK: is it reading while still moving? Stop first.
AT THE CLOSE, WE SHOW: a swapped card and a correct turn.
Target · everyone reaches this
It turns the correct way for at least one color.
Stretch · opt in, never assigned by grade
It turns correctly for both colors, three runs each, in random order.
Why this works in one hour
It is the smallest possible autonomous decision and it makes an abstract idea physical: the robot does something the programmer did not directly command, because it looked at the world first.
Walkthrough · The Fork
Say each step, wait, say the next. Do not do it for them.
Tape a T-shape on the floor with a colored card at the junction.
Get the robot driving reliably to the junction and stopping.
Read the color at the junction. Note the values for both cards.
Program: if it reads color A, turn left. Otherwise turn right.
Swap the card without telling the robot and run it again.
Kick it off · pick one, not all three
Stand at a doorway and ask the room which way you should go, then wait.
Ask how a robot could make a choice with no person there.
Tape a T on the floor and put two colored cards next to it.
How we know it worked
Correct turns with the cards swapped without warning.
Core skill
Conditionals, decision points, sensor timing
When it breaks · the two usual ones
It always turns the same way. The condition never evaluates true. Check the actual sensor values, not the assumed ones.
It reads the color while still moving and gets it wrong. Stop first, then read.
Pacing
Running fast: Add a third option, or make it choose based on distance instead of color.
Running behind: One color, one turn. Prove the condition fires.
Target · everyone reaches this
It reacts to both inputs, differently.
Stretch · opt in, never assigned by grade
It handles both correctly in a single unbroken run of at least thirty seconds.
Walkthrough · The Guard
Say each step, wait, say the next. Do not do it for them.
Get the patrol from Session 4 running again.
Add: if you see the line, turn around.
Test just that. It should bounce between two lines.
Add: if something blocks the front, stop and make a sound.
Test both together in one run.
Kick it off · pick one, not all three
Ask what a guard dog does differently for a stranger versus a squirrel.
Set up two lines and stand in the middle of them.
Show a robot vacuum clip, twenty seconds.
How we know it worked
Thirty seconds of correct behavior with both inputs triggered.
Core skill
Multiple conditions, priority, state
When it breaks · the two usual ones
The two conditions fight and it freezes. Order matters. Check the obstacle first, then the line.
It reacts once and then ignores everything. The checks are outside the loop. Move them in.
Pacing
Running fast: Add a third reaction, or make it remember how many times it bounced.
Running behind: One reaction instead of two.
Target · everyone reaches this
The build runs successfully three times in a row in front of another team.
Stretch · opt in, never assigned by grade
The Presenter can explain how it works without touching the robot.
Walkthrough · Showcase Prep Sprint
Say each step, wait, say the next. Do not do it for them.
As a team, pick which build from the arc you are proudest of.
Rebuild or restore it. Do not add new features.
Run it three times. Fix whatever fails.
The Presenter writes three sentences: what it does, how it works, what broke along the way.
Demo it to another team and take their questions.
Kick it off · pick one, not all three
Ask which build from the year so far they would show a stranger.
Put last week's photos up on a screen.
Ask what makes a demo fail in front of an audience.
How we know it worked
Three consecutive successful runs in front of witnesses.
Core skill
Reliability, explaining your own work
When it breaks · the two usual ones
They start a brand new build. The rule is restore, not create.
It works twice and fails on the third run, which is exactly what will happen next week. That third run is the point.
Pacing
Running fast: Rehearse the full demo including the explanation, timed.
Running behind: Two clean runs instead of three.
Robotics Jr.Unit 2 · Machines That MoveRuns on the board
Pulling power. Combining gears, levers, and wheels into something that does real work.
Board card · write this up before they walk in
TODAY: Real work. Drag the heaviest thing you can.
TRY THESE, IN ANY ORDER:
1. Build a chassis with a SOLID frame, not just flat plates.
2. Gear it DOWN. Slower turning = more pulling power.
3. Put weight over the drive wheels so they grip.
YOU KNOW IT WORKED WHEN:
A full water bottle moves a foot.
IF YOU FINISH EARLY:
Two bottles. Or challenge another build head-to-head.
IF YOU GET STUCK: wheels spinning? Add weight on top of them.
AT THE CLOSE, WE SHOW: the heaviest thing that moved.
Target · everyone reaches this
It drags a full water bottle at least a foot.
Stretch · opt in, never assigned by grade
It drags two bottles, or beats every other build in the room.
Why this works in one hour
It is the first Jr build that requires two mechanisms working together, which is exactly the step up needed before the showcase, and the head-to-head format makes the engineering argument without the guide saying anything.
Walkthrough · The Pull-Off
Say each step, wait, say the next. Do not do it for them.
Build a chassis with a solid frame, not just plates.
Add a gear reduction between the handle or motor and the wheels.
Add weight over the drive wheels so they grip instead of spin.
Attach the load with a hitch at the back, low down.
Pull and measure. Adjust the gearing.
Kick it off · pick one, not all three
Try to pull something heavy with a rope, then with a pulley.
Ask why a tractor has huge back wheels.
Set a full water bottle at the end of a length of string.
How we know it worked
A full bottle moves a foot, pulled by the build.
Core skill
Traction, gear reduction, combining mechanisms
Materials · LEGO Technic gears, wheels, axles, water bottles
When it breaks · the two usual ones
The drive wheels spin without moving. Add weight directly over them.
The hitch is mounted high and lifts the front. Mount it low.
Pacing
Running fast: Head-to-head tug of war bracket, or add a second bottle.
Running behind: Anything heavier than a marker is a real result.
Target · everyone reaches this
It lifts a load at least three inches and holds it.
Stretch · opt in, never assigned by grade
It lifts and lowers under control, twice, without anything falling.
Walkthrough · The Lift Machine
Say each step, wait, say the next. Do not do it for them.
Build a solid tower or frame. Make it heavier than you think it needs to be.
Add a beam or arm that pivots at the top.
Add a gear or lever handle to raise it.
Attach the load to the arm.
Lift, hold, then lower it slowly. Nothing should fall.
Kick it off · pick one, not all three
Show a photo of a crane on a construction site.
Lift a bag with your arm, then over a door handle.
Ask what stops a crane from tipping over.
Core skill
Counterweight, holding force, frames
Materials · LEGO Technic beams, gears, axles
When it breaks · the two usual ones
The whole thing tips forward when loaded. Widen and weight the base opposite the arm.
It lifts but cannot hold. Add a gear that resists back-driving, or a simple latch.
Pacing
Running fast: Add controlled lowering, or lift twice the weight.
Running behind: Any lift that holds counts.
Target · everyone reaches this
The machine works three times in a row in front of someone else.
Stretch · opt in, never assigned by grade
You can explain what part does the work and why.
Walkthrough · Showcase Prep
Say each step, wait, say the next. Do not do it for them.
Pick the machine you were proudest of from Sessions 4 to 7.
Rebuild it. Do not start something new.
Make it work three times in a row.
Reinforce whatever broke.
Practice saying what it does in one sentence.
Kick it off · pick one, not all three
Ask which machine they would show a parent.
Put photos of the last four sessions up.
Ask what makes a machine impressive to watch.
How we know it worked
Three consecutive working demos.
Core skill
Reliability, reconstruction, explaining your work
Materials · Bulk LEGO, Technic elements
When it breaks · the two usual ones
They rebuild it bigger and it stops working. Restore first, improve second.
It only works when they hold it. Whatever they are holding needs to be built in.
Pacing
Running fast: Add one improvement, then re-test three times.
Running behind: Two clean runs is a pass.
08
Show It
Joint sessionArc IUnit 2 · Machines That Move
Huddle question · nobody answers it for them
Is the best builder in the room the one with the best build?
Where the guide stands
Front of the room, but silent during the demos. The Presenters run this. You do not narrate anyone else's work.
Joint session. Both tracks are in one group for the full hour. There is no walkway split today and no board card, because nobody is working unsupervised.
Robotics TeamArc IRuns on the board
Mini showcase. Both tracks present to each other. First joint session since Day 0 and the first real test of the close.
Target · everyone reaches this
Every team demos and every team takes at least one question.
Stretch · opt in, never assigned by grade
The demo runs three times without intervention and the Presenter answers a question they did not expect.
Why this works in one hour
The Presenter role has existed since Session 1 but this is the first time it does real work. Handing the microphone over at Session 8 rather than Session 20 is what makes the later handoff believable.
Walkthrough · The Demo Round
Say each step, wait, say the next. Do not do it for them.
Set the room up as one group, both tracks facing a demo area.
Each team gets four minutes: one to explain, three to run it.
Presenter talks. Everyone else on the team stays hands-off unless something breaks.
After each demo, two questions from the room. Not from the guide.
No applause coaching, no adult praise. Just the next team.
Kick it off · pick one, not all three
Set up the demo area before anyone arrives so it is obviously the focus of the room.
Ask what makes a demo good versus a build good.
Run your own thirty-second demo of something and let it half-fail.
How we know it worked
Every Presenter spoke and no adult explained anyone else's build.
Core skill
Public demonstration, fielding questions
When it breaks · the two usual ones
The guide fills silences by explaining the build. Do not. The silence is where learners start talking.
A demo fails and the team is embarrassed. Ask the room what they would try next. Turn it into the most useful four minutes of the day.
Pacing
Running fast: Add a question round where each track has to ask the other track something.
Running behind: Two runs instead of three, and one question instead of two.
Target · everyone reaches this
A team completes at least four of the six stations.
Stretch · opt in, never assigned by grade
A team completes all six with no rebuilding between stations.
Walkthrough · The Gauntlet
Say each step, wait, say the next. Do not do it for them.
Set up six stations, one per Arc I skill: drive, park, square, loop, line stop, color choice.
Teams rotate every five minutes with their own robot.
Each station is pass or not-yet, judged by the team at that station.
Track results on a board where everyone can see.
Debrief at the end: which station broke the most robots, and why?
Kick it off · pick one, not all three
Set up all six stations before they arrive and let them see it as they walk in.
Ask what a robot that can do six things has that a robot that can do one thing does not.
Put the station cards face down and turn them over one at a time.
How we know it worked
Four or more stations passed by every team.
Core skill
Integration, recall under time pressure
When it breaks · the two usual ones
One robot cannot physically do all six without rebuilding. Allow rebuilds and track them as a cost.
Stations run at different speeds and it jams. Timekeeper calls the rotation, hard.
Pacing
Running fast: No rebuilding allowed between stations.
Running behind: Four stations instead of six.
Target · everyone reaches this
Both tracks deliver a working five-minute lesson and the other side tries it.
Stretch · opt in, never assigned by grade
A learner from the other track can do the thing unaided afterwards.
Walkthrough · Teach the Other Side
Say each step, wait, say the next. Do not do it for them.
Each track picks ONE thing worth teaching. Just one.
Ten minutes to prepare: what do you show, what do they try, how do you know they got it?
Team teaches first. Five minutes, hands-on for the Jr learners.
Jr teaches second. Same rules.
Close by asking each side what surprised them about the other side's work.
Kick it off · pick one, not all three
Ask which side of the room has the harder job. Take answers from both sides.
Ask what the other track has been doing all year. See how much they actually know.
Say nothing and let the two groups look at each other's tables for two minutes.
How we know it worked
Someone from the opposite track successfully does the thing.
Core skill
Peer teaching, cross-track respect
When it breaks · the two usual ones
One track condescends to the other. Name it once, directly, and move on. It usually does not happen twice.
Teams try to teach everything. One thing. Enforce it during prep.
Pacing
Running fast: Swap again: each side now teaches what they just learned to a third person.
Running behind: Demo instead of teach. Show it, do not hand it over.
Robotics Jr.Unit 2 · Machines That MoveRuns on the board
Same showcase, from the Jr side. Machines get demoed alongside robots, in the same room, with the same four minutes.
Target · everyone reaches this
Every builder demos and says in one sentence what their machine does.
Stretch · opt in, never assigned by grade
The machine works three times in a row and the builder explains which part does the work.
Walkthrough · The Machine Demo
Say each step, wait, say the next. Do not do it for them.
Line up the machines on a demo table before the huddle.
Each builder gets three minutes: say what it does, then run it three times.
No adult narration. If it breaks, the builder says what they think happened.
Two questions from the room after each one.
At the end, everyone walks the table one more time.
Kick it off · pick one, not all three
Set up the demo table before anyone arrives.
Ask what they would want someone to ask about their machine.
Run one of your own and let it fail once on purpose.
How we know it worked
Every builder spoke about their own machine.
Core skill
Public demonstration, ownership of your own work
Materials · All Unit 1 and 2 builds
When it breaks · the two usual ones
A builder freezes and cannot talk. Ask them one question instead: what part took longest?
The guide explains the build to be helpful. Do not. Wait.
Pacing
Running fast: Add the "which part does the work" explanation requirement.
Running behind: One run instead of three, and skip the questions.
Target · everyone reaches this
A builder completes at least three of the five stations.
Stretch · opt in, never assigned by grade
A builder completes all five.
Walkthrough · The Machine Gauntlet
Say each step, wait, say the next. Do not do it for them.
Set up five stations: gears, lever lift, distance roll, weight carry, pull-off.
Builders rotate every five minutes.
Each station has a simple pass mark posted on a card.
Track passes on a board where everyone can see.
Debrief: which station was hardest and why?
Kick it off · pick one, not all three
Set up all five stations visibly before they arrive.
Ask which mechanism from the unit was the most useful.
Turn over the station cards one at a time.
Core skill
Recall, integration, working to a spec
Materials · Bulk LEGO, Technic elements, water bottles, tape measure
When it breaks · the two usual ones
Builders have to rebuild for every station and run out of time. Pre-build a demo rig for two of them.
One station backs up. Timekeeper calls rotation, hard.
Pacing
Running fast: All five stations, no rebuilding between.
Running behind: Three stations.
Target · everyone reaches this
Every builder has at least one build on the table with a written card.
Stretch · opt in, never assigned by grade
The card says what it does, what broke, and what they would change.
Walkthrough · The Museum
Say each step, wait, say the next. Do not do it for them.
Every builder sets out one build with an index card beside it.
Card says three things: what it is, what broke, what I would change.
Ten minutes of silent walking. No talking, just looking and reading.
Then ten minutes where builders stand by their build and take questions.
Team side walks it too. This is a joint session.
Kick it off · pick one, not all three
Set the tables up like a museum before they arrive, with blank cards already out.
Ask what a museum label tells you that the object does not.
Put one of your own builds out with a card already filled in.
Core skill
Reflection, written articulation, curation
Materials · All builds so far, index cards
When it breaks · the two usual ones
Cards say "it is a car" and nothing else. Push on the second and third lines: what broke?
The silent walk turns into chatting. Say the silence is the point and reset it once.
Pacing
Running fast: Add a vote for the build that most obviously improved across the arc.
Running behind: Skip the cards, just do the walk.
Arc II
Builders
Sessions 9 to 17
Depth, roles, and the first real handoff. The guide crosses the walkway here: Jr gets circuits, motors, and mBots, which all need a live demo, so Team runs from the board card.
Robotics Team
Conditionals, variables, formal roles, functions, autonomous missions, and AI classification.
Robotics Jr.
Unit 3 Robots That Draw, then Unit 4 mBot Missions. Two brand new platforms, both introduced hands-on.
09
Welcome, Builders
Entry pointArc IIUnit 3 · Robots That Draw
Huddle question · nobody answers it for them
What does this club owe a person who just walked in?
Where the guide stands
Jr side, most of the hour. Unit 3 opens with circuits and needs a live demo. Team is onboarding new members using veterans, not you.
Entry Point B. New learners join today and existing learners may switch tracks. On Robotics Team, new members apprentice to a veteran for Sessions 9 and 10 and earn a full role at Session 11. On Robotics Jr., Unit 3 starts fresh so nobody is behind.
Robotics TeamArc IIRuns on the board
Entry point. New members apprentice to existing teams while the arc opens with conditionals: if this, then that.
Board card · write this up before they walk in
TODAY: The robot picks between two things. Veterans teach.
VETERANS: your new teammate has the mouse and the robot.
You have the words. Do NOT take over.
TRY THESE, IN ANY ORDER:
1. New member: connect, drive forward, stop. On your own.
2. As a team: IF the sensor sees the line, stop. OTHERWISE keep going.
3. New member presses the button on the first full run.
YOU KNOW IT WORKED WHEN:
Both branches fire in one run, without restarting.
IF YOU GET STUCK: print the sensor value on screen and LOOK at it.
AT THE CLOSE, WE SHOW: the new member driving.
Target · everyone reaches this
Every new member has driven the robot once, and the team has one working if/else.
Stretch · opt in, never assigned by grade
The new member writes the else branch themselves.
Why this works in one hour
The onboarding load lands on the veterans, not the guide, which is exactly where it needs to be for the rest of the year to work. It also gives every veteran a low-stakes first rehearsal of the teaching they will do formally in Session 20.
Walkthrough · Apprentice and Branch
Say each step, wait, say the next. Do not do it for them.
Pair every new member with a veteran. The veteran talks, the new member has the mouse and the robot.
Veteran walks them through: connect, drive forward, stop. Ten minutes, hands entirely off.
Now the whole team adds: if the sensor sees the line, stop. Otherwise keep going.
Run it. The new member presses the button.
Veteran explains what just happened, in their own words, not the guide's.
Kick it off · pick one, not all three
Introduce new members by name and then say nothing else about them all session.
Ask the veterans what they wish someone had told them in Session 1.
Put the kit in the new member's hands, not the veteran's.
How we know it worked
A new member drove the robot with a veteran's voice, not a veteran's hands.
Core skill
Peer teaching, conditionals, onboarding
When it breaks · the two usual ones
The veteran takes over the mouse. Say once: their hands, your words. Then leave.
New members get parked on a side task while the team does the real work. Assign them the button press and the first drive, publicly.
Pacing
Running fast: New member writes the else branch alone while the veteran watches silently.
Running behind: Skip the if/else. Getting a new member driving is enough for one session.
Target · everyone reaches this
Two clearly different behaviors from one condition.
Stretch · opt in, never assigned by grade
The behaviors run correctly in random order five times without a reset.
Walkthrough · Two Paths
Say each step, wait, say the next. Do not do it for them.
Decide the two behaviors first, on paper, before touching code.
Get the sensor reading live on screen.
Write the if branch. Test only that.
Write the else branch. Test only that.
Now test both, alternating, without restarting the program.
Kick it off · pick one, not all three
Flip a coin and do one of two things depending on the result.
Ask what the difference is between a program and a list of instructions.
Show two identical robots doing different things and ask why.
How we know it worked
Both branches fire in one continuous run.
Core skill
Conditionals, branching logic
When it breaks · the two usual ones
Both branches do nearly the same thing so nothing is visibly learned. Force them to be obviously different.
The else never fires. The condition is always true. Print the sensor value and look.
Pacing
Running fast: Add a third branch, or nest a condition inside a branch.
Running behind: One branch plus a default. Prove the condition fires.
Target · everyone reaches this
It ends in the correct bin for at least one input.
Stretch · opt in, never assigned by grade
It sorts correctly for three different inputs, in random order.
Walkthrough · The Sorting Run
Say each step, wait, say the next. Do not do it for them.
Tape three lanes ending in three marked zones.
Put a colored card at the decision point.
Get the robot reliably reaching and stopping at the decision point.
Program: read the card, then drive into the matching lane.
Shuffle cards and run it blind five times.
Kick it off · pick one, not all three
Sort a handful of objects into three piles without saying what the rule is.
Ask how a package knows which truck it goes on.
Tape the three lanes down before they arrive.
How we know it worked
Five blind runs with correct sorting.
Core skill
Conditionals, multi-way branching, systems thinking
Materials · Floor tape, colored cards
When it breaks · the two usual ones
It reads the card while moving and gets it wrong. Stop, then read, then decide.
Two of the three colors read too similarly. Pick more distinct cards.
Pacing
Running fast: Add a fourth lane, or have it sort a physical object into the bin.
Running behind: Two lanes instead of three.
Robotics Jr.Unit 3 · Robots That DrawGuide is here
Brand new unit, brand new materials, and the easiest possible place to walk in cold. Circuits: a motor, a battery, and what happens when you connect them.
Target · everyone reaches this
The motor spins when connected to the battery.
Stretch · opt in, never assigned by grade
You can reverse the direction on purpose and explain how.
Why this works in one hour
It is a thirty second result with a genuinely surprising second half. Reversing direction by swapping two wires is the first time most learners see that electricity has a direction, and it costs nothing to demonstrate.
Walkthrough · Meet the Motor
Say each step, wait, say the next. Do not do it for them.
Hold the motor and the battery pack. Do not connect anything yet.
Touch one wire to one terminal, the other wire to the other. Watch it spin.
Note which wire went where.
Swap the two wires. Watch what happens.
Tape a small flag to the shaft so the direction is obvious.
Kick it off · pick one, not all three
Connect a motor in front of them and let it buzz across the table.
Ask what is inside a toy that moves.
Put a motor, a battery pack, and two wires on the table separately.
How we know it worked
Motor spins, and reverses on purpose.
Core skill
Circuits, polarity, motors
Materials · Hobby motors, AA battery packs, wire, tape
When it breaks · the two usual ones
Nothing happens. Battery is dead or a wire is loose. Check the battery first, always.
The motor spins so fast it flies off the table. Hold it, or tape it down before connecting.
Pacing
Running fast: Add a switch, or run two motors from one battery.
Running behind: Just get it spinning. Direction can wait.
Target · everyone reaches this
The motor runs only when the switch is closed.
Stretch · opt in, never assigned by grade
The switch is built from cardboard and foil and works ten times in a row.
Walkthrough · The Buzz Test
Say each step, wait, say the next. Do not do it for them.
Get the motor spinning on a direct connection first.
Cut the circuit: now one wire is in two pieces.
Tape foil to two pieces of cardboard so they can touch.
Connect each loose wire end to one foil pad.
Press the pads together. The motor should run.
Kick it off · pick one, not all three
Flip the light switch in the room on and off without comment.
Ask what a switch actually does.
Show a circuit with a gap in it and ask why nothing happens.
The foil contact is unreliable and it works intermittently. More foil, firmer contact.
The wire connections keep pulling loose. Tape every joint down before testing.
Pacing
Running fast: Make a switch that stays on, or one that needs two people to press.
Running behind: Use a paperclip touching two screws instead of building a foil pad.
Target · everyone reaches this
The motor moves something across the table.
Stretch · opt in, never assigned by grade
You have tested three different loads and can rank them.
Walkthrough · Motor Power
Say each step, wait, say the next. Do not do it for them.
Get the motor running and mounted to something solid.
Tape a small wheel or a spool to the shaft.
Tie a string to the spool and to a small object.
Run it. Does the object move?
Try three different objects and write down which moved and which did not.
Kick it off · pick one, not all three
Wind a string onto a pencil and pull something with it.
Ask how strong they think one small motor is.
Line up three objects of obviously different weights.
Core skill
Torque, load testing, comparison
Materials · Motors, battery packs, string, spools, assorted small objects
When it breaks · the two usual ones
The motor spins but the string does not wind. The spool is slipping on the shaft. Tape it tighter.
The whole motor drags across the table instead of pulling. Anchor the motor down.
Pacing
Running fast: Add a gear reduction and re-test the same three objects.
Running behind: One object. Moving anything is a pass.
10
Make It Draw
Arc IIUnit 3 · Robots That Draw
Huddle question · nobody answers it for them
Is a machine that makes something ugly still a good machine?
Where the guide stands
Jr side. This is the build everyone remembers, and it needs you. Team is on a familiar concept with a written card.
Robotics TeamArc IIRuns on the board
Conditionals applied to a real course. Team is running from the board today while the guide launches scribble bots.
Board card · write this up before they walk in
TODAY: Three decisions, one course. Guide is on the Jr side.
TRY THESE, IN ORDER. Do not skip.
1. Tape a course with THREE junctions, colored card at each.
2. Program to junction 1 ONLY. Test it. Then add the decision.
3. Repeat for junction 2. Then junction 3. One at a time.
YOU KNOW IT WORKED WHEN:
Two full runs, all three decisions correct.
IF YOU FINISH EARLY:
Shuffle all three cards before every run.
IF YOU GET STUCK:
Test each junction from ITS OWN start, not from the beginning.
Then: who in this room has solved this?
AT THE CLOSE, WE SHOW: one full run, cards shuffled.
This is the first session Robotics Team runs largely without the guide. Everything on this card is a consolidation of Sessions 6, 7, and 9. Nothing here is new.
Target · everyone reaches this
The robot handles at least two of the three decision points correctly.
Stretch · opt in, never assigned by grade
It completes the full course with all three decisions correct, twice.
Why this works in one hour
It is deliberately a consolidation session, not a new-concept session, because the guide is across the room. Everything on this card is something the team has already done once, just chained together.
Walkthrough · The Decision Course
Say each step, wait, say the next. Do not do it for them.
Tape a course with three junctions. Mark each with a different colored card.
Program to the first junction only. Test it.
Add the decision at that junction. Test it.
Repeat for junctions two and three, one at a time.
Only run the full course once each junction works alone.
Kick it off · pick one, not all three
Tape the course before they arrive with all three cards face down.
Ask how many decisions a self-driving car makes in a block.
Show a flowchart with three branches, no explanation.
How we know it worked
Two full runs with all three decisions correct.
Core skill
Sequential decisions, incremental debugging
When it breaks · the two usual ones
They program the whole course at once and cannot debug it. One junction at a time. The board card says this.
Junction three inherits an error from junction one. Test each junction from its own start position.
Pacing
Running fast: Randomize all three cards before every run.
Running behind: Two junctions instead of three.
Target · everyone reaches this
It gets through a two-turn maze.
Stretch · opt in, never assigned by grade
It gets through a maze it has not seen before.
Walkthrough · The Maze
Say each step, wait, say the next. Do not do it for them.
Build a small maze from books or boxes with two turns.
Program the rule: if there is space ahead, go. Otherwise turn.
Test it in the maze you built.
Change the maze without changing the code.
Run it again and see if the rule still works.
Kick it off · pick one, not all three
Walk a maze made of chairs with one hand on the wall the whole time.
Ask if there is a rule that solves every maze.
Build a two-turn maze and put the robot at the entrance.
How we know it worked
It solves a maze it was not programmed against.
Core skill
General rules vs specific solutions
Materials · Books or boxes for maze walls
When it breaks · the two usual ones
It works in this maze because of timing, not the rule. Change the maze. If it fails, it was never a rule.
It gets stuck in a corner loop. Add a back-up step before the turn.
Pacing
Running fast: Test it in a maze another team built without seeing it first.
Running behind: One turn instead of two.
Target · everyone reaches this
It detects a condition and signals a result clearly.
Stretch · opt in, never assigned by grade
It judges three trials correctly, including one it should fail.
Walkthrough · Robot Referee
Say each step, wait, say the next. Do not do it for them.
Decide what it judges: did the object cross the line, is the color correct, did it arrive in time.
Get the sensor reading that detects it.
Program: if the condition is met, green light and a sound. Otherwise red and a different sound.
Test with a case that should pass.
Test with a case that should fail. This is the important one.
Kick it off · pick one, not all three
Judge something in the room out loud, then ask how a machine would do it.
Ask what makes a referee fair.
Set up a finish line with the sensor next to it.
How we know it worked
It correctly fails something that should fail.
Core skill
Conditionals, testing the negative case
When it breaks · the two usual ones
It only ever passes. They never tested the fail case. Make the fail test mandatory.
The signal is too subtle to see. Sound plus light plus movement.
Pacing
Running fast: Make it judge two conditions at once, or keep a running count.
Running behind: Pass case only.
Robotics Jr.Unit 3 · Robots That DrawGuide is here
The scribble bot. A cup, a motor, an offset weight, and three markers. It is the single most memorable build in the Jr year.
Target · everyone reaches this
It stands on its markers and moves on its own, leaving a mark.
Stretch · opt in, never assigned by grade
You changed the offset weight and the drawing visibly changed.
Why this works in one hour
It is the highest joy-per-dollar build in the entire curriculum. It works in fifteen minutes, it produces an artifact worth keeping, and the variable that changes the output is one blob of putty a learner can move with their thumb.
Walkthrough · Build a Scribble Bot
Say each step, wait, say the next. Do not do it for them.
Tape three markers to the outside of a cup, tips down, evenly spaced. It should stand.
Tape the battery pack to the side of the cup.
Tape the motor to the top of the cup, shaft pointing out sideways.
Stick a blob of putty or a small offset weight onto the motor shaft, off center.
Put it on paper, take the caps off, and connect the battery.
Kick it off · pick one, not all three
Have one running on butcher paper when they walk in. Say nothing at all.
Ask what makes a washing machine walk across the floor.
It vibrates but does not move. The weight is not offset enough. Bigger blob, further from center.
It falls over. Markers are not evenly spaced, or the motor is mounted too high. Lower the motor.
Pacing
Running fast: Change the offset weight and compare drawings side by side. Or add a fourth leg.
Running behind: Two markers and a taped-down cup, just to see the vibration work.
Target · everyone reaches this
It stays on one sheet of paper for thirty seconds.
Stretch · opt in, never assigned by grade
It draws a roughly circular pattern rather than a random scribble.
Walkthrough · The Bot Ballet
Say each step, wait, say the next. Do not do it for them.
Build a standard scribble bot first.
Run it and watch where it wanders.
Move the offset weight closer to the center. Run again.
Adjust the marker spacing so the base is wider.
Keep adjusting until it stays on one sheet.
Kick it off · pick one, not all three
Run a bot that wanders straight off the table.
Ask what would make it turn instead of travel.
Show two drawings, one wandering and one circular.
Core skill
Controlled variables, tuning
Materials · Cups, motors, battery packs, markers, tape, putty, paper
When it breaks · the two usual ones
It stops moving entirely when the weight is centered. Back off slightly, do not center it fully.
It still wanders. The legs are uneven. Check all three marker tips touch at once.
Pacing
Running fast: Get it to draw a consistent circle three runs in a row.
Running behind: Just get it to stay on the table.
Target · everyone reaches this
Both bots run on one sheet for thirty seconds without falling over.
Stretch · opt in, never assigned by grade
The two bots use different colors and you can tell which one drew what.
Walkthrough · Two Bots, One Page
Say each step, wait, say the next. Do not do it for them.
Build two bots, ideally with different offset weights.
Give each one a different marker color.
Tape a large sheet down so it cannot slide.
Start both at the same time from opposite corners.
Let it run thirty seconds, then look at what the collision did to the drawing.
Kick it off · pick one, not all three
Run two bots into each other on a sheet and let it happen.
Ask what happens when two machines share a workspace.
Put two finished bots on one sheet without starting them.
Core skill
Interaction, emergent results
Materials · Cups, motors, battery packs, markers, tape, putty, large paper
When it breaks · the two usual ones
They knock each other over immediately. Start them further apart and lower the motors.
One bot dominates and the other never moves. Check its battery first.
Pacing
Running fast: Three bots, or give each bot a zone it is supposed to stay in.
Running behind: One bot per sheet, side by side.
11
Keep Score
Arc IIUnit 3 · Robots That Draw
Huddle question · nobody answers it for them
When is it time to stop improving something?
Where the guide stands
Jr side again. Team is on variables, which is abstract, so check in twice: once at minute 15 and once at minute 30.
Apprentices become full members today. Anyone who joined at Session 9 takes a full role on Robotics Team from this session on.
Robotics TeamArc IIRuns on the board
Variables. The robot remembers something and uses it later. Also the session apprentices become full team members.
Board card · write this up before they walk in
TODAY: The robot remembers a number. Guide is on the Jr side.
TRY THESE, IN ANY ORDER:
1. Make a variable. Set it to ZERO before the loop starts.
2. Detect something. Add 1 to the variable each time.
3. Show the variable on the hub screen and WATCH it change.
YOU KNOW IT WORKED WHEN:
The robot's count matches your count of the same run.
IF YOU FINISH EARLY:
Track the BEST of five runs, not just the total.
IF YOU GET STUCK:
Counting 5 when it should count 1? Add a wait after each detection.
Variable keeps resetting? You set it INSIDE the loop. Move it out.
AT THE CLOSE, WE SHOW: the robot's number and a human's number.
Target · everyone reaches this
It counts at least three events and announces the number.
Stretch · opt in, never assigned by grade
The count is correct across a run with events happening at unpredictable times.
Why this works in one hour
Counting is the most concrete possible use of a variable, and the double-counting bug that every team hits is a genuinely great teaching moment: the robot is not wrong, it is doing exactly what it was told, sixty times a second.
Walkthrough · The Counter
Say each step, wait, say the next. Do not do it for them.
Make a variable and set it to zero at the start.
Get the sensor detecting the thing you want to count.
Inside the loop: when detected, add one to the variable.
Display the variable on the hub screen so you can watch it change.
Run it and count out loud yourself. Do the numbers match?
Kick it off · pick one, not all three
Count something out loud in the room and lose track deliberately.
Ask how a machine would keep track when a person could not.
Put a tally chart on the board with no explanation.
How we know it worked
The robot's count matches a human count of the same run.
Core skill
Variables, state, debouncing
When it breaks · the two usual ones
It counts one event as five because the sensor fires repeatedly. Add a wait after each detection.
The variable resets every loop. Set it before the loop, not inside it.
Pacing
Running fast: Count two different things with two variables, or subtract on a second condition.
Running behind: Count button presses instead of sensor events.
Target · everyone reaches this
It stores a result and compares the next one against it.
Stretch · opt in, never assigned by grade
It correctly reports the best of five runs without being reset.
Walkthrough · Best Run
Say each step, wait, say the next. Do not do it for them.
Decide what you are measuring: time, distance, or count.
Make a variable called best and set it to zero.
After each run, compare the new result to best.
If the new one is better, replace best.
Display best on the screen and run five attempts.
Kick it off · pick one, not all three
Write a high score on the board and beat it in front of them.
Ask how an arcade machine remembers the high score.
Run something twice and ask which was better without writing anything down.
How we know it worked
It correctly names the best of five runs.
Core skill
Variables, comparison, persistence
When it breaks · the two usual ones
Best gets overwritten every time regardless. The comparison is backwards.
Best resets between runs. It has to live outside the run loop.
Pacing
Running fast: Track best and worst, or track the average.
Running behind: Track just the most recent result instead of the best.
Target · everyone reaches this
It stops on its own when the resource hits zero.
Stretch · opt in, never assigned by grade
The resource depletes at different rates for different actions.
Walkthrough · The Fuel Gauge
Say each step, wait, say the next. Do not do it for them.
Make a variable called fuel and set it to 10.
Every time the robot completes an action, subtract one.
Display fuel on the screen.
Wrap everything in: while fuel is greater than zero, keep going.
Run it and watch it stop by itself.
Kick it off · pick one, not all three
Ask what happens to a robot vacuum when the battery runs out.
Count down from five out loud and then stop moving.
Show a game health bar.
How we know it worked
It stops itself, unprompted, at zero.
Core skill
Variables, loop conditions, resource state
When it breaks · the two usual ones
It never stops because the loop condition is checked in the wrong place.
Fuel goes negative. The check happens after the subtraction. Reorder.
Pacing
Running fast: Different actions cost different amounts, or add a recharge condition.
Running behind: Count down from three instead of ten.
Robotics Jr.Unit 3 · Robots That DrawGuide is here
Tuning the scribble bot into something controllable, and turning the output into work worth keeping.
Board card · write this up before they walk in
TODAY: Tune your bot. Make it draw on purpose.
TRY THESE, IN ORDER:
1. Run 30 seconds on a fresh sheet. Label it BEFORE.
2. Change exactly ONE thing. Weight, markers, or cup.
3. Run 30 seconds on a new sheet. Label it AFTER.
YOU KNOW IT WORKED WHEN:
The two sheets look different AND you can say why.
IF YOU FINISH EARLY:
Make a third drawing that looks like the first one again.
IF YOU GET STUCK: markers dried out? Cap them between runs.
AT THE CLOSE, WE SHOW: before and after, side by side.
Target · everyone reaches this
You produce a drawing and can say what you changed to get it.
Stretch · opt in, never assigned by grade
Two drawings from the same bot that look clearly different, and you can explain why.
Why this works in one hour
It converts a novelty build into a genuine experiment without losing any of the fun, and it produces something the learner will actually take home, which does more recruiting for the club than anything the guide can say.
Walkthrough · The Art Gallery
Say each step, wait, say the next. Do not do it for them.
Run your bot for thirty seconds on a fresh sheet. Keep it. Label it "before."
Change exactly ONE thing: weight position, marker length, or cup size.
Run thirty seconds on a new sheet. Label it "after."
Put both sheets side by side. What changed?
Pick your favorite and put your name on it.
Kick it off · pick one, not all three
Hang two obviously different bot drawings on the wall before they arrive.
Ask whether the bot or the builder made the drawing.
Show a Jackson Pollock, no commentary, no name.
How we know it worked
Two labeled drawings and a one-sentence explanation of the difference.
Core skill
Controlled variables, iteration, artifact quality
Materials · Scribble bots, markers, paper
When it breaks · the two usual ones
They change three things and cannot explain the difference. One change, labeled sheets. The board card says this.
Markers dry out mid-run. Cap them between runs and have spares.
Pacing
Running fast: Make a third drawing that deliberately looks like the first one again.
Running behind: One drawing, no comparison. Making a mark is enough.
Target · everyone reaches this
Every bot contributes to the shared drawing without being knocked over.
Stretch · opt in, never assigned by grade
The group can point to which region each bot drew.
Walkthrough · The Big Canvas
Say each step, wait, say the next. Do not do it for them.
Tape a very large sheet of butcher paper across the floor or two tables.
Each builder picks a starting zone and a color.
Agree as a group on a start signal and a stop signal.
Run everything at once for sixty seconds.
Stop, step back, and look at it before anyone touches anything.
Kick it off · pick one, not all three
Roll out the paper before they arrive and say nothing about it.
Ask what happens when eight machines share one page.
Show a mural photo.
Core skill
Collaboration, shared artifacts, emergence
Materials · Scribble bots, large butcher paper, markers, tape
When it breaks · the two usual ones
Bots collide constantly at the center. Assign starting zones around the edges.
One bot dies mid-run and nobody notices. Documentarian tracks which bots ran.
Pacing
Running fast: Do a second pass with different colors and compare the layers.
Running behind: Half the group at a time on a smaller sheet.
Target · everyone reaches this
It stays inside a two-foot circle for thirty seconds.
Stretch · opt in, never assigned by grade
It stays inside a one-foot circle for a full minute.
Walkthrough · Draw a Target
Say each step, wait, say the next. Do not do it for them.
Draw a large circle on your sheet before you start.
Run the bot and watch where it escapes.
Adjust the offset weight toward center to reduce travel.
Widen the marker base to make it more stable.
Retest and time it.
Kick it off · pick one, not all three
Run a bot straight off the edge of a sheet.
Ask what would keep it in one place.
Draw a circle on a sheet and set a bot in the middle of it.
Core skill
Tuning, constraint satisfaction
Materials · Scribble bots, markers, paper
When it breaks · the two usual ones
Centering the weight stops it moving at all. Back off in small increments.
It stays put but stops drawing. One marker lifted. Check all three touch.
Pacing
Running fast: Shrink the circle to one foot, or hold it for two minutes.
Running behind: Any circle it stays in for ten seconds.
12
Who Does What
Arc IIUnit 3 · Robots That Draw
Huddle question · nobody answers it for them
Should this club have a leader?
Where the guide stands
Split evenly. Team is doing role assignment which needs you present but silent. Jr is on a familiar build with a new twist.
Robotics Team roles land today. Builder, Coder, Tester, Presenter. Chosen by the team, not assigned by the guide, and rotating every arc from here.
Robotics TeamArc IIRuns on the board
Roles get formal. The four competition roles land here, chosen by the team rather than assigned, along with the process for resolving disagreements.
Target · everyone reaches this
Every role is filled and everyone knows what theirs means.
Stretch · opt in, never assigned by grade
The team writes a conflict process and tests it on a real disagreement.
Why this works in one hour
This lands one session before the guide load drops sharply. Roles are what make Robotics Team able to run from a board card for the next five sessions, and having the team choose them rather than receive them is what makes them stick.
Walkthrough · Choose Your Roles
Say each step, wait, say the next. Do not do it for them.
Read the four roles aloud. Builder, Coder, Tester, Presenter. Say what each owns.
Teams get five minutes to assign them. The guide does not participate.
Each person says out loud what their role owns, in their own words.
Team writes three sentences: what we do when we disagree about the robot.
Run any short challenge from Arc I, in role, for the rest of the session.
Kick it off · pick one, not all three
Post the four roles on the wall before they arrive.
Ask what happens on a team where everyone does everything.
Ask who decides when a build is finished.
How we know it worked
Four roles filled and three sentences on the wall.
Core skill
Team structure, self-governance
When it breaks · the two usual ones
One learner takes Coder every time. Say roles rotate every arc, and write down who has had what.
The conflict process is "ask the guide." Push it back once: what if the guide is on the other side of the room?
Pacing
Running fast: Run a deliberate disagreement and make them use their own process.
Running behind: Assign roles and skip the conflict process until next week.
Target · everyone reaches this
The challenge gets completed with everyone out of position.
Stretch · opt in, never assigned by grade
Nobody swapped back, and the team can name what was hard about the unfamiliar role.
Walkthrough · Role Swap Challenge
Say each step, wait, say the next. Do not do it for them.
Assign the four roles deliberately backwards: strongest coder becomes Presenter, and so on.
Pick any challenge from Sessions 4 to 9 the team has already solved.
Run it in the swapped roles. No swapping back mid-session.
Debrief: what was hard, and what do you now know about your usual teammate's job?
Assign the real roles at the end.
Kick it off · pick one, not all three
Ask who in the team is the coder. Then say they are not, today.
Ask what the hardest job on the team is, before revealing the swap.
Say nothing and just post the swapped list.
How we know it worked
The team completed the challenge without swapping back.
Core skill
Empathy, role understanding, resilience
When it breaks · the two usual ones
They quietly swap back within ten minutes. Enforce it once, visibly.
The team fails the challenge and blames the swap. That is a fine outcome. The debrief is the session.
Pacing
Running fast: Do a second challenge without swapping back.
Running behind: Swap only two roles instead of four.
Target · everyone reaches this
Four cards written, one per role, each with what it owns and one thing it must never do.
Stretch · opt in, never assigned by grade
Another team can read the cards and correctly run in role without explanation.
Walkthrough · Write the Job Cards
Say each step, wait, say the next. Do not do it for them.
Each team member takes one role and writes its card.
Card says: what I own, what I decide, and one thing this role should never do.
Swap cards within the team and edit each other's.
Hand your set to another team and have them run in role from your cards alone.
Fix whatever they got wrong.
Kick it off · pick one, not all three
Show a real job description, any job, and ask what it leaves out.
Ask what a new member needs to know on day one.
Put four blank index cards on the table.
How we know it worked
Another team ran in role from the cards without asking questions.
Core skill
Documentation, writing for a stranger
When it breaks · the two usual ones
Cards are vague ("the Coder codes"). Push on the "never" line, which is where the useful specificity lives.
They write for themselves rather than a stranger. Test with another team immediately.
Pacing
Running fast: Have a brand new member run a session from the cards alone.
Running behind: Two cards instead of four.
Robotics Jr.Unit 3 · Robots That DrawRuns on the board
Vibration bots. Smaller, faster, and racing. Same physics as the scribble bot at a quarter of the size.
Board card · write this up before they walk in
TODAY: Tiny bots. Fast. Racing.
TRY THESE, IN ORDER:
1. Tape a coin motor to a brush head. Tape the battery on top.
2. Set it on a smooth table. Connect it. Does it travel or spin?
3. Spinning in circles? Move the motor toward the CENTER.
YOU KNOW IT WORKED WHEN:
It crosses two feet of table on its own.
IF YOU FINISH EARLY:
Tape a lane. Stay inside it. Then: sumo ring, two bots, last one in wins.
IF YOU GET STUCK: falling over? Battery is too high. Tape it flatter.
AT THE CLOSE, WE SHOW: one race.
Target · everyone reaches this
It moves under its own power across a table.
Stretch · opt in, never assigned by grade
It travels in a roughly straight line for two feet.
Why this works in one hour
Fifteen minutes, three components, and an immediate head-to-head race. It is the fastest satisfying build in the year and the racing format means nobody needs the guide to know whether it worked.
Walkthrough · Bristle Racers
Say each step, wait, say the next. Do not do it for them.
Cut or take a brush head with angled bristles.
Tape the coin motor to the top of the brush head.
Tape the battery on top, keeping the whole thing balanced.
Set it on a smooth table and connect it.
If it spins in circles, adjust where the motor sits.
Kick it off · pick one, not all three
Set one running on the table when they arrive and let it run into something.
Ask why the bristles are angled.
Race two of your own down the table without explaining.
It spins in place instead of traveling. The motor is off center. Move it toward the middle.
It falls over. The battery is too high. Tape it flatter and lower.
Pacing
Running fast: Race in a bracket, or build one that travels a marked lane without leaving it.
Running behind: Any movement at all is a pass.
Target · everyone reaches this
It stays in a four-inch lane for one foot.
Stretch · opt in, never assigned by grade
It stays in a two-inch lane for two feet.
Walkthrough · The Lane Race
Say each step, wait, say the next. Do not do it for them.
Build a working bristle bot first.
Tape a lane on the table, four inches wide.
Run it and watch where it drifts out.
Adjust the motor position slightly toward the drift side.
Retest. Keep adjusting in small steps.
Kick it off · pick one, not all three
Run a bot that veers hard left off the table.
Ask what makes something travel straight.
Tape a lane down before they arrive.
Core skill
Tuning, directional control
Materials · Bristle bots, floor tape
When it breaks · the two usual ones
Every adjustment overshoots. Move the motor in tiny increments.
It works on one table and not another. Surface matters. Pick one table and stay on it.
Pacing
Running fast: Narrow the lane to two inches, or double the distance.
Running behind: Widen the lane to six inches.
Target · everyone reaches this
Two bots compete in a ring and one exits.
Stretch · opt in, never assigned by grade
A bot wins three matches against different opponents.
Walkthrough · Bot vs Bot
Say each step, wait, say the next. Do not do it for them.
Tape a circle about two feet across on a smooth table.
Build a bristle bot and add mass or a bumper if you want.
Two bots start on opposite edges facing in.
First one out of the ring loses.
Run a bracket. Loser gets two minutes to modify before the next round.
Kick it off · pick one, not all three
Tape a ring down and put two bots in it without explaining.
Ask what would make a bot harder to push out.
Run one match yourself, fast, and let it end badly.
Core skill
Iterative design against an opponent
Materials · Bristle bots, floor tape, small weights
When it breaks · the two usual ones
Bots never actually meet. Shrink the ring.
One bot is far heavier and always wins. Add a mass limit after round one.
Pacing
Running fast: Add a mass limit, or best of three per match.
Running behind: Skip the bracket, just run informal matches.
13
Write It Once
Arc IIUnit 3 · Robots That Draw
Huddle question · nobody answers it for them
Is it harder to build something, or to teach someone else to build it?
Where the guide stands
Jr side for the gallery setup, then Team for the last fifteen minutes. Functions are worth a live explanation if you can get there.
Robotics TeamArc IIRuns on the board
Functions. Name a behavior once, use it anywhere. The last new programming concept before missions and AI.
Board card · write this up before they walk in
TODAY: Give your moves names.
TRY THESE, IN ORDER:
1. Open your longest program. Find something that appears TWICE.
2. Make a named block. Call it what it DOES: TurnRight, DriveToLine.
3. Replace every copy in the main program with that one block.
YOU KNOW IT WORKED WHEN:
Same behavior. Visibly shorter program.
IF YOU FINISH EARLY:
Write 3 blocks + a one-line description of each. Trade with another team.
IF YOU GET STUCK:
Block works in one place but not another? It's assuming where the robot
started. That's the real lesson - say it out loud.
AT THE CLOSE, WE SHOW: the old program next to the new one.
Target · everyone reaches this
At least two named behaviors exist and get used more than once.
Stretch · opt in, never assigned by grade
A whole course runs using only named behaviors, with nothing written twice.
Why this works in one hour
Functions are usually taught as a convenience. Here they are taught as vocabulary: once a team has a block called DriveToLine, they start talking about the robot in those terms, and the code and the conversation converge.
Walkthrough · Name Your Moves
Say each step, wait, say the next. Do not do it for them.
Look at your longest program. Find something that appears more than once.
Make a new named block. Call it what it does: TurnRight, DriveToLine, Spin.
Move the repeated blocks inside it.
Replace every copy in the main program with the named block.
Run it. Same behavior, much shorter program.
Kick it off · pick one, not all three
Write out a long set of directions on the board, then rewrite it as three named steps.
Ask what a recipe means when it says "make the sauce."
Show a program with the same six blocks repeated four times.
How we know it worked
The main program is visibly shorter and still works.
Core skill
Functions, abstraction, naming
When it breaks · the two usual ones
The named block does not work when called from a different position. It depends on where the robot started. Name that out loud, it is the real lesson.
They make one giant named block containing everything, which helps nothing. Blocks should do one thing.
Pacing
Running fast: Add a parameter so TurnRight can take an angle.
Running behind: One named block used twice. That is the whole concept.
Target · everyone reaches this
Each team successfully uses at least one block written by the other team.
Stretch · opt in, never assigned by grade
A team builds a working program using only imported blocks.
Walkthrough · The Shared Library
Say each step, wait, say the next. Do not do it for them.
Each team writes three named blocks with clear names.
Write a one-line description of each on an index card.
Swap cards with another team.
Rebuild the other team's blocks from their descriptions alone.
Use them in a program and report back what the description left out.
Kick it off · pick one, not all three
Hand someone a recipe with a step that just says "prepare the filling."
Ask what a good name tells you that a bad name does not.
Show two block names, one clear and one vague.
How we know it worked
A team used another team's block successfully.
Core skill
Naming, documentation, interfaces
When it breaks · the two usual ones
Descriptions assume shared context. That failure IS the lesson. Debrief it directly.
Teams rebuild it wrong and blame the other team. Ask what was missing from the card, not who was wrong.
Pacing
Running fast: Build a program using only imported blocks and none of your own.
Running behind: Share one block instead of three.
Target · everyone reaches this
One named routine, used three times in one program.
Stretch · opt in, never assigned by grade
The routine works correctly from three different starting positions.
Walkthrough · The Routine
Say each step, wait, say the next. Do not do it for them.
Pick something the robot does that takes at least four blocks.
Make it a named block.
Write a program that calls it three times in different places.
Run it. Does it behave the same each time?
If not, find what it assumed about where the robot was.
Kick it off · pick one, not all three
Do the same four-step action three times in front of the room, slowly.
Ask what makes something worth giving a name to.
Show a four-block sequence repeated three times.
How we know it worked
Identical behavior from three different starts.
Core skill
Functions, position independence
When it breaks · the two usual ones
It only works from one starting position. Add a reset at the start of the routine.
They name it something meaningless like "block1." Push once: what does it do?
Pacing
Running fast: Make it work from any starting position on the course.
Running behind: Use it twice instead of three times.
Robotics Jr.Unit 3 · Robots That DrawGuide is here
Closing the unit. Everything that draws or races comes out at once, and the unit ends with an artifact.
Target · everyone reaches this
Every builder has at least one drawing and one bot on the table with a name card.
Stretch · opt in, never assigned by grade
The card names what the bot does and one thing the builder changed to improve it.
Why this works in one hour
It closes the unit with something physical to take home, and the "one thing I changed" line quietly asks every learner to prove they were experimenting rather than just assembling.
Walkthrough · The Unit 3 Gallery
Say each step, wait, say the next. Do not do it for them.
Lay every drawing out along one long table or wall.
Every bot goes next to the drawing it made.
Each builder writes a card: what it is, and one thing I changed.
Ten minutes of silent walking, reading every card.
Then ten minutes of questions, builders standing by their work.
Kick it off · pick one, not all three
Set the gallery tables up before they arrive with blank cards out.
Ask which drawing in the room they would put on their fridge.
Hang two drawings up and ask what is different about them.
How we know it worked
Every card has a change written on it, not just a name.
Core skill
Curation, reflection, articulating iteration
Materials · All Unit 3 bots and drawings, index cards, folders
When it breaks · the two usual ones
Cards just name the object. Push on the "what I changed" line.
Drawings get bent or lost. Have folders ready before the session.
Pacing
Running fast: Vote on the drawing that most obviously came from a tuned bot rather than a lucky one.
Running behind: Skip the cards, just do the walk.
Target · everyone reaches this
Every builder enters at least two of the three events.
Stretch · opt in, never assigned by grade
A builder modifies their bot between events to suit each one.
Walkthrough · Bot Olympics
Say each step, wait, say the next. Do not do it for them.
Set three stations: distance run, lane race, and thirty-second drawing.
Every builder runs all three with the same bot.
Score is posted on a board, all three events visible.
Between events, builders get two minutes to modify.
Ask at the end whether one bot can be best at all three.
Kick it off · pick one, not all three
Post the three event names on the board with no explanation.
Ask whether the fastest bot would also make the best drawing.
Run your own bot at one station and let it do badly.
Core skill
Tradeoffs, optimization, competition
Materials · All Unit 3 bots, tape, paper, tape measure
When it breaks · the two usual ones
Modifying for one event ruins another. That tension IS the session. Name it in the debrief.
Stations run at different speeds. Timekeeper calls rotations hard.
Pacing
Running fast: Add a fourth event designed by the learners.
Running behind: Two events instead of three.
Target · everyone reaches this
The bot meets at least two of the three requirements on the card.
Stretch · opt in, never assigned by grade
The person who wrote the card agrees it meets all three.
Walkthrough · Build One for Someone Else
Say each step, wait, say the next. Do not do it for them.
Each builder writes three requirements on a card: how it moves, how big, what it draws.
Swap cards. You now build to someone else's card, not your own idea.
Build it. Ask the author questions if the card is unclear.
Hand it back. The author judges whether it meets the card.
Debrief: which requirement was hardest to write clearly?
Kick it off · pick one, not all three
Hand someone a card with a vague requirement and watch them try.
Ask what makes an instruction easy to follow.
Show two spec cards, one clear and one not.
Core skill
Specification, building to a brief
Materials · Motors, batteries, cups, brush heads, markers, index cards
When it breaks · the two usual ones
Cards are impossible ("it should fly"). Set one rule: it has to be buildable from this bin.
Builders build what they wanted anyway. Return it to the author for judgment.
Pacing
Running fast: Second round with the same partner, refining the card first.
Running behind: Two requirements instead of three.
14
New Machine
Arc IIUnit 4 · mBot Missions
Huddle question · nobody answers it for them
What do you already know that transfers to something you have never used?
Where the guide stands
Jr side, all hour. New platform day is the one time a live demo is genuinely irreplaceable. Team is on the biggest board card of the year.
Robotics TeamArc IIRuns on the board
Autonomous mission. Teams pick an FLL-style challenge and solve it end to end with everything they have learned.
Board card · write this up before they walk in
TODAY: A real mission, start to finish, no hands.
Guide is on the Jr side all hour. This card is the whole plan.
PICK ONE MISSION. One. Not two.
A. Drive out, push the object into the zone, return to base.
B. Follow the line to the junction, choose by color, park in that bin.
C. Cross the field, knock down the target, come back without touching it.
TRY THESE, IN ORDER:
1. WRITE THE PLAN IN WORDS. All four of you sign off. Before any code.
2. Break it into named blocks: APPROACH / ACT / RETURN.
3. Build and test each block SEPARATELY. Never run the whole thing first.
YOU KNOW IT WORKED WHEN:
One full run, start to finish, nobody touches the robot.
IF YOU FINISH EARLY:
Run it three times in a row without changing anything. That's the real bar.
IF YOU GET STUCK:
Which block failed? Test that one alone, from its own start position.
Then: who in this room has solved this?
ROLES TODAY: Builder owns the attachment. Coder owns Canvas.
Tester owns the runs and the log. Presenter writes what happened.
AT THE CLOSE, WE SHOW: one untouched run.
The biggest board card of the year, on the session with the least guide availability. That is deliberate: roles landed at Session 12 and functions at Session 13 precisely so this session could be self-run.
Target · everyone reaches this
The robot attempts the full mission without being touched.
Stretch · opt in, never assigned by grade
It completes the mission three times in a row without adjustment.
Why this works in one hour
This is the first session where the robot does something a stranger would recognize as robotics. Everything from Arc I is in it, it is fully learner-planned, and it runs entirely from a board card while the guide is across the room.
Walkthrough · Mission Possible
Say each step, wait, say the next. Do not do it for them.
Pick ONE mission from the three on the board. Do not attempt two.
Write the plan in words before opening Coding Canvas. Every team member signs off.
Break it into named blocks: approach, act, return.
Build and test each block separately.
Only run the full mission once each block works alone.
Kick it off · pick one, not all three
Post three mission cards on the wall before they arrive.
Ask what makes a mission different from a challenge.
Show sixty seconds of any FLL robot game run.
How we know it worked
One untouched run from start to finish.
Core skill
Integration, planning, autonomous operation
When it breaks · the two usual ones
They pick the hardest mission and get nowhere. The board card says pick one. Add: pick the one you could finish today.
They code before planning. The written plan is not optional. Ask to see it before they touch a computer.
Pacing
Running fast: Attempt a second mission, or chain two missions in one run.
Running behind: Complete just the approach phase. Getting there reliably is real.
Target · everyone reaches this
It moves an object from A to B without a human touching either.
Stretch · opt in, never assigned by grade
It does it three times, and the object ends within a marked zone each time.
Walkthrough · The Delivery
Say each step, wait, say the next. Do not do it for them.
Build an attachment that can push, scoop, or carry. Simple beats clever.
Test the attachment by hand before writing any code.
Program: drive to the object, engage, drive to the zone, release.
Test each of the four phases separately.
Run the whole thing and measure how far off the drop is.
Kick it off · pick one, not all three
Carry something across the room and put it down precisely. Say nothing.
Ask what is harder, moving or letting go.
Put an object and a taped zone on the floor.
How we know it worked
Three untouched deliveries into the zone.
Core skill
Mechanisms plus code, multi-phase tasks
When it breaks · the two usual ones
The attachment works by hand and fails in motion. Test it at speed, not at rest.
The object shifts during the drive. Slower approach, or a wall on the attachment.
Pacing
Running fast: Deliver two objects, or make the pickup location variable.
Running behind: Push the object instead of carrying it.
Target · everyone reaches this
A mission field exists and the team's robot attempts it.
Stretch · opt in, never assigned by grade
Another team can read the mission card and attempt it cold.
Walkthrough · Design the Mission
Say each step, wait, say the next. Do not do it for them.
Write the mission card first: what has to happen, and how you know it worked.
Build the field from tape, boxes, and whatever is in the bin.
Now solve your own mission.
Hand the card and field to another team and watch them attempt it.
Fix whatever your card failed to explain.
Kick it off · pick one, not all three
Show a real FLL field photo and ask who designed it.
Ask what makes a challenge fair.
Put a roll of tape and a pile of boxes on the floor.
How we know it worked
Another team attempted it from the card alone.
Core skill
Design thinking, writing a spec, empathy for the solver
Materials · Floor tape, boxes, assorted objects
When it breaks · the two usual ones
The mission is impossible and they discover it too late. Rule: you have to solve it yourself first.
The card is unclear and the other team stalls. That is the feedback. Fix the card, not the other team.
Pacing
Running fast: Swap missions with another team and score each other.
Running behind: Design a simpler mission with one objective.
Robotics Jr.Unit 4 · mBot MissionsGuide is here
New platform. mBots, block coding, and a robot that drives out of the box. The concepts are familiar from watching the Team side all year.
Target · everyone reaches this
The mBot drives forward and stops on command.
Stretch · opt in, never assigned by grade
It drives a square and comes back to roughly where it started.
Why this works in one hour
Jr learners have watched the Team side program robots for thirteen weeks. Handing them a robot that drives in fifteen minutes is the payoff for that patience, and the block interface is close enough to Scratch that most of them need almost no instruction.
Walkthrough · Hello, mBot
Say each step, wait, say the next. Do not do it for them.
Assemble the mBot from the instructions. It takes about fifteen minutes.
Connect it to the computer or tablet and confirm the connection light.
Drag one block: move forward. Run it. That is the whole first win.
Add a stop. Then add a turn.
Chain four moves and four turns into a square.
Kick it off · pick one, not all three
Drive an mBot across the room when they walk in and say nothing.
Ask what they have watched the Team side doing all year.
Put the unopened box on the table.
How we know it worked
The mBot moves because a learner told it to.
Core skill
Assembly, block coding, connection basics
Materials · mBots, tablets or laptops
When it breaks · the two usual ones
Connection drops constantly. Check the battery first, every time, before debugging anything else.
The build takes the whole session. That is fine. Assembling it IS the session for some learners.
Pacing
Running fast: Add the square, or make it drive to a specific spot and stop.
Running behind: Assembly plus one forward move. That is a complete session.
Target · everyone reaches this
It gets through at least two obstacles cleanly.
Stretch · opt in, never assigned by grade
It completes a four-obstacle course with no contact.
Walkthrough · The Obstacle Run
Say each step, wait, say the next. Do not do it for them.
Set two obstacles first, well spaced.
Program to the first one only. Test.
Add the turn around it. Test just that.
Add the second obstacle. Test.
Only then add obstacles three and four.
Kick it off · pick one, not all three
Set the course up before they arrive with the mBot at the start.
Walk the course yourself weaving between obstacles.
Ask whether to program it all at once or in pieces.
Core skill
Sequencing, incremental testing
Materials · mBots, boxes or cones, floor tape
When it breaks · the two usual ones
They program the whole course and cannot find the failure. One segment at a time.
Obstacles shift between runs. Tape their positions down.
Pacing
Running fast: Add obstacles three and four, or make the course a loop.
Running behind: One obstacle. Going around anything is a pass.
Target · everyone reaches this
It produces at least three different light or sound behaviors.
Stretch · opt in, never assigned by grade
The behaviors are triggered by different events, not just played in sequence.
Walkthrough · Make It Talk
Say each step, wait, say the next. Do not do it for them.
Find the light and sound blocks. Play with them freely for five minutes.
Pick three moods: happy, confused, alarmed.
Program each one as its own named sequence of lights and sounds.
Trigger them in order and have someone guess which is which.
Now trigger them from something the robot detects.
Kick it off · pick one, not all three
Make an mBot beep and flash when someone walks past it.
Ask how a robot could show it was confused.
Play three different sounds and ask what each one means.
Core skill
Output, expression, event triggers
Materials · mBots, tablets or laptops
When it breaks · the two usual ones
All three sound the same. Push once: what does confused sound like versus alarmed?
It plays all three at once. They need waits between them.
Pacing
Running fast: Trigger the moods from sensor events instead of in sequence.
Running behind: Two moods instead of three.
15
What Is Intelligence
Arc IIUnit 4 · mBot Missions
Huddle question · nobody answers it for them
If a machine learns something you did not teach it, who made it work?
Where the guide stands
Jr side. Team is on an unplugged activity that genuinely runs itself and is one of the best discussions of the year.
Robotics TeamArc IIRuns on the board
AI, unplugged. No robots, no code. Sorting, labeling, and finding out what training data actually is by making some.
Board card · write this up before they walk in
TODAY: No robots. No code. How does a machine LEARN?
Guide is on the Jr side. This one runs itself.
SETUP: You need about 20 assorted objects from around the room.
TRY THESE, IN ORDER:
1. One person LEAVES the room.
2. Everyone else picks a SECRET RULE and sorts 10 objects into 2 piles.
3. Bring them back. They can LOOK but not ASK. No hints out loud.
4. They guess the rule, then sort a NEW object to prove it.
YOU KNOW IT WORKED WHEN:
The guesser correctly sorts something nobody sorted for them.
THEN TRY THIS (the good part):
Pick examples that ALSO fit a second, WRONG rule. Watch them
confidently guess wrong. Then ask: which example would have
prevented that?
THE QUESTION TO SIT WITH:
Those 10 objects are TRAINING DATA. What happens when the
training data is misleading?
AT THE CLOSE, WE SHOW: the rule that fooled everyone.
Target · everyone reaches this
The guesser identifies the rule from examples alone.
Stretch · opt in, never assigned by grade
The room can state what made a good example set versus a bad one.
Why this works in one hour
It is the clearest possible explanation of supervised learning and it needs nothing but objects from the room. It also runs entirely learner-to-learner, which is exactly what is needed on a session where the guide is elsewhere.
Walkthrough · Teach the Room
Say each step, wait, say the next. Do not do it for them.
One learner steps out. The room picks a secret rule for sorting objects into two piles.
Sort ten objects into the two piles correctly. Leave them out.
Bring the learner back in. They can look but not ask.
They guess the rule, then sort a new object to prove it.
Debrief: which examples were most useful, and why?
Kick it off · pick one, not all three
Sort five objects into two piles silently and wait for someone to ask why.
Ask how you would teach a rule without saying it.
Put twenty assorted objects on the table.
How we know it worked
The guesser correctly sorts an object nobody has sorted before.
Core skill
Training data, inference, supervised learning
When it breaks · the two usual ones
The rule is too subtle and nobody gets it. Cap it: the rule has to be something you can see.
They give hints out loud. Examples only. That constraint is the entire point.
Pacing
Running fast: Use ambiguous objects that fit both piles, and see what happens.
Running behind: Simpler rule and more examples.
Target · everyone reaches this
The guesser confidently states a wrong rule.
Stretch · opt in, never assigned by grade
The room can explain exactly which examples caused the wrong conclusion.
Walkthrough · The Bad Data Game
Say each step, wait, say the next. Do not do it for them.
Pick a real rule, then choose examples that also fit a second, wrong rule.
Sort them. Bring the guesser in.
Let them guess. They will probably get the wrong rule.
Reveal the real rule.
Debrief: what example would have prevented this?
Kick it off · pick one, not all three
Show three examples that support an obviously wrong conclusion.
Ask whether more examples always means better learning.
Sort objects so that every red one is also large.
How we know it worked
The room names the specific example that caused the error.
Core skill
Bias in training data, correlation vs rule
When it breaks · the two usual ones
It just feels like a trick. The debrief has to land on: this is how real systems get biased.
Nobody can construct a misleading set. Give one worked example first.
Pacing
Running fast: Have the room construct the minimum example set that fixes it.
Running behind: Guide constructs the misleading set, room analyzes it.
Target · everyone reaches this
A written rule set that another team can follow to sort correctly.
Stretch · opt in, never assigned by grade
It handles at least one case the designers did not originally think of.
Walkthrough · Design a Classifier
Say each step, wait, say the next. Do not do it for them.
Pick something with real variety: shoes, backpacks, LEGO pieces.
Decide the categories. Write them down.
Write the rules for deciding which category something goes in.
Hand the rules to another team and give them a pile.
Watch where their sorting disagrees with yours.
Kick it off · pick one, not all three
Sort a pile of LEGO into three groups and ask what rule you used.
Ask what happens to something that fits two categories.
Dump a mixed pile on the table.
How we know it worked
Another team sorted a pile the same way.
Core skill
Classification, rule design, edge cases
Materials · Assorted objects, paper
When it breaks · the two usual ones
Rules are subjective ("if it looks sporty"). Push for something measurable.
The edge cases break everything. That is the finding, not the failure.
Pacing
Running fast: Add a category for "unsure" and define when it applies.
Running behind: Two categories instead of three.
Robotics Jr.Unit 4 · mBot MissionsGuide is here
Line following on the mBot. Same idea the Team side met at Session 6, on a robot built for it.
Target · everyone reaches this
It follows a straight line for three feet.
Stretch · opt in, never assigned by grade
It completes a closed loop including two curves.
Why this works in one hour
It is the single most satisfying thing an mBot does, and it visibly parallels what the Team side did at Session 6. That parallel is worth naming at the close, because it is the clearest evidence the two tracks are doing the same subject at different depths.
Walkthrough · Follow the Line
Say each step, wait, say the next. Do not do it for them.
Find the line sensor blocks and get a reading on screen.
Move the mBot over the line and over the floor. Watch the numbers.
Program: if on the line, go straight. If off, turn back toward it.
Run it on a straight line first.
Add a gentle curve only once the straight works.
Kick it off · pick one, not all three
Run an mBot around a taped loop before they arrive.
Ask how the robot knows where the line is.
Tape a curved line down and leave the mBot at the start.
How we know it worked
It stays on the line around at least one curve.
Core skill
Sensors, feedback, correction
Materials · mBots, black floor tape
When it breaks · the two usual ones
It wobbles violently and flies off. Reduce the turn amount a lot.
The curve is too tight for the wheelbase. Widen it.
Pacing
Running fast: Close the loop, or add a second lap.
Running behind: Straight line only, no curve.
Target · everyone reaches this
The mBot completes a lap without leaving the line.
Stretch · opt in, never assigned by grade
It completes three consecutive clean laps.
Walkthrough · Line Race
Say each step, wait, say the next. Do not do it for them.
Tape two identical loops.
Get line following working reliably at slow speed first.
Now increase the speed a little. Test.
Keep increasing until it starts leaving the line, then back off one step.
Race head to head.
Kick it off · pick one, not all three
Race two mBots yourself and let one fly off the track.
Ask what the tradeoff is between fast and reliable.
Tape two identical loops before they arrive.
Core skill
Speed vs reliability tradeoff, tuning
Materials · mBots, black floor tape
When it breaks · the two usual ones
They max the speed immediately and never complete a lap. Slow and clean first, always.
The two loops are not actually identical. Measure them.
Pacing
Running fast: Three consecutive clean laps at race speed.
Running behind: One loop, no racing, just completion.
Target · everyone reaches this
It reaches the fork and takes one branch.
Stretch · opt in, never assigned by grade
It takes a branch based on something it detects, not a fixed choice.
Walkthrough · The Junction
Say each step, wait, say the next. Do not do it for them.
Get line following working on a straight line.
Tape a fork into the line.
Run it and see what happens by default. Usually it picks one at random.
Add a rule for what to do at the fork.
Test it ten times and count how often it goes the way you intended.
Kick it off · pick one, not all three
Run an mBot into a fork and let it do something unpredictable.
Ask what a robot should do when it has two options.
Tape a Y-shaped line before they arrive.
Core skill
Decision points, non-determinism
Materials · mBots, black floor tape, colored tape
When it breaks · the two usual ones
It behaves differently every run. That randomness is the problem to solve, not a bug in their code.
It stops dead at the fork. It is seeing line on both sides. Add a wait and a re-check.
Pacing
Running fast: Make the branch depend on a color marker at the fork.
Running behind: Note what it does by default and explain why.
16
Teach the Machine
Arc IIUnit 4 · mBot Missions
Huddle question · nobody answers it for them
Can you be responsible for something you did not directly tell a machine to do?
Where the guide stands
Team side for the first 20 minutes to launch the AI module, then Jr. This one needs you at the start.
Robotics TeamArc IIRuns on the board
AI classification on the kit. Learners collect their own training data, train a model, and find out how good it is.
Board card · write this up before they walk in
TODAY: Teach the robot to tell two things apart.
TRY THESE, IN ORDER:
1. Open the AI classification module. Pick TWO very different things.
2. Collect LOTS of training samples for each. Not five. Lots.
3. Train it. Then test on something you NEVER showed it.
YOU KNOW IT WORKED WHEN:
It correctly identifies something that was not in the training set.
IF YOU FINISH EARLY:
Now try to BREAK it. Log every input that fools it.
Then add training data aimed at the most common failure. Retrain.
IF YOU GET STUCK:
Works on training data, fails on everything else? That's exactly
what happened in Session 15 with the objects on the table.
AT THE CLOSE, WE SHOW: one thing it gets right, one thing it gets wrong.
Target · everyone reaches this
The trained model correctly identifies both categories more often than not.
Stretch · opt in, never assigned by grade
It correctly identifies an example that was never in the training set.
Why this works in one hour
Session 15 built the concept with objects on a table. This session puts the same concept on the robot, and the gap between training accuracy and real accuracy lands as a physical experience rather than a lecture.
Walkthrough · Train a Classifier
Say each step, wait, say the next. Do not do it for them.
Open the AI classification module in Coding Canvas.
Pick two clearly different things to classify. Start easy.
Collect training samples for category one. Lots of them.
Collect samples for category two.
Train, then test on something you never showed it.
Kick it off · pick one, not all three
Show the module classifying something in five seconds, then stop talking.
Ask what the robot would need to see to tell two things apart.
Hold up two obviously different objects.
How we know it worked
It correctly classifies something it has never seen.
Core skill
Classification, training data, generalization
When it breaks · the two usual ones
They collect five samples and expect it to work. More data, in more conditions.
It works perfectly on training data and fails on anything new. That is the lesson from Session 15, arriving in physical form.
Pacing
Running fast: Add a third category, or deliberately train it badly and explain the result.
Running behind: Two very obviously different categories and fewer samples.
Target · everyone reaches this
The team finds at least two inputs that fool their own model.
Stretch · opt in, never assigned by grade
They fix one of the failures by adding targeted training data.
Walkthrough · The Honest Test
Say each step, wait, say the next. Do not do it for them.
Train a working classifier on two categories.
Now stop trying to make it work. Try to break it.
Log every input that fools it. Write them down.
Pick the most common failure and collect training data specifically for it.
Retrain and test the same failing input again.
Kick it off · pick one, not all three
Break a classifier in front of them in ten seconds and say nothing.
Ask whose job it is to find the flaws in a system.
Show a confidently wrong classification.
How we know it worked
A previously failing input now classifies correctly.
Core skill
Adversarial testing, model improvement
When it breaks · the two usual ones
They avoid breaking it because it feels like failing. Reframe once: finding failures is the job.
They add random data instead of targeted data. Ask what specifically was confusing it.
Pacing
Running fast: Hand your model to another team and let them try to break it.
Running behind: Find one failure instead of two.
Target · everyone reaches this
It classifies an object and moves in the correct direction for it.
Stretch · opt in, never assigned by grade
It sorts five objects in a row correctly without intervention.
Walkthrough · The Sorting Robot
Say each step, wait, say the next. Do not do it for them.
Train a working two-category classifier first. Do not attempt this without one.
Set up two bins or two zones.
Program: classify, then drive to the matching zone.
Test with an obvious example from each category.
Run five mixed objects in sequence.
Kick it off · pick one, not all three
Sort five objects into two bins by hand, silently.
Ask how a recycling plant decides.
Put two labeled bins on the floor.
How we know it worked
Five correct sorts in a row.
Core skill
Integration, AI plus actuation
When it breaks · the two usual ones
Classification works but the driving is unreliable, so it looks like the model failed. Test the two separately.
It classifies while moving. Stop, classify, then move.
Pacing
Running fast: Add a third category and bin.
Running behind: Classify and signal with light or sound, without driving.
Robotics Jr.Unit 4 · mBot MissionsRuns on the board
Ultrasonic sensing. The mBot detects things it cannot touch, and starts avoiding rather than following.
Target · everyone reaches this
It stops before contact from a normal walking-speed approach.
Stretch · opt in, never assigned by grade
It stops consistently at roughly the same distance, five times running.
Why this works in one hour
It is the first sensor that detects something at a distance rather than underneath, which is a genuinely different idea, and the failure case with soft surfaces is a great honest lesson about what sensors actually do.
Walkthrough · Don't Hit the Wall
Say each step, wait, say the next. Do not do it for them.
Find the ultrasonic sensor block and get a live distance reading.
Walk your hand toward it and watch the number change.
Pick a stopping distance and note the number.
Program: drive forward until distance is less than your number, then stop.
Test against a wall, then against a hand, then against something soft.
Kick it off · pick one, not all three
Drive an mBot into a wall once, deliberately, and let it bump.
Ask how the robot could know something is there before touching it.
Put a wall of books in front of the mBot.
How we know it worked
It stops before contact from a distance it was not tested at.
Core skill
Ultrasonic sensing, thresholds
Materials · mBots, boxes or books
When it breaks · the two usual ones
It stops for a wall but not for a person's legs. Soft and angled surfaces reflect poorly. That is a real limitation worth naming.
It stops immediately at the start. The comparison is backwards.
Pacing
Running fast: Make it stop, back up, turn, and continue.
Running behind: Just get the distance number changing on screen.
Target · everyone reaches this
It runs for thirty seconds without getting stuck.
Stretch · opt in, never assigned by grade
It covers most of a bounded area in ninety seconds.
Walkthrough · The Roomba
Say each step, wait, say the next. Do not do it for them.
Get the stop-before-contact behavior working.
Change stop to: back up, turn a random amount, continue.
Bound an area with boxes.
Run it for thirty seconds and watch where it gets stuck.
Adjust the turn amount to escape corners.
Kick it off · pick one, not all three
Show ten seconds of a robot vacuum clip.
Ask what a robot should do when it is stuck in a corner.
Bound an area with boxes before they arrive.
Core skill
Reactive behavior, escape strategies
Materials · mBots, boxes
When it breaks · the two usual ones
It gets pinned in a corner and vibrates forever. Bigger back-up distance, wider turn.
It only ever turns one direction and circles the edge. Randomize the turn.
Pacing
Running fast: Add coverage tracking, or a second robot in the same area.
Running behind: Thirty seconds in a larger area.
Target · everyone reaches this
It moves toward your hand when you move away.
Stretch · opt in, never assigned by grade
It maintains roughly the same gap whether you move forward or back.
Walkthrough · Keep Your Distance
Say each step, wait, say the next. Do not do it for them.
Get the live distance reading working.
Pick a target distance, say twenty centimeters.
Program: if further than target, drive forward. If closer, back up.
Hold your hand out and move it slowly.
Adjust the speed until it stops oscillating.
Kick it off · pick one, not all three
Hold your hand out and have an mBot chase it before they arrive.
Ask how two things stay the same distance apart.
Move toward someone and have them step back.
Core skill
Closed-loop control, oscillation
Materials · mBots
When it breaks · the two usual ones
It oscillates violently forward and back. Reduce the speed, or add a dead zone around the target.
It only ever drives forward. The second condition is not firing.
Pacing
Running fast: Add a dead zone so it stops moving when close enough.
Running behind: Just get it to drive toward your hand and stop.
17
Halfway
Joint sessionArc IIUnit 4 · mBot Missions
Huddle question · nobody answers it for them
What did you build that you could not have built in September?
Where the guide stands
Front of the room, silent during demos. Parents are here. The learners present, not you.
Joint session, parents invited. Both tracks in one room. No board card, no split. This is the session that sells the club to families, so charge everything the day before.
Robotics TeamArc IIRuns on the board
Mid-year showcase. Parents invited. Both tracks present, learner-led, and the last joint session before both tracks start designing their own work.
Target · everyone reaches this
Every team presents and every team member speaks at least once.
Stretch · opt in, never assigned by grade
The demo runs live rather than from video, and survives a question nobody prepared for.
Why this works in one hour
Parents seeing learners explain their own work is what sustains an afterschool program past its first year. Six minutes per team is enough to be substantial and short enough that nobody in the room checks out.
Walkthrough · The Mid-Year Demo
Say each step, wait, say the next. Do not do it for them.
Set the room up with a demo area and seating before anyone arrives.
Each team gets six minutes: two to explain, three to run, one for questions.
Every team member speaks. Assign who says what during prep.
Run live. A failed live run explained well beats a video.
Questions come from the room, including parents. The guide does not field them.
Kick it off · pick one, not all three
Set the demo area up as the obvious focus of the room.
Ask what a parent would want to understand in six minutes.
Run a two-minute version yourself as a model, badly, and let it fail.
How we know it worked
Every learner spoke and the guide answered nothing.
Core skill
Public presentation, composure, ownership
When it breaks · the two usual ones
A demo fails and the team freezes. Prep the recovery line in advance: "here is what should happen, and here is what we think went wrong."
The guide starts answering parent questions. Redirect to the team, every time.
Pacing
Running fast: Add a question from each track to the other, in front of the parents.
Running behind: Four minutes per team, one question each.
Target · everyone reaches this
Every learner has a running station and can explain it to a stranger.
Stretch · opt in, never assigned by grade
A parent successfully operates a build with only the learner's verbal instructions.
Walkthrough · The Working Museum
Say each step, wait, say the next. Do not do it for them.
Set up stations around the room, one per team or per learner.
Every station must have something actually running, not just sitting.
Each station has a card: what it does, what broke, what we would change.
Visitors circulate freely for thirty minutes.
Last ten minutes: everyone stops and two learners summarize the whole year so far.
Kick it off · pick one, not all three
Set the stations up before anyone arrives with everything already running.
Ask what is better, watching a demo or trying one.
Put a card and a running build on one table as the model.
How we know it worked
A visitor operated a build from a learner's instructions.
Core skill
Explaining to a stranger, sustained operation
When it breaks · the two usual ones
Stations stop working and learners stand next to dead robots. Charge everything the day before and have spare batteries out.
Visitors cluster at one station. Stagger the start by pointing groups to different corners.
Pacing
Running fast: Let visitors attempt a challenge at each station and post results.
Running behind: Fewer stations, pairs instead of individuals.
Target · everyone reaches this
The session runs start to finish without the guide speaking.
Stretch · opt in, never assigned by grade
The learner hosts handle an unexpected problem live.
Walkthrough · The Handover Demo
Say each step, wait, say the next. Do not do it for them.
Two learner hosts are chosen a week in advance and get a prep card.
Hosts open the session, introduce each demo, and run the close.
The guide sits with the parents and does not speak.
Hosts field problems: a failed demo, an overrunning team, a hard question.
Debrief with the hosts privately afterwards, not in front of the room.
Kick it off · pick one, not all three
Give the hosts the prep card a week early and then stay out of it.
Ask who should run a showcase, the guide or the club.
Tell the room at Session 16 who is hosting.
How we know it worked
The guide did not speak during the session.
Core skill
Event hosting, composure under pressure
When it breaks · the two usual ones
A host freezes. Have the second host ready to pick up. Never step in yourself unless it is a safety issue.
The guide answers one parent question and the illusion breaks. Sit down and stay down.
Pacing
Running fast: Hosts also handle the parent question round.
Running behind: Hosts run the introduction and the close only.
Robotics Jr.Unit 4 · mBot MissionsRuns on the board
Jr presents alongside Team, in the same room, with the same time and the same expectations.
Target · everyone reaches this
Every builder speaks about their own work.
Stretch · opt in, never assigned by grade
The builder explains one thing they changed and why.
Walkthrough · The Jr Showcase
Say each step, wait, say the next. Do not do it for them.
Every builder picks one build and one drawing to present.
Four minutes each: two to show, one to run, one for questions.
Practice the opening sentence during prep. Just the first sentence.
Run live. mBots charged, bots with fresh batteries.
Questions from the room. The guide does not answer for anyone.
Kick it off · pick one, not all three
Set the demo table up before anyone arrives with everything charged.
Ask what they want a parent to understand about their build.
Run a four-minute demo yourself as a model.
How we know it worked
Every Jr builder spoke about their own work, unprompted.
Core skill
Public speaking, ownership
Materials · All Jr builds, fresh batteries, charged mBots
When it breaks · the two usual ones
A builder freezes completely. Ask them one question instead: what part took longest?
Batteries die mid-showcase. Fresh batteries in everything, plus spares on the table.
Pacing
Running fast: Add the "one thing I changed" explanation as a requirement.
Running behind: Two minutes each, no questions.
Target · everyone reaches this
Every visitor who wants to try gets a turn, run by a learner.
Stretch · opt in, never assigned by grade
A visitor completes a small challenge with only verbal coaching.
Walkthrough · The Try It Table
Say each step, wait, say the next. Do not do it for them.
Set two stations: mBot driving and scribble bot running.
Each station has two Jr learners staffing it on rotation.
Learners coach verbally. They do not take the controls.
Set a small challenge at each: drive through the gate, make one drawing.
Rotate staffing every ten minutes so everyone gets a turn hosting.
Kick it off · pick one, not all three
Set the stations up already running before anyone arrives.
Ask what is harder, doing it or teaching someone to do it.
Have one learner coach you through it in front of the room.
Learners grab the controls to be helpful. Their hands, your words. Say it once at the start.
A queue forms at one station. Two stations minimum, three if you can.
Pacing
Running fast: Add a leaderboard for the visitor challenge.
Running behind: One station instead of two.
Target · everyone reaches this
A wall display covering all four units with at least one artifact per unit.
Stretch · opt in, never assigned by grade
The display includes what broke, not just what worked.
Walkthrough · The Year So Far Wall
Say each step, wait, say the next. Do not do it for them.
Lay out a timeline across a wall or long table: Units 1 through 4.
Each builder adds at least one artifact or photo per unit they were here for.
Every item gets a card. One card must say what broke.
Add a section at the end: what we want to build in Unit 5.
Walk it as a group before visitors arrive.
Kick it off · pick one, not all three
Put the four unit headers up and leave the space blank.
Ask what they had never built before this year.
Show a photo from Session 1 next to one from Session 16.
Core skill
Reflection, curation, narrative
Materials · All Jr builds and drawings, index cards, wall space
When it breaks · the two usual ones
Only the successes go up. Require at least one failure card per builder.
New joiners have less to add. Have them write the "what we want next" section.
Pacing
Running fast: Add predictions for Unit 5 that get revisited at Session 25.
Running behind: One artifact per unit, no cards.
Arc III
Leaders
Sessions 18 to 25
Both tracks design their own work. The guide floats, referees, and witnesses. Ends with a competition the learners run and a showcase they host.
Robotics Team
Learner-written challenges, peer teaching, debugging, competition day, the club playbook.
Robotics Jr.
Unit 5 Invent-a-Bot. Eight sessions on one self-designed robot, from pitch to showcase.
18
Your Problem Now
Entry pointArc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What makes a problem worth solving?
Where the guide stands
Floating. Both tracks are writing their own briefs, which means your job is asking questions, not answering them.
Entry Point C. New learners join today. On Robotics Team they observe Sessions 18 and 19, then earn kit access by a peer-run skills check that existing members administer. On Robotics Jr. they start Unit 5 alongside everyone else with no catch-up needed.
Robotics TeamArc IIIRuns on the board
Entry point. Teams write their own challenge brief instead of receiving one. New members observe today and earn kit access by peer check at Session 19.
Board card · write this up before they walk in
TODAY: You write the challenge. Nobody hands you one.
TRY THESE, IN ORDER:
1. Each person names ONE thing they want the robot to do. Write all 4.
2. Pick ONE. Not a combination. One.
3. Write the CONSTRAINTS: what it can't use, how long it has.
4. Write the SUCCESS TEST as something you could film.
YOU KNOW IT WORKED WHEN:
Another team reads your brief and tells you exactly what winning
looks like, without you explaining.
IF YOU FINISH EARLY:
Write a backup brief in case this one turns out impossible.
IF YOU GET STUCK:
Too big? Ask: what could we actually finish by Session 21?
Too vague? "It works well" is not a success test. Make it measurable.
NEW MEMBERS: observe today. Skills check next session, run by the team.
AT THE CLOSE, WE SHOW: the brief, read aloud.
Target · everyone reaches this
A written brief with a problem, at least two constraints, and a success test.
Stretch · opt in, never assigned by grade
Another team reads the brief and can state exactly what would count as success.
Why this works in one hour
The whole arc depends on the brief being genuinely theirs and genuinely achievable. Spending a full session on the document rather than the build feels slow and prevents four wasted sessions later.
Walkthrough · Write the Brief
Say each step, wait, say the next. Do not do it for them.
Each team member names one thing they want the robot to do. Write all four down.
Pick one. Not a combination of all four, one.
Write the constraint lines: what it cannot use, how long it has, what counts as cheating.
Write the success test as something you could film.
Trade briefs with another team and have them tell you what success looks like.
Kick it off · pick one, not all three
Post three real FLL mission descriptions on the wall and ask what they have in common.
Ask what makes a challenge fair.
Show a brief that is too vague and ask what is missing.
How we know it worked
Another team correctly described what would count as success.
Core skill
Problem definition, specification, scoping
When it breaks · the two usual ones
The brief is enormous and could not be built in six sessions. Ask: what could you finish by Session 21?
The success test is subjective ("it works well"). Push for something measurable.
Pacing
Running fast: Write a second brief as a backup, in case the first turns out to be impossible.
Running behind: Pick from three guide-written briefs and modify one.
Target · everyone reaches this
A brief that honestly incorporates all drawn constraints.
Stretch · opt in, never assigned by grade
The constraints made the challenge more interesting rather than just harder.
Walkthrough · The Constraint Draw
Say each step, wait, say the next. Do not do it for them.
Prepare constraint cards: no wheels, under sixty seconds, must use the color sensor, must carry something, must return to start.
Each team draws three at random.
Design a challenge that genuinely requires all three.
Write it as a brief with a success test.
Present the brief to the room and take one challenge question.
Kick it off · pick one, not all three
Draw three constraints yourself and design something out loud in ninety seconds.
Ask whether limits make design harder or easier.
Fan the constraint cards face down on the table.
How we know it worked
All three drawn constraints appear in the brief.
Core skill
Design under constraint, creative problem framing
Materials · Constraint cards
When it breaks · the two usual ones
A team quietly ignores a constraint. Have another team check the brief against the cards.
The three drawn constraints genuinely conflict. Allow one redraw, once.
Pacing
Running fast: Trade one constraint with another team after designing.
Running behind: Draw two constraints instead of three.
Target · everyone reaches this
A brief aimed at a real, identifiable problem in the school.
Stretch · opt in, never assigned by grade
Someone outside the club agrees the problem is real.
Walkthrough · Solve a Real Thing
Say each step, wait, say the next. Do not do it for them.
Spend ten minutes walking the building. Write down five annoyances.
Pick one a robot could plausibly help with.
Go ask a person who has that problem what they actually need.
Write the brief based on what they said, not what you assumed.
Get that person to agree the success test would actually help them.
Kick it off · pick one, not all three
Name one thing in this building that annoys you and ask if a robot could fix it.
Ask who in the school has a problem worth solving.
Walk out of the room and come back with one observation.
How we know it worked
A person outside the club confirmed the problem is real.
Core skill
User research, real-world framing
When it breaks · the two usual ones
They pick something impossible like carrying lunch trays. Constrain it: what part of that is doable?
They never ask the actual person. That step is the session. Enforce it.
Pacing
Running fast: Get a written sign-off from the person with the problem.
Running behind: Pick a problem inside the club room instead of the building.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
New unit, and the easiest door in the year. Eight sessions on one self-designed robot. Nobody is behind because nobody has started.
Board card · write this up before they walk in
TODAY: Design YOUR robot. On paper. No building yet.
TRY THESE, IN ORDER:
1. Draw the robot you want to build. BIG. Label the parts.
2. Write ONE sentence: what does it do for someone?
3. Write ONE thing you don't know how to build yet.
YOU KNOW IT WORKED WHEN:
You can pitch it in 60 seconds and someone asks a good question.
IF YOU FINISH EARLY:
Draw a completely different second idea. Then pick.
IF YOU GET STUCK:
Impossible idea? Fine. Which ONE PART could you build from this bin?
MATERIALS STAY IN THE BIN TODAY. Paper only.
AT THE CLOSE, WE SHOW: the drawing.
Target · everyone reaches this
A labeled drawing and a one-sentence description of what it does.
Stretch · opt in, never assigned by grade
The pitch names one part you are not sure how to build yet.
Why this works in one hour
Eight sessions is long enough that starting with a bad idea is genuinely costly. Spending one full session on paper, with a public pitch and one question, catches most of the unbuildable ideas before anyone has invested.
Walkthrough · Pitch Your Bot
Say each step, wait, say the next. Do not do it for them.
On paper, draw the robot you want to build. Big, and labeled.
Write one sentence: what it does for someone.
Write one thing you do not yet know how to build.
One minute each to pitch it to the group.
Take one question. Change the drawing if the question was good.
Kick it off · pick one, not all three
Draw your own idea on the board in sixty seconds, badly, and pitch it.
Ask what a robot could do that would actually help someone here.
Put out big paper and markers and nothing else.
How we know it worked
A labeled drawing plus one named unknown.
Core skill
Design thinking, articulating an idea, honest uncertainty
Materials · Large paper, markers
When it breaks · the two usual ones
They design something impossible. Do not kill it. Ask which one part they could build with what is in this room.
They skip the drawing and start building. The drawing is the session. Materials stay in the bin.
Pacing
Running fast: Pitch a second, completely different idea and pick between them.
Running behind: Draw it and describe it. Skip the group pitch.
Target · everyone reaches this
A design that reuses at least one working mechanism from an earlier build.
Stretch · opt in, never assigned by grade
You can explain why that mechanism suits the new job.
Walkthrough · Reverse Engineer
Say each step, wait, say the next. Do not do it for them.
Pick a build from Units 1 to 4 that worked.
Identify the one part of it that did the actual work.
Ask: what else could that part do?
Design a new robot around that mechanism.
Draw it and label which part came from the old build.
Kick it off · pick one, not all three
Hold up an old build and take one piece off it without comment.
Ask what the most useful thing they built this year was.
Lay out four old builds on the table.
Core skill
Reuse, mechanism thinking, transfer
Materials · Earlier builds, paper, markers
When it breaks · the two usual ones
They rebuild the same thing. Push once: same mechanism, different job.
They cannot identify the working part. Ask which bit would break the build if you removed it.
Pacing
Running fast: Combine mechanisms from two different old builds.
Running behind: Just identify the mechanism and say what else it could do.
Target · everyone reaches this
A design plus a sentence about who it is for and why they need it.
Stretch · opt in, never assigned by grade
You asked that person something before finalizing the design.
Walkthrough · Build for a Person
Say each step, wait, say the next. Do not do it for them.
Pick a real person: a sibling, a parent, a friend, a guide.
Write down one thing that is annoying or hard for them.
Design a robot that helps with that specific thing.
Draw it, labeled, and write who it is for.
If they are reachable today, ask them one question and change the design.
Kick it off · pick one, not all three
Name someone you would build a robot for and say why.
Ask who they would want to make something for.
Show a design with a person's name written at the top.
Core skill
Empathy, user-centered design
Materials · Paper, markers
When it breaks · the two usual ones
The person is fictional or a celebrity. It has to be someone they could actually hand it to.
They design what they want and attach a name afterwards. Ask what that person said.
Pacing
Running fast: Actually ask the person and bring back their answer next session.
Running behind: Design for someone in this room instead.
19
Build Sprint
Arc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What is the point of a plan if you are going to change it?
Where the guide stands
Floating, mostly hands-off. New members are being skills-checked by existing members today, not by you.
Robotics TeamArc IIIRuns on the board
First build sprint against the team's own brief. Teams manage their own time for the first time all year.
Board card · write this up before they walk in
TODAY: Build version one. Manage your own clock.
TRY THESE, IN ORDER:
1. Read your brief OUT LOUD as a team. It changed in your heads.
2. Split by role. Builder starts hardware. Coder starts logic.
3. Timekeeper: hard checkpoint at MINUTE 20. Everyone reports 30 seconds.
4. Full test in the LAST TEN MINUTES. Not before.
YOU KNOW IT WORKED WHEN:
Something physical exists that attempts your brief. Even if it fails.
IF YOU FINISH EARLY:
Run one complete success test attempt.
IF YOU GET STUCK:
Redesigning instead of building? The brief is SETTLED. Build it first,
judge it second.
EXISTING MEMBERS: you run the skills check for new members today.
Three concrete tasks. Write them down. The guide is not involved.
AT THE CLOSE, WE SHOW: version one, working or not.
Target · everyone reaches this
Something exists that attempts the brief, even if it fails.
Stretch · opt in, never assigned by grade
A version exists that gets partway through the success test.
Why this works in one hour
The first sprint is where the team finds out whether the brief they wrote was honest. The checkpoint at minute 20 exists because self-managed time collapses without one, and it is a habit worth installing before Sessions 20 and 21.
Walkthrough · Sprint One
Say each step, wait, say the next. Do not do it for them.
Read your own brief aloud as a team before starting. It will have changed in your heads.
Split the work by role. Builder starts the hardware, Coder starts the logic.
Set your own checkpoint at minute 20. Timekeeper owns it.
At the checkpoint, everyone stops and reports for thirty seconds.
Keep building. Do not test the whole thing until the last ten minutes.
Kick it off · pick one, not all three
Read one team's brief aloud to the room and then say nothing.
Ask what a first version is supposed to prove.
Post all the briefs on the wall.
How we know it worked
Something physical exists that attempts the brief.
Core skill
Self-managed time, first-version thinking
When it breaks · the two usual ones
They redesign instead of building. The brief is settled. Build it, then judge it.
They test nothing until the last minute and it fails completely. The minute-20 checkpoint is what prevents this.
Pacing
Running fast: Get through one full success test attempt before the end.
Running behind: Build only the hardware and leave the code for next session.
Target · everyone reaches this
Every new member is assessed on a check written by existing members.
Stretch · opt in, never assigned by grade
The check is written down and could be reused at any future entry point.
Walkthrough · The Skills Check
Say each step, wait, say the next. Do not do it for them.
Existing members meet for ten minutes and decide what a member must be able to do.
Write it as three concrete tasks, not opinions.
Run the check on the new members. Existing members run it, not the guide.
Pass, or name exactly what to practice and check again next session.
File the written check with the club playbook.
Kick it off · pick one, not all three
Ask what someone needs to be able to do before they touch the kit.
Ask who should decide that.
Hand the existing members a blank index card and leave.
How we know it worked
A written check exists that another cohort could reuse.
Core skill
Assessment design, peer authority
When it breaks · the two usual ones
The check is a gate rather than a bar, designed to exclude. Ask what it is protecting. Usually the honest answer is the kit.
The guide runs it out of habit. Sit down. The check is theirs.
Pacing
Running fast: Have the new member run the check on the next new member.
Running behind: Two tasks instead of three.
Target · everyone reaches this
Two distinct attempts exist by the end of the session.
Stretch · opt in, never assigned by grade
The team picks one to continue, and can say why.
Walkthrough · Parallel Prototypes
Say each step, wait, say the next. Do not do it for them.
Split into two pairs. Same brief, no consultation for thirty minutes.
Each pair builds their own approach.
At minute 35, both pairs demo to each other. Three minutes each.
Team decides which approach to continue with. Decision is theirs.
The abandoned approach gets one sentence written down: what it did better.
Kick it off · pick one, not all three
Ask whether it is faster to pick the right idea or to try two.
Show two solutions to the same problem side by side.
Split the team without explaining why.
How we know it worked
Two working attempts and a stated decision.
Core skill
Parallel exploration, deciding under uncertainty
When it breaks · the two usual ones
They merge both approaches into a mess. Pick one. The other gets a sentence, not a merge.
One pair is clearly ahead and the other disengages. The demo is still mandatory.
Pacing
Running fast: Build a third approach in the remaining time.
Running behind: One approach, but sketch the alternative on paper.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
First build sprint on the self-designed robot. Anything in the room is available.
Board card · write this up before they walk in
TODAY: Build version one of YOUR robot.
TRY THESE, IN ORDER:
1. Drawing on the table where you can SEE it the whole time.
2. Build the part that DOES THE WORK first. Not the body.
3. Test that part BY HAND before adding anything else.
4. Body and supports go around the working part, last.
YOU KNOW IT WORKED WHEN:
Something exists and one part of it moves.
IF YOU FINISH EARLY:
Make the working part move under motor power instead of by hand.
IF YOU GET STUCK:
Doesn't look like the drawing anymore? That's fine. Write on the
drawing what changed and why.
AT THE CLOSE, WE SHOW: the drawing next to the build.
Target · everyone reaches this
A physical thing exists that resembles the drawing.
Stretch · opt in, never assigned by grade
One part of it actually moves or does something.
Walkthrough · Build It, Version One
Say each step, wait, say the next. Do not do it for them.
Put your drawing on the table where you can see it the whole time.
Build the part that does the work first, not the body.
Test that part by hand before adding anything else.
Add the body and supports around the working part.
At the end, hold the drawing next to the build. What changed?
Kick it off · pick one, not all three
Put every bin out on the tables before they arrive with the drawings already on top.
Ask which part of their drawing they are least sure about.
Build the working part of your own design in two minutes.
How we know it worked
Something exists and one part of it moves.
Core skill
Prototyping, mechanism-first building
Materials · All available materials
When it breaks · the two usual ones
They build the body first and the mechanism never fits. Working part first, always.
It stops resembling the drawing entirely. That is fine. Ask what changed and why, and write it on the drawing.
Pacing
Running fast: Get the working part moving under motor power, not by hand.
Running behind: Build just the working part. The body can wait.
Target · everyone reaches this
All parts for the build are gathered and laid out before assembly starts.
Stretch · opt in, never assigned by grade
You identified a part you do not have and found a substitute.
Walkthrough · The Parts Hunt
Say each step, wait, say the next. Do not do it for them.
Look at your drawing. List every part you will need.
Go find all of them. Lay them out on your table in build order.
Anything you cannot find, write down.
Find a substitute for each missing part from what is in the room.
Only then start building.
Kick it off · pick one, not all three
Lay out every part for a build in order and say nothing.
Ask what happens when you run out of a part halfway through.
Show a mechanic's parts tray before a repair.
Core skill
Planning, substitution, resourcefulness
Materials · All available materials
When it breaks · the two usual ones
They skip the laying out and start building. The layout is the session.
Nothing substitutes for the missing part. Ask what job that part does, then find something that does the job.
Pacing
Running fast: Build it entirely from substitutes and compare to the original plan.
Running behind: List the parts and find half of them.
Target · everyone reaches this
A build exists that follows another learner's drawing.
Stretch · opt in, never assigned by grade
The designer agrees it matches what they meant.
Walkthrough · Build a Partner's Design
Say each step, wait, say the next. Do not do it for them.
Swap drawings with a partner.
Read theirs carefully. Ask up to three questions, no more.
Build it. Where the drawing is unclear, make a choice and note it.
Hand it back. The designer says what you got right and what you missed.
Both of you write one line about what the drawing should have shown.
Kick it off · pick one, not all three
Hand someone a drawing with an ambiguous part and watch them decide.
Ask what a drawing leaves out.
Swap two drawings in front of the room without explaining.
Core skill
Reading a spec, communication gaps
Materials · All available materials, drawings from Session 18
When it breaks · the two usual ones
They build what they wanted instead. Return it to the designer for judgment.
The drawing is unbuildable. That is information. Note what was missing.
Pacing
Running fast: Redraw your own design based on what your partner misread.
Running behind: Build one part of the partner's design.
20
Teach It
Arc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What do you owe someone who helped you?
Where the guide stands
Floating. Veterans are running ten-minute workshops on both sides. Your job is to keep time and stay quiet.
Robotics TeamArc IIIRuns on the board
Peer teaching. Veterans run short workshops on one thing they have mastered, then the sprint continues.
Board card · write this up before they walk in
TODAY: You teach. Then you build.
FIRST 20 MINUTES - WORKSHOPS:
1. Pick ONE skill you can teach in ten minutes. One.
2. Prep: what do I SHOW, what do they TRY, how do I know they got it?
3. Two workshops run in parallel. Ten minutes. Then swap.
RULE: hands on within THREE MINUTES. If they're still watching at
minute four, you're lecturing.
YOU KNOW IT WORKED WHEN:
Someone does your skill without you helping.
LAST 20 MINUTES: back to the sprint. Fix what failed last week FIRST.
IF YOU GET STUCK:
"I have nothing to teach" - you do. What did you fix that nobody
else could figure out?
AT THE CLOSE, WE SHOW: something someone learned today from a peer.
Target · everyone reaches this
At least two workshops run and everyone attends one.
Stretch · opt in, never assigned by grade
Someone successfully does the taught skill unaided afterwards.
Why this works in one hour
This is where the handoff stops being a plan and becomes visible. A veteran who has taught a skill in front of the room is a genuinely different member of the club afterwards, and it is the rehearsal for Session 22.
Walkthrough · Ten Minute Workshops
Say each step, wait, say the next. Do not do it for them.
Each veteran picks ONE skill they can teach in ten minutes. Just one.
Ten minutes of prep: what do you show, what do they try, how do you know they got it?
Run two workshops in parallel, ten minutes each, then swap.
Every workshop ends with the learner doing it, not watching it.
Back to the sprint for the last twenty minutes.
Kick it off · pick one, not all three
Ask each veteran what they are the best in the room at.
Ask what is harder, doing it or teaching it.
Teach something yourself in ten minutes, badly, and let them critique it.
How we know it worked
A learner performed the taught skill without help.
Core skill
Peer teaching, breaking down a skill
When it breaks · the two usual ones
The workshop is a lecture and nobody touches anything. Rule: hands on within three minutes.
A veteran picks something too big. One skill. Cut it down during prep.
Pacing
Running fast: Cross-track workshops: a Team veteran teaches Jr learners, or the reverse.
Running behind: One workshop instead of two, run to the whole group.
Target · everyone reaches this
Both tracks deliver a workshop and both try the other's skill.
Stretch · opt in, never assigned by grade
A learner from each track does the other track's skill unaided.
Walkthrough · The Cross-Track Exchange
Say each step, wait, say the next. Do not do it for them.
Each track picks one skill worth teaching to the other side.
Ten minutes of prep on each side, separately.
Team teaches Jr first. Ten minutes, hands on.
Jr teaches Team second. Same rules, same time.
Close by asking each side what was harder than it looked.
Kick it off · pick one, not all three
Ask each side what they think the other side does all session.
Ask which track has the harder job, and take answers from both.
Let both sides watch each other work for two minutes in silence.
How we know it worked
A learner from each track performed the other track's skill.
Core skill
Cross-track respect, teaching up and down
When it breaks · the two usual ones
One side condescends. Name it once, directly, and move on.
Jr learners are shy teaching older learners. Pair two Jr teachers rather than one.
Pacing
Running fast: Each side now teaches what they just learned to a third person.
Running behind: Demonstrations instead of workshops.
Target · everyone reaches this
A written tutorial exists and someone attempts it.
Stretch · opt in, never assigned by grade
Someone completes the skill from the written tutorial with no verbal help.
Walkthrough · Write the Tutorial
Say each step, wait, say the next. Do not do it for them.
Pick one skill. Write it as numbered steps, no more than eight.
Include one line about what goes wrong and how to spot it.
Hand it to someone who cannot do the skill. Then say nothing.
Watch where they get stuck. Do not help. Write down where.
Rewrite the step that failed.
Kick it off · pick one, not all three
Hand someone written instructions with one ambiguous step and watch.
Ask what a good instruction has that a bad one does not.
Show two versions of the same instruction.
How we know it worked
Someone completed the skill from writing alone.
Core skill
Technical writing, testing documentation
Materials · Paper or index cards
When it breaks · the two usual ones
The author helps verbally when the reader struggles. Silence is the test. Enforce it.
Steps assume knowledge the reader does not have. That is the finding.
Pacing
Running fast: Second reader tests the rewritten version.
Running behind: Five steps instead of eight.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
Jr veterans teach too, then the sprint continues. Session 20 is the first time Jr learners formally teach anyone.
Target · everyone reaches this
At least two Jr builders run a workshop and everyone attends one.
Stretch · opt in, never assigned by grade
The workshop ends with attendees doing the skill, not watching it.
Why this works in one hour
Jr learners have spent the year being taught. Giving them a formal teaching slot at Session 20, on the same day and the same terms as the Team veterans, is the single clearest signal that this track is not the kids' table.
Walkthrough · Jr Workshops
Say each step, wait, say the next. Do not do it for them.
Each builder picks ONE thing: scribble bot tuning, gear trains, mBot driving, whatever they own.
Ten minutes of prep. What do I show, what do they try?
Two workshops in parallel, ten minutes, then swap.
Hands on within three minutes. No lecturing.
Back to the build sprint for the rest of the session.
Kick it off · pick one, not all three
Ask each builder what they are the best in the room at.
Ask who taught them the thing they know best.
Run a two-minute workshop yourself and let them critique it.
How we know it worked
A Jr builder taught someone something and it stuck.
Core skill
Peer teaching, recognizing your own expertise
Materials · Whatever the workshop needs
When it breaks · the two usual ones
A builder says they have nothing to teach. They do. Ask what they fixed that nobody else could.
The workshop is a demo with no participation. Three minute rule.
Pacing
Running fast: Teach a Team learner instead of a Jr learner.
Running behind: One workshop to the whole group.
Target · everyone reaches this
The build is measurably further along than at the end of Session 19.
Stretch · opt in, never assigned by grade
One thing that failed last session now works.
Walkthrough · Sprint Two
Say each step, wait, say the next. Do not do it for them.
Start by naming the one thing that failed last session. Out loud.
Fix that first. Before anything new.
Test the fix.
Then, and only then, add something new.
End by testing the whole thing once.
Kick it off · pick one, not all three
Ask what broke last session, and take answers before anyone builds.
Show a build that improved between two photos.
Put last session's photos on the table.
Core skill
Iteration, prioritizing repairs over features
Materials · All available materials
When it breaks · the two usual ones
They start something new instead of fixing. The fix comes first. It is on the board card.
They fix it but never test it. One test before adding anything.
Pacing
Running fast: Fix two things and test both.
Running behind: Fix the one thing and stop there.
Target · everyone reaches this
Every builder both gave and received fifteen minutes of help.
Stretch · opt in, never assigned by grade
The helper can say what they learned from someone else's problem.
Walkthrough · The Helper Swap
Say each step, wait, say the next. Do not do it for them.
Pair up. Each pair splits the session in half.
First fifteen minutes: work entirely on your partner's build, under their direction.
Their build, their decisions. You are hands and ideas, not the owner.
Swap. Second fifteen minutes on yours.
Close by naming one thing you learned from their problem.
Kick it off · pick one, not all three
Help someone with their build for two minutes in front of the room without taking over.
Ask what makes help feel helpful versus annoying.
Pair people up without explaining why.
Core skill
Collaboration, helping without taking over
Materials · All available materials
When it breaks · the two usual ones
The helper takes over. Their build, their decisions. Say it once at the start.
One partner uses both halves. Timekeeper calls the swap, hard.
Pacing
Running fast: Swap with a Team learner instead of a Jr learner.
Running behind: Ten minutes each instead of fifteen.
21
Make It Work
Arc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
Is a build that broke during testing a success or a failure?
Where the guide stands
Floating and mostly silent. No new features today on either track, which means very few new questions.
Robotics TeamArc IIIRuns on the board
Debug and iterate. Nothing new gets added. Everything that exists gets made reliable before competition day.
Board card · write this up before they walk in
TODAY: NOTHING NEW GETS ADDED. Today is making it work.
WRITE THIS ON YOUR TABLE: FEATURE FREEZE.
TRY THESE, IN ORDER:
1. Run your success test ONCE. Log exactly what failed.
2. Fix ONE thing. Run again. Log it.
3. Repeat. Tester owns the log. Nobody skips an entry.
4. Last ten minutes: THREE runs in a row, untouched.
YOU KNOW IT WORKED WHEN:
Three consecutive successes with no adjustment between them.
IF YOU FINISH EARLY:
Try to BREAK it. Low battery. Different start position. Bumped mid-run.
Log everything. Fix the two most likely to happen next week.
IF YOU GET STUCK:
"It's nearly working, one more feature" - NO. Freeze means freeze.
Fixed three things at once and it works? You don't know why. Undo two.
AT THE CLOSE, WE SHOW: the run log.
Target · everyone reaches this
The build completes its success test at least once.
Stretch · opt in, never assigned by grade
It completes the success test three consecutive times without adjustment.
Why this works in one hour
Every team arrives at Session 22 believing their build works because it worked once. This session is the difference between a competition day that is exciting and one that is thirty minutes of nothing running.
Walkthrough · Reliability Run
Say each step, wait, say the next. Do not do it for them.
Freeze the feature list. Nothing new gets added today. Write that on your table.
Run the success test once. Log exactly what failed.
Fix one thing. Run again. Log it.
Repeat. The Tester owns the log and nobody skips entries.
Last ten minutes: three consecutive runs, untouched.
Kick it off · pick one, not all three
Run something three times in front of the room and let it fail on the third.
Ask what the difference is between working and reliable.
Put a blank run log on every table.
How we know it worked
Three consecutive successful runs with no adjustment between them.
Core skill
Reliability, systematic debugging, logging
When it breaks · the two usual ones
They add one more feature because it is nearly working. Freeze means freeze.
They fix three things at once and cannot tell what helped. One fix, one run, one log line.
Pacing
Running fast: Five consecutive runs instead of three.
Running behind: One successful run is a real result.
Target · everyone reaches this
At least five distinct failure modes documented with causes.
Stretch · opt in, never assigned by grade
Two of them have documented fixes that were tested.
Walkthrough · The Failure Log
Say each step, wait, say the next. Do not do it for them.
Make a table: what I did, what broke, why I think it broke.
Now actively try to break it. Low battery, different start position, bumped mid-run.
Log everything, including failures you cannot explain.
Pick the two most likely to happen at competition and fix them.
Test the fixes against the same conditions.
Kick it off · pick one, not all three
Break something in front of them in ten seconds and ask what just happened.
Ask what will go wrong next week that has not gone wrong yet.
Hand out blank failure log sheets.
How we know it worked
Two logged failures now have tested fixes.
Core skill
Adversarial testing, documentation
When it breaks · the two usual ones
They only test conditions the build already handles. Assign the hostile conditions explicitly.
The log is vague ("it broke"). Push for the cause line, every entry.
Pacing
Running fast: Swap builds with another team and try to break theirs.
Running behind: Three failure modes instead of five.
Target · everyone reaches this
A full run under competition conditions, timed and scored.
Stretch · opt in, never assigned by grade
The team identifies at least two things to change before next session.
Walkthrough · The Dress Rehearsal
Say each step, wait, say the next. Do not do it for them.
Set up the field exactly as it will be next session.
Run the full format: setup time, run time, scoring.
Nobody helps. The guide does not answer questions during the run.
Score it honestly and write the number down.
Debrief: what two things do we change before next week?
Kick it off · pick one, not all three
Set the field up before they arrive and say this is next week.
Ask what would go wrong if competition day were today.
Start a visible timer and say nothing.
How we know it worked
A recorded score and two named changes.
Core skill
Rehearsal, working under real conditions
When it breaks · the two usual ones
The team treats it as practice rather than a real run. Score it and post the number.
They discover they cannot set up in time. That is exactly what this session is for.
Pacing
Running fast: Run it twice and compare scores.
Running behind: Run the format without scoring.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
Same rule on the Jr side. Fix, do not add. Everything gets ready for competition day.
Board card · write this up before they walk in
TODAY: Fix it. Don't add to it.
TRY THESE, IN ORDER:
1. Write down what your robot is SUPPOSED to do. One sentence.
2. Try it. What went wrong? Fix that ONE thing.
3. Try again. Keep going until it works ONCE.
4. Then do it THREE TIMES without touching it.
YOU KNOW IT WORKED WHEN:
Three runs, nothing touched in between.
IF YOU FINISH EARLY:
Flex-test it. Where does it move that shouldn't? Reinforce there.
Then carry it across the room and back. Does it still work?
IF YOU GET STUCK:
Only works when you hold it? Whatever you're holding has to be
BUILT IN.
AT THE CLOSE, WE SHOW: three runs in a row.
Target · everyone reaches this
It does its thing once, reliably.
Stretch · opt in, never assigned by grade
Three times in a row without you fixing anything between.
Why this works in one hour
Jr builds break constantly because they are held together with tape and optimism. One full session where the only permitted activity is making it survive repeated use is what turns a session-22 demo into something that actually runs.
Walkthrough · Make It Work Three Times
Say each step, wait, say the next. Do not do it for them.
Write down what your robot is supposed to do. One sentence.
Try it. Note what went wrong.
Fix that one thing. Try again.
Keep going until it works once.
Then do it three times without touching it.
Kick it off · pick one, not all three
Do something three times in a row and fail the third. Say nothing.
Ask what "it works" actually means.
Put a tally sheet on each table.
How we know it worked
Three runs, nothing touched in between.
Core skill
Reliability, focused debugging
Materials · All available materials
When it breaks · the two usual ones
They keep adding new parts instead of fixing. Today is fixing only.
It works when they hold it. Whatever they are holding has to be built in.
Pacing
Running fast: Five times in a row.
Running behind: Once is a real result. Write down what you fixed.
Target · everyone reaches this
At least three weak points identified and reinforced.
Stretch · opt in, never assigned by grade
The build survives being carried across the room and still works.
Walkthrough · Reinforce Everything
Say each step, wait, say the next. Do not do it for them.
Pick the build up and gently flex it. Where does it move that should not?
Reinforce that spot. Tape, more bricks, a brace.
Repeat until nothing flexes.
Carry it across the room and back.
Test that it still does its thing.
Kick it off · pick one, not all three
Pick up a flimsy build and let it sag in front of them.
Ask what will break first when this gets carried to a showcase.
Carry something across the room and have it fall apart.
Core skill
Structural robustness, failure prediction
Materials · All available materials, tape
When it breaks · the two usual ones
They reinforce the parts that look weak rather than the parts that flex. Flex test first.
Reinforcing jams the moving part. Check function after every reinforcement.
Pacing
Running fast: Survive being carried by someone else who does not know how it works.
Running behind: Reinforce the one worst spot.
Target · everyone reaches this
A card that another learner can follow to run your robot.
Stretch · opt in, never assigned by grade
Someone runs it successfully with the card and no talking.
Walkthrough · The Instruction Card
Say each step, wait, say the next. Do not do it for them.
Write how to start it, in order, in five steps or fewer.
Write what it should do, so they know if it worked.
Write the one thing that usually goes wrong and what to do.
Hand it to someone else and say nothing.
Fix whatever step they got stuck on.
Kick it off · pick one, not all three
Hand someone a build and a card with a missing step.
Ask what a stranger would need to know to run this.
Show two instruction cards, one usable and one not.
Core skill
Documentation, writing for a stranger
Materials · Index cards
When it breaks · the two usual ones
They help verbally. Silence is the test.
The card assumes knowledge only they have. That is the whole finding.
Pacing
Running fast: A Team learner runs it from the card.
Running behind: Three steps instead of five.
22
Competition Day
Joint sessionArc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What makes a competition fair?
Where the guide stands
Referee only. You enforce the rules the learners wrote. You do not fix robots, coach runs, or settle arguments the scoring table can settle.
Joint session, and one of two that needs a second adult. Not for supervision but for pace: a competition with one adult refereeing and nobody else free will run long. The Jr crew handles operations, but a second adult keeps the room moving.
Robotics TeamArc IIIRuns on the board
The competition. Learners set the format, run the matches, and score it. The guide referees and nothing else.
Target · everyone reaches this
Every team completes at least one scored run.
Stretch · opt in, never assigned by grade
The whole event runs on the learners' own format with no guide intervention.
Why this works in one hour
It is the payoff for the whole Team arc and it costs nothing beyond what is already in the room. Handing the format, the scoring, and the officiating to the learners is what makes it feel real rather than staged.
Walkthrough · The Internal Championship
Say each step, wait, say the next. Do not do it for them.
Learners set the format in the first ten minutes: run length, attempts, scoring. Written on the board.
Jr crew runs timing, scoring, and the crowd. That is their job today.
Each team gets a fixed setup window and a fixed run window. Timekeeper enforces both.
Scores go on a visible board as they happen.
Last ten minutes: every team says one thing that surprised them.
Kick it off · pick one, not all three
Set the field up before anyone arrives with a blank scoreboard on the wall.
Ask what makes a competition fair, and write the answers on the board as the rules.
Show sixty seconds of a real FLL match.
How we know it worked
A scoreboard exists and no adult decided anything.
Core skill
Competition, rule-making, performing under pressure
When it breaks · the two usual ones
A rule dispute stalls everything. The learners wrote the rules, so the learners rule on it. You enforce, you do not adjudicate.
A robot fails completely and the team is crushed. Every team gets a second attempt. Write that into the format up front.
Pacing
Running fast: Best of three per team, or add a surprise constraint announced at the start.
Running behind: One run per team, scored generously.
Target · everyone reaches this
Every team attempts every station.
Stretch · opt in, never assigned by grade
A team clears every station in one pass without rebuilding.
Walkthrough · The Gauntlet Championship
Say each step, wait, say the next. Do not do it for them.
Learners pick eight stations from the year and set them up.
Each station has a posted pass mark, written by the learners who chose it.
Teams rotate on a fixed clock. Timekeeper owns it.
Jr crew staffs the stations and judges pass or fail.
Running total on a visible board.
Kick it off · pick one, not all three
Set up two stations before they arrive and leave six blank.
Ask which challenge from the year was hardest and why.
Post the eight station names with nothing else.
How we know it worked
Every team attempted every station on the clock.
Core skill
Integration, endurance, breadth
When it breaks · the two usual ones
Stations run at wildly different speeds. Fixed clock, hard rotation, no exceptions.
Rebuilding between stations eats the session. Allow it but score it as a time penalty.
Pacing
Running fast: No rebuilding permitted between stations.
Running behind: Five stations instead of eight.
Target · everyone reaches this
Every alliance completes a shared run.
Stretch · opt in, never assigned by grade
An alliance coordinates two robots on the field simultaneously.
Walkthrough · The Alliance Match
Say each step, wait, say the next. Do not do it for them.
Pair teams into alliances. Pairings drawn randomly.
Alliances get ten minutes to plan together before the first match.
Both robots on the field at once. Combined score.
Two rounds, redrawn pairings for round two.
Debrief: was it easier or harder than working alone?
Kick it off · pick one, not all three
Show sixty seconds of a cooperative robotics match.
Ask whether two robots are twice as good as one.
Draw the pairings out of a hat in front of everyone.
How we know it worked
Two robots on the field at once, scoring together.
Core skill
Cooperation, coordination under constraint
When it breaks · the two usual ones
One robot does everything and the other sits. Score requires a contribution from both.
Robots collide constantly. Alliances need a plan, and the ten minutes is for exactly that.
Pacing
Running fast: Three rounds with redrawn pairings each time.
Running behind: Alliances plan but run one at a time.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
Jr runs the event, then competes in its own. Staffing competition day is a real job with real authority.
Target · everyone reaches this
The event runs on time with scores recorded accurately.
Stretch · opt in, never assigned by grade
A Jr learner makes a scoring call that stands without an adult confirming it.
Why this works in one hour
Giving the Jr track operational authority over the Team track competition is the single strongest structural statement this curriculum makes about the two tracks being equal. It also happens to be genuinely useful, because a solo guide cannot referee and time and score.
Walkthrough · Run the Event
Say each step, wait, say the next. Do not do it for them.
Assign jobs before the huddle ends: two timers, two scorers, one announcer, one crowd lead.
Timers own the clock and call it out loud. Nobody negotiates with the timer.
Scorers write on the visible board immediately after each run.
Announcer says who is up next and what happened.
Second half: Jr bots race and the Team crew scores for them.
Kick it off · pick one, not all three
Post the job list before anyone arrives with names blank.
Ask who runs a real competition, the competitors or someone else.
Hand a stopwatch to a learner and walk away.
How we know it worked
A Jr learner's call stood without adult confirmation.
Core skill
Officiating, authority, event operations
Materials · Stopwatches, whiteboard, all builds
When it breaks · the two usual ones
An adult second-guesses a scoring call. Do not. The call stands.
Jr crew gets bored during long setup windows. Give the announcer something to do during setup.
Pacing
Running fast: Jr crew also writes the scoring rubric before the event starts.
Running behind: Two jobs instead of six: one timer, one scorer.
Target · everyone reaches this
Every Jr bot competes in at least one category.
Stretch · opt in, never assigned by grade
The categories were designed by learners and are genuinely different from each other.
Walkthrough · The Invention Races
Say each step, wait, say the next. Do not do it for them.
Learners propose categories in the first five minutes: fastest, strangest, most useful, best drawing.
Vote on four. Write them on the board.
Every bot enters at least one. Bots can enter multiple.
Run each category in turn with a learner judge panel.
Winners are announced by the announcer, not the guide.
Kick it off · pick one, not all three
Post four blank category slots on the board.
Ask what their robot is best in the room at.
Show a category name and ask what would win it.
Core skill
Category design, judging, competition
Materials · All Jr builds, whiteboard
When it breaks · the two usual ones
Categories are all variations of "fastest." Push for one that is not about speed.
A bot fits no category. Add a category for it. That is allowed.
Pacing
Running fast: Add a category proposed by the Team track.
Running behind: Two categories instead of four.
Target · everyone reaches this
Every bot competes in at least one match.
Stretch · opt in, never assigned by grade
The bracket runs to a final without an adult resolving anything.
Walkthrough · The Head to Head
Say each step, wait, say the next. Do not do it for them.
Agree the metric as a group in five minutes. Distance, sumo, or drawing coverage.
Draw a bracket on the board with everyone in it.
Two learners run each match and record the result.
Losers get two minutes to modify before their next appearance.
Run to a final.
Kick it off · pick one, not all three
Draw an empty bracket on the board before they arrive.
Ask what a fair head-to-head looks like.
Run one demonstration match yourself in thirty seconds.
Core skill
Tournament structure, iterative improvement
Materials · All Jr builds, whiteboard, tape measure
When it breaks · the two usual ones
One bot dominates and it stops being interesting. Add a modification window after round one.
A match result is disputed. The two learners running it decide. That is why there are two.
Pacing
Running fast: Double elimination, or a modification round between every match.
Running behind: Round robin instead of a bracket.
23
Whose Club Is It
Arc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What should this club look like next year, and who decides?
Where the guide stands
In the room, listening, taking notes. Learners chair this session on both sides. You speak when asked a direct question.
Robotics TeamArc IIIRuns on the board
The club constitution. Learners decide what next year looks like: roles, norms, entry rules, and what they would change.
Board card · write this up before they walk in
TODAY: You write the rules. A learner chairs. Guide sits down.
TRY THESE, IN ORDER:
1. What went WRONG this year? List it BEFORE proposing anything.
2. For each item: what rule would have prevented it?
3. Cover four areas:
- Roles: who does what
- Entry: how someone joins mid-year
- Disagreements: how they get settled without the guide
- Day one: what a new member gets
4. Read the whole thing back. Anyone can veto a line and say why.
YOU KNOW IT WORKED WHEN:
There's a rule in there that would have fixed something real
that actually happened this year.
IF YOU GET STUCK:
Turning into an equipment wish list? This is about how the club
RUNS, not what it owns.
AT THE CLOSE, WE SHOW: one rule, read aloud.
Target · everyone reaches this
A written document covering roles, entry, and norms.
Stretch · opt in, never assigned by grade
The document resolves at least one thing that actually went wrong this year.
Why this works in one hour
The club has to belong to the learners before the guide leaves, not after. Writing this at Session 23 rather than Session 25 means there are still two sessions to test whether the rules they wrote actually work.
Walkthrough · Write the Constitution
Say each step, wait, say the next. Do not do it for them.
A learner chairs. Guide sits down and does not run this.
Start with what went wrong this year. List it before proposing anything.
For each item, write the rule that would have prevented it.
Cover four areas: roles, entry points, how disagreements get settled, what a new member gets on day one.
Read the whole thing back. Anyone can veto a line and say why.
Kick it off · pick one, not all three
Put this year's Session 0 contract on the wall next to a blank sheet.
Ask what they would change about how this club ran.
Hand the marker to a learner and sit down.
How we know it worked
A rule exists that would have prevented something real from this year.
Core skill
Self-governance, institutional design
When it breaks · the two usual ones
It becomes a wish list for equipment. Redirect once: this is about how the club runs, not what it owns.
The guide starts editing. Sit down. A constitution the adult wrote is not a constitution.
Pacing
Running fast: Add a section on what happens when the guide is absent.
Running behind: Cover two areas instead of four.
Target · everyone reaches this
Every session is rated and at least ten specific changes are recorded.
Stretch · opt in, never assigned by grade
The changes are prioritized and the top three are written as concrete proposals.
Walkthrough · The Retro
Say each step, wait, say the next. Do not do it for them.
Put all 22 session titles on the wall.
Everyone marks each one: keep, change, or cut. Silently, with dots.
Talk through the ones with the most change or cut marks.
For each, write what specifically would be different.
Vote the top three and write them as proposals a guide could act on.
Kick it off · pick one, not all three
Put all 22 titles on the wall before they arrive with dot stickers out.
It turns into complaining. Every criticism needs a specific replacement.
Recency bias: the last four sessions get all the attention. Walk the wall chronologically.
Pacing
Running fast: Write the three proposals as full session plans.
Running behind: Rate the sessions and pick the top three changes.
Target · everyone reaches this
Roles are defined and a selection process is written down.
Stretch · opt in, never assigned by grade
The process is tested by actually selecting for one role.
Walkthrough · Elect the Officers
Say each step, wait, say the next. Do not do it for them.
List the jobs that need doing next year. All of them, before naming anyone.
Group them into three or four officer roles.
For each, write what the role owns and how someone earns it.
Decide the selection method: election, demonstrated skill, or rotation.
Run it once, for one role, today.
Kick it off · pick one, not all three
Ask what jobs the guide did this year that a learner could do.
Ask how someone should get a leadership role.
List the four club jobs and ask what is missing.
How we know it worked
One role filled by the learners' own written process.
Core skill
Leadership design, fair process
When it breaks · the two usual ones
It becomes a popularity contest. Push on the "how someone earns it" line, hard.
Everyone wants the same role. Good. That is what the selection process is for.
Pacing
Running fast: Run the selection for all the roles today.
Running behind: Define the roles and leave selection for Session 25.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
Jr writes its half of the constitution and keeps building. The final version has to work for both tracks.
Target · everyone reaches this
A written list of what to keep, change, and add.
Stretch · opt in, never assigned by grade
It names at least one thing Jr wants from the Team track next year.
Why this works in one hour
If only the Team track writes the constitution, the constitution will be about the Team track. Jr writing its own half, chaired by a Jr learner, is what makes the merged document honest.
Walkthrough · The Jr Charter
Say each step, wait, say the next. Do not do it for them.
A Jr learner chairs. The guide sits down.
Three columns on the board: KEEP, CHANGE, ADD.
Go unit by unit through the year. What goes in which column?
Add a fourth question: what do we want from the Team side next year?
Read it back and let anyone veto a line.
Kick it off · pick one, not all three
Put the five unit names on the board with three blank columns.
Ask what they would tell a brand new Jr learner in September.
Ask what the best session of the year was.
How we know it worked
A Jr learner chaired it and the guide did not answer for anyone.
Core skill
Self-governance, reflection
Materials · Whiteboard
When it breaks · the two usual ones
Everything goes in KEEP. Push once: what actually did not work?
The chair defers to the guide constantly. Say you are not answering, once, then hold it.
Pacing
Running fast: Merge the Jr charter with the Team constitution into one document today.
Running behind: Two columns instead of three.
Target · everyone reaches this
The build is closer to finished than it was last session.
Stretch · opt in, never assigned by grade
The build works reliably enough to demo without repairs.
Walkthrough · Build Sprint Three
Say each step, wait, say the next. Do not do it for them.
Name what is left to do. Write the list.
Cross off anything that will not be finished by Session 24. Be honest.
Work the remaining list in order.
Test at minute 30 regardless of how finished it feels.
End with a list of what is left for next session.
Kick it off · pick one, not all three
Ask what is genuinely left versus what would be nice.
Show a build that is 90 percent done and ask what that means.
Put a countdown on the board: two sessions left.
Core skill
Scoping, finishing, honest estimation
Materials · All available materials
When it breaks · the two usual ones
They add scope with two sessions to go. Cross it off. Finish beats bigger.
Nothing gets tested until Session 25. The minute-30 test is mandatory.
Pacing
Running fast: Finish everything on the list and start the instruction card.
Running behind: Pick one thing from the list and finish just that.
Target · everyone reaches this
Every builder writes something to next year's cohort.
Stretch · opt in, never assigned by grade
The letters include something honest about what was hard.
Walkthrough · The Time Capsule
Say each step, wait, say the next. Do not do it for them.
Each builder writes one page to a learner who has not joined yet.
Three prompts: what surprised you, what was hard, what should they build first.
Add a photo of your best build.
Seal it all in one envelope, labeled with next year's Session 0 date.
Read two aloud before sealing, volunteers only.
Kick it off · pick one, not all three
Hold up a sealed envelope with next year's date on it.
Ask what they wish someone had told them in September.
Read a letter you wrote yourself.
Core skill
Reflection, writing for a stranger, continuity
Materials · Paper, envelopes, printed photos
When it breaks · the two usual ones
Letters are all "it was fun." Push on the "what was hard" prompt.
Nobody wants to read theirs aloud. Volunteers only. Do not push.
Pacing
Running fast: Write a second letter to yourself, opened at Session 25 next year.
Running behind: One paragraph instead of a page.
24
Write It Down
Arc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What breaks when someone else takes over your work?
Where the guide stands
Available but not directing. Both tracks are documenting today, and the test of the documents is whether they work without you.
Robotics TeamArc IIIRuns on the board
The playbook. Everything a future guide or a future member would need, written by the learners who figured it out.
Board card · write this up before they walk in
TODAY: Write down what only you know.
TRY THESE, IN ORDER:
1. List the sections. Kit setup / Coding Canvas / the roles /
onboarding / what breaks and how to fix it / the reset system.
2. Everyone claims ONE. Nobody takes a second until everyone has one.
3. Write it for SOMEONE WHO WAS NOT HERE. That's the whole bar.
4. SWAP sections. Edit each other's for anything that assumes context.
YOU KNOW IT WORKED WHEN:
Someone with no context could follow your section.
IF YOU FINISH EARLY:
Hand a section to someone outside the club. Watch them try it cold.
IF YOU GET STUCK:
"Everyone knows that" - no they don't. Write it down.
AT THE CLOSE, WE SHOW: the contents page.
Target · everyone reaches this
Every section has an author and a complete draft.
Stretch · opt in, never assigned by grade
Someone outside the club could run a session from it.
Why this works in one hour
This is the artifact that makes the program survive a guide change, and having learners write it rather than the guide is what makes it accurate: they document what actually confused them, not what an adult imagines would.
Walkthrough · Write the Playbook
Say each step, wait, say the next. Do not do it for them.
List the sections: kit setup, Coding Canvas basics, the roles, onboarding, what breaks and how to fix it, the reset system.
Every learner claims one. Nobody writes two until everyone has one.
Write it for someone who was not here. That is the entire bar.
Swap sections and edit each other's for anything that assumes context.
Assemble into one binder or one document with a contents page.
Kick it off · pick one, not all three
Hold up an empty binder with a contents page and nothing else.
Ask what a new guide would need on day one that is not written down anywhere.
Show a section written badly and ask what is missing.
How we know it worked
A reader with no context could follow a section.
Core skill
Technical writing, institutional memory
When it breaks · the two usual ones
Sections assume knowledge the reader does not have. The swap-and-edit step is what catches this. Do not skip it.
Two learners want the same section. Split it: one writes it, one tests it.
Pacing
Running fast: Hand a section to someone outside the club and have them attempt it cold.
Running behind: Three sections total, written in pairs.
Target · everyone reaches this
A physical or digital package covering what a new member needs.
Stretch · opt in, never assigned by grade
A learner who was not involved can use it and get started unaided.
Walkthrough · The Onboarding Kit
Say each step, wait, say the next. Do not do it for them.
List what a new member needed and did not get this year. Ask the Session 18 joiners directly.
Design the package: a card, a checklist, a first build, a buddy assignment.
Build it. Actually make the cards and print the checklist.
Test it on someone. Ideally a learner from another studio.
Fix what confused them.
Kick it off · pick one, not all three
Ask the newest members what they wish they had been given.
Show an onboarding packet from anywhere: a job, a team, a game.
Hand someone an empty folder labeled "day one."
How we know it worked
Someone unfamiliar got started from the kit alone.
Core skill
User-centered design, onboarding
Materials · Card stock, printing
When it breaks · the two usual ones
They design for someone like themselves. The Session 18 joiners are the actual experts here. Ask them.
It is all paper and no doing. A new member needs a first build in the first session.
Pacing
Running fast: Test it on a learner from outside the club entirely.
Running behind: Just the checklist and the first build.
Target · everyone reaches this
At least fifteen documented failures with causes and fixes.
Stretch · opt in, never assigned by grade
It is organized so someone could look up a symptom and find the fix.
Walkthrough · The Failure Book
Say each step, wait, say the next. Do not do it for them.
Brainstorm every failure of the year. All of them. Do not filter.
For each: symptom, cause, fix. Three columns.
Group by category: hardware, code, sensors, team process.
Add an index by symptom, because that is what a stuck person searches for.
Test it: name a symptom and see if someone can find the fix in ten seconds.
Kick it off · pick one, not all three
Ask what broke the most this year.
Show a troubleshooting guide from any product.
Write one symptom on the board and ask what caused it.
How we know it worked
A symptom lookup found the fix in under ten seconds.
Core skill
Documentation, troubleshooting, indexing
When it breaks · the two usual ones
Only recent failures get recorded. Walk the session list chronologically.
It is organized by cause, which is useless to a stuck person. Index by symptom.
Pacing
Running fast: Add the failures the Jr track hit too.
Running behind: Ten failures instead of fifteen.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
Final build session plus documentation. Everything has to be finished and explainable by the end of today.
Board card · write this up before they walk in
TODAY: Finish. Then write the card.
FIRST 25 MINUTES: finish your build. No new features. Completion only.
THEN EVERYONE STOPS. Hard stop. Whatever state it's in.
WRITE THE SHOWCASE CARD - four lines:
1. What it is
2. What it does
3. What broke
4. What I would change
Then: photo of your build for the club record.
Then: say your opening sentence OUT LOUD once.
YOU KNOW IT WORKED WHEN:
Finished build + a card that names a real failure.
IF YOU GET STUCK:
Card says "a robot" and nothing else? Line 3 is the one that matters.
AT THE CLOSE, WE SHOW: the card.
Target · everyone reaches this
The build is finished and has a written card.
Stretch · opt in, never assigned by grade
The card says what broke and what you would change, not just what it is.
Why this works in one hour
The hard stop at minute 25 is the important part. Every showcase in every school has builders still building when visitors arrive, and the fix is a stop that happens a full session early.
Walkthrough · Finish and Document
Say each step, wait, say the next. Do not do it for them.
First 25 minutes: finish. No new features, only completion.
Then stop building. Everyone stops, regardless of state.
Write the showcase card: what it is, what it does, what broke, what I would change.
Take a photo of your build for the club record.
Practice your opening sentence out loud, once.
Kick it off · pick one, not all three
Put blank showcase cards on every table before they arrive.
Ask what a visitor needs to know in one sentence.
Show a card that says only "a robot" and ask what is missing.
How we know it worked
A finished build with a card that names a failure.
Core skill
Completion, documentation, reflection
Materials · All materials, index cards, camera
When it breaks · the two usual ones
They keep building past the stop. The stop is hard. Nothing unfinished at the showcase is a disaster, but nothing documented is.
Cards say what it is and nothing else. The "what broke" line is the one that matters.
Pacing
Running fast: Write a second card aimed at a learner rather than a parent.
Running behind: Finish the build, write two lines instead of four.
Target · everyone reaches this
A written build guide with steps and a parts list.
Stretch · opt in, never assigned by grade
Someone follows it and produces something recognizably similar.
Walkthrough · The Build Guide
Say each step, wait, say the next. Do not do it for them.
List every part you used. All of them.
Write the build in numbered steps. Eight or fewer.
Draw the tricky step rather than describing it.
Hand it to someone else with the parts and say nothing.
Fix whichever step they got stuck on.
Kick it off · pick one, not all three
Hand someone a build guide with a missing step and watch.
Ask what a LEGO instruction booklet does that words cannot.
Show a step that would be easier as a drawing.
Core skill
Technical writing, drawing as documentation
Materials · Paper, markers
When it breaks · the two usual ones
The author helps verbally. Silence is the test.
Steps assume a part orientation that is never stated. That is usually the tricky step. Draw it.
Pacing
Running fast: A Team learner builds it from the guide.
Running behind: Parts list and five steps.
Target · everyone reaches this
A layout plan and a set-up gallery covering the whole year.
Stretch · opt in, never assigned by grade
The gallery tells the story of the year, not just the last unit.
Walkthrough · The Gallery Setup
Say each step, wait, say the next. Do not do it for them.
Walk the whole year: five units. Pick what represents each.
Sketch the room layout: where does a visitor walk, and in what order?
Set it up today so Session 25 needs no setup time.
Add unit headers so a visitor knows what they are looking at.
Walk it as a visitor would and fix anything confusing.
Kick it off · pick one, not all three
Ask what a visitor should see first and what they should see last.
Show a museum floor plan.
Walk the empty room and ask where people will naturally go.
Core skill
Curation, spatial planning, storytelling
Materials · All builds from the year, signage, tape
When it breaks · the two usual ones
Only Unit 5 gets represented. All five units, or the year looks like eight weeks.
It gets set up and then knocked apart before Session 25. Photograph the layout and tape floor markers.
Pacing
Running fast: Add the Team half of the layout too, jointly.
Running behind: Pick one item per unit and line them up.
25
Hand It Over
Joint sessionArc IIIUnit 5 · Invent-a-Bot
Huddle question · nobody answers it for them
What are we actually proud of?
Where the guide stands
In the audience. Learners run the entire session, name next year's officers, and close the club. You speak only if invited.
Final session. Joint, parents invited, learner-hosted, and the second session that wants a second adult. Hosts get their prep card at Session 24. The guide sits in the audience and does not speak.
Robotics TeamArc IIIRuns on the board
The grand showcase. Learner-hosted end to end, parents invited, and the handoff to next year's officers.
Target · everyone reaches this
The session runs start to finish with learners hosting.
Stretch · opt in, never assigned by grade
The guide does not speak at any point during the event.
Why this works in one hour
Everything in the handoff ladder has been building toward a session the guide does not run. Naming next year's officers in front of parents makes the continuity real rather than aspirational.
Walkthrough · The Grand Showcase
Say each step, wait, say the next. Do not do it for them.
Two learner hosts are chosen at Session 24 and get a prep card.
Hosts open, introduce each segment, and manage the clock.
Team demos run live. Jr gallery is already set up from Session 24.
Hosts present the club playbook to the room and say who wrote what.
Outgoing members name next year's officers, using the process from Session 23.
Kick it off · pick one, not all three
Set the room up before anyone arrives so the hosts walk into a ready space.
Hand the hosts their prep card at Session 24 and then stay out of it.
Ask the room at Session 24 who should host and why.
How we know it worked
The guide did not speak during the event.
Core skill
Event hosting, institutional handoff
When it breaks · the two usual ones
A host freezes. The second host picks up. Do not step in unless it is a safety issue.
The guide answers a parent question and the whole illusion breaks. Sit down and stay down.
Pacing
Running fast: Hosts also run the parent question round and the officer announcement.
Running behind: Hosts run the opening and the close; the guide handles transitions.
Target · everyone reaches this
Builds from all three arcs are running and staffed.
Stretch · opt in, never assigned by grade
A visitor can trace the year from Session 1 to Session 25 by walking the room.
Walkthrough · The Full Year Run
Say each step, wait, say the next. Do not do it for them.
Lay the room out chronologically: Arc I, Arc II, Arc III.
Every station has a working build and a learner.
Visitors walk it in order. Signage marks the arcs.
At the halfway point, a learner gives a two-minute talk on what changed between Arc I and Arc III.
Close with the officer handoff.
Kick it off · pick one, not all three
Lay the floor out chronologically before anyone arrives.
Ask what a visitor should understand by the time they reach the far wall.
Put a Session 1 build next to a Session 22 build.
How we know it worked
A visitor traced the whole year by walking the room.
Core skill
Narrative, sustained operation, curation
When it breaks · the two usual ones
Early builds no longer exist because they were dismantled for parts. Photograph everything as you go all year, and use photos where builds are gone.
Everything runs at once and it is chaos. Stagger the demos by arc.
Pacing
Running fast: Add a live rebuild of a Session 1 challenge to show how fast it is now.
Running behind: One station per arc instead of many.
Target · everyone reaches this
Incoming officers run a real segment of the session.
Stretch · opt in, never assigned by grade
They handle something unplanned without the guide intervening.
Walkthrough · The Handoff Session
Say each step, wait, say the next. Do not do it for them.
First forty minutes: the showcase, hosted by this year's learners.
Officers for next year are named with twenty minutes left.
Those officers immediately run the closing segment: the reset, the final word, the group photo.
Outgoing members answer questions from the incoming officers in front of everyone.
Guide says nothing unless directly asked.
Kick it off · pick one, not all three
Ask who should run the last twenty minutes of the year.
Name the officers and then physically step back.
Hand the marker over and sit down.
How we know it worked
Next year's officers ran a real segment in front of the room.
Core skill
Succession, live handoff
When it breaks · the two usual ones
The incoming officers freeze in front of parents. Outgoing members coach from the side, not the guide.
It runs over. Give the officers the clock and let them manage it. That is the point.
Pacing
Running fast: Incoming officers also run the parent question round.
Running behind: Officers run the group photo and the final word only.
Robotics Jr.Unit 5 · Invent-a-BotRuns on the board
Jr presents the full year and hands over too. Same stage time, same expectations, same officer process.
Target · everyone reaches this
Every builder presents their invention and its card.
Stretch · opt in, never assigned by grade
The builder explains what they would change, not just what it does.
Walkthrough · The Invention Showcase
Say each step, wait, say the next. Do not do it for them.
Gallery is already set up from Session 24. No setup time needed today.
Each builder gets three minutes at their station as visitors circulate.
Opening sentence was practiced at Session 24. Use it.
Every builder must say line four from their card: what I would change.
Jr officers for next year are named alongside the Team officers.
Kick it off · pick one, not all three
Have the gallery lit and ready before anyone walks in.
Ask what they want a parent to remember tomorrow.
Point at a Session 2 build next to a Session 24 build.
How we know it worked
Every Jr builder said what they would change.
Core skill
Presentation, ownership, reflection
Materials · All builds, cards, gallery signage
When it breaks · the two usual ones
A builder freezes with a parent in front of them. Ask them one question: what took longest?
Builders drift from their stations. Assign a rotation so every station is always staffed.
Pacing
Running fast: Builders also run a try-it station for visitors.
Running behind: Two minutes each, opening sentence only.
Target · everyone reaches this
All five units represented with artifacts or photos.
Stretch · opt in, never assigned by grade
The wall includes failures alongside successes.
Walkthrough · The Whole Year Wall
Say each step, wait, say the next. Do not do it for them.
Set the timeline up along the longest wall in the room.
Five unit sections, in order, with headers.
Every builder contributes at least one item per unit they attended.
Include at least three things that did not work, labeled as such.
End the wall with the time capsule envelope for next year.
Kick it off · pick one, not all three
Put the five unit headers up and leave the rest blank until they fill it.
Ask what they built in September versus what they built in May.
Hold up a Session 2 photo next to a Session 24 build.
Core skill
Narrative, curation, honest reflection
Materials · All builds and drawings, photos, wall space, signage
When it breaks · the two usual ones
Only successes go up. Require the failure entries explicitly.
New joiners have less to contribute. Give them the "what we would tell a new learner" panel.
Pacing
Running fast: Add predictions for next year, sealed with the time capsule.
Running behind: One item per unit, no failure entries.
Target · everyone reaches this
Every visitor who wants to gets taught something by a Jr learner.
Stretch · opt in, never assigned by grade
A visitor builds or runs something successfully with only verbal coaching.
Walkthrough · Teach a Visitor
Say each step, wait, say the next. Do not do it for them.
Set two or three teaching stations: scribble bot, mBot driving, a simple LEGO mechanism.
Two Jr learners staff each station, rotating every ten minutes.
Learners coach verbally only. They do not take the controls or the bricks.
Each station has a small completion goal so a visitor knows when they are done.
Close by asking learners what was harder than they expected.
Kick it off · pick one, not all three
Have a learner coach you through something in front of the room.
Ask what is harder, doing it or teaching it.
Set the stations up already running.
Core skill
Teaching, restraint, hosting
Materials · Scribble bot supplies, mBots, LEGO
When it breaks · the two usual ones
Learners take over to be helpful. Their hands, your words. Say it once and hold it.
A queue forms. Three stations minimum if the turnout is big.
Pacing
Running fast: Learners also teach a Team learner something.
Running behind: One station, pairs rotating.
08
Budget
Phased on purpose. Phase 1 is everything needed to open the doors on Session 0. Phase 2 can be staged across the year, since scribble bot supplies are not needed until Session 9 and mBots not until Session 14. All figures rounded up. No external competition costs this year.
Phase 1 · launch essentials
Item
Cost
Notes
LEGO® Education CS & AI Kit (45522)
$530
One-time, reusable every season. The single purchase that unlocks Robotics Team.
Entry-level mBot robots (2)
$100
Roughly $50 each. Simple builds suited to Robotics Jr.
Storage & organization system
$460
Rolling cart $200, 16 labeled bins $150, small-parts organizers $80, laminating and printing $30.
Phase 1 total
$1,090
Both tracks launch on this alone.
Phase 2 · rounding out Robotics Jr.
Item
Cost
Notes
Bulk LEGO / Technic elements
$200
Gears, axles, beams, plates. Donation drive first, buy only the gap.
KiwiCo / mechanical kits (6 to 8)
$200
Roughly $25 to $30 each.
Scribble bot supplies, class set
$75
Hobby motors, coin motors, batteries, markers. Needed by Session 9.
Consumables
$100
Cardboard, tape, glue, craft. Overlaps with Creation Club stock.
Practice table, DIY 4x8
$100
Optional. Gives Session 22 a real competition surface.
Phase 2 total
$675
Drops toward $475 if the LEGO donation drive lands.
$1,090Phase 1, both tracks launch
$1,765Full program, internal season
$1,565With LEGO donations
$855Year 2 external competition add
Entering NorCal FLL tournaments in Year 2 adds roughly $855 annually plus one-time coach Livescan screening under CA AB506. The CS & AI kit carries over at no additional cost, and it is the required FLL hardware from 2028 onward, so nothing about the Year 1 investment is wasted by waiting.
09
Guide's field kit
The rule that makes it Socratic
No Rescue
When something fails during track work, the guide's entire vocabulary is three questions: What have you tried? What do you think is happening? Who in this room has solved this? The third is the workhorse. It routes help to a peer, protects a solo guide's attention, and builds the mentoring culture the handoff depends on. It matters double here, because the guide is frequently on the other side of the walkway.
Huddle question bank
One question per session, asked at the huddle to the whole club, both tracks at once. It is the only piece of content the two tracks genuinely share, so it is worth protecting.
What makes a rule worth agreeing to, instead of a rule you were just told?
What's the difference between a mistake and a failure?
Should you copy a design that works?
Is it better to be fast, or to be exact?
If you have to do something twice, is it worth writing it down?
If your build worked the first time, did you learn anything?
Is it cheating to let the robot check its own work?
Who should decide when something is finished?
Is the best builder in the room the one with the best build?
What does this club owe a person who just walked in?
Is a machine that makes something ugly still a good machine?
When is it time to stop improving something?
Should this club have a leader?
Is it harder to build something, or to teach someone else to build it?
What do you already know that transfers to something you have never used?
If a machine learns something you did not teach it, who made it work?
Can you be responsible for something you did not directly tell a machine to do?
What did you build that you could not have built in September?
What makes a problem worth solving?
What is the point of a plan if you are going to change it?
What do you owe someone who helped you?
Is a build that broke during testing a success or a failure?
What makes a competition fair?
What should this club look like next year, and who decides?
What breaks when someone else takes over your work?
What are we actually proud of?
The reset system
Two tracks and five material units in one shared room is a lot of stuff. A robotics club that gets messy stops being excellent fast. The fix is not asking people to be tidy, it is making the correct thing the easy thing.
System
How it works
One bin per unit
Materials grouped by unit, not by material type. Setup is: grab one bin, run the session.
Photo labels
Every bin carries a photo of its contents beside the word label. Reading fluency is never a barrier to putting something back correctly.
Color coded by track
Pine labels on the Team side, clay on the Jr side. A misplaced bin is visible across the room in one glance.
Station reset cards
A laminated photo at each station shows exactly what done looks like. No judgment calls, no negotiation.
Kit trays stay kit trays
The CS & AI kit ships with sorting trays. Parts return to assigned slots every session without exception. Highest-value habit in the club.
The Quartermaster
A rotating learner job on each track. Runs the inventory check and signs off before anyone leaves.
Reset is in the session
The final five minutes are cleanup and close, inside the hour. Nobody stays late, so it actually happens.
The closing photo
Each Documentarian photographs the reset station before the close. Ten seconds, real accountability, visual record for next year.
Recovery cards
Three zero-prep challenges for any session that collapses, or any session a covering adult has to run cold. One per track, plus one joint.
Team · Beat The Clock
Pick any mission the team has already solved. Do it again, faster, with cleaner code. Timed, three attempts, best run counts.
Jr · Tallest Thing
Tallest freestanding LEGO structure that survives being carried across the room. Materials are in the bin. Go.
Joint · The Swap
Each track writes a challenge for the other track and hands it over. Whoever wrote it judges it. Ends with both sides explaining what they thought was easy that turned out not to be.
The board card template
Every session below ships both board cards written out. This is the blank if a guide needs to write their own.
TODAY'S MISSION (one sentence):
TRY THESE, IN ANY ORDER:
1.
2.
3.
YOU KNOW IT WORKED WHEN:
IF YOU FINISH EARLY:
IF YOU GET STUCK: who in this room has solved this?
AT THE CLOSE, WE SHOW:
10
For Mo
Entry points
Three: Sessions 0, 9, and 18. Each lands at a natural boundary. On Robotics Jr. they coincide with the start of a brand new unit with brand new materials, so a new learner walks into a clean start rather than the middle of something. On Robotics Team they carry a real onboarding structure: apprenticeship at Session 9, peer-run skills check at Session 18.
Age and level
Two tracks, chosen by appetite rather than assigned by grade. Robotics Team is recommended at grade 4 and up so the curriculum can be genuinely rigorous instead of pre-softened, but a younger learner who wants it and is ready is welcome. Every activity has a Target everyone reaches and an opt-in Stretch. No age floor is stated anywhere learner-facing.
Handoff
Five phases, guide load 100 to 75 to 50 to 30 to 10 percent. Two mechanisms carry it: the four club jobs from Session 6, and the board card, which turns every session into something a track can run without an adult standing over it. By Session 22 learners run competition day and the guide referees.
Scalability
The 153 written activity options are the real answer, and they are written to be run by someone who is not Jordan. Add the 26 board cards, the per-unit bin system, the club playbook the learners write in Sessions 23 and 24, and the student officers named in Session 25. The bar is that the Head of School could cover any session from 4 onward cold.
Socratic and hands-on
One unresolved question opens every session, asked to both tracks at once, and no adult answers it. No Rescue limits the guide to three questions during track work. There is no session in the 26 without something physical getting built, and from Session 4 on there is no session where a learner has to wait for an adult before starting.
Cost
Budget $1,090 to launch both tracks, $1,765 for the full year including everything in Phase 2, or roughly $1,565 if the LEGO donation drive lands. No external competition costs this year. $530 of it is the kit, which carries forward indefinitely.
Suggestions
A few things worth thinking through
1. Enrollment split. This plan assumes roughly 4 to 8 on Robotics Team and 6 to 10 on Robotics Jr. One CS & AI kit supports one team of four at a time, so if Team fills past 8 a second kit becomes the constraint, not the room.
2. Phase 3 is the bet. Sessions 12 to 17 ask Robotics Team to largely run itself while the guide teaches Jr new platforms. Worth agreeing in advance that if it wobbles we adjust rather than abandon.
3. Session 22 and Session 25 both need a second adult. Everything else can be covered solo. Worth putting those two on the calendar early.
4. LEGO donation drive. Worth sending in the first parent newsletter. It covers most of the $200 line and gets families invested before the club opens.
5. Creation Club coordination. Jr and Creation Club share consumables and some storage. Worth deciding whether they draw from one pool or two.
6. Prep time. Ten minutes per session for board cards, more on new-unit weeks. That assumption is load-bearing and worth protecting deliberately.