Class 3 – Coding, AI and Robotics Curriculum
Introduction
Certified AI curriculum is aligned with international boards like CBSE / IB / IGCSE / ICSE / CSTA / CIE and specifically designed grade-wise AI syllabus for students of grade 3 to introduce them to technological activities in Artificial Intelligence, Robotics, Coding, and much more.
- Prerequisites: None
- Kits Required: AI & Robotics Lab, or AI Classroom Bundle
- Programming Software: PictoBlox (Block Coding)
Learning Outcomes
After completing this curriculum, students will have a basic understanding of robotics, coding, and artificial intelligence with the help of a wide variety of projects.
Apart from the aforementioned learning outcomes, this curriculum will also help them develop important skills such as problem-solving and debugging techniques, critical thinking, logical reasoning, and creativity.
Curriculum Lesson Plan
Module 1: Coding
Lesson 1: Introduction to PictoBlox
- Objective: Learn about PictoBlox, a graphical programming software based on Scratch blocks and the perfect companion to introduce children to programming. See how to create a program by arranging blocks, making Tobi walk, and saving a file.
- Activity 1: This activity teaches how to make a sprite (Tobi) move around on the stage.
- Mode: Practical (Coding Basics)
Lesson 2: Creating Animation
- Objective: Learn about how to create animations in PictoBlox using backdrops and costumes. Create an animation of Tobi walking by switching between costumes and explore the different values of delay.
- Activity 1: Making an Animation in PictoBlox – Learn how to create backdrops, choose costumes, and make an animation with a sprite.
- Mode: Practical (Coding Basics)
Lesson 3: Playing Sounds
- Objective: Learn about how to play sounds in PictoBlox and add them to your animations for a more interactive experience! We'll make an animation of a barking dog and learn how to control a sound's volume, tempo, and more.
- Activity 1: Playing Sounds – Create an animation of a barking dog that moves to a random location whenever the spacebar is pressed.
- Mode: Practical (Coding Basics)
Lesson 4: Let’s Chat!
- Objective: Learn about creating an interactive conversation using the Ask block and switching costume in PictoBlox.
- Activity 1: Let’s Chat – Create a script to make a goblin sprite have a conversation with the user. Make the goblin switch costume and ask questions with the Ask block and provide an animated response.
- Mode: Practical (Coding Basics)
Lesson 5: Story Making – Once Upon a Time
- Objective: Learn about how to make two sprites communicate and tell a story using PictoBlox.
- Activity 1: Story Making – We will use Events blocks like Broadcast (), Broadcast () and Wait and When I Receive () to make the sprites communicate and create an animation.
- Mode: Practical (Coding Basics)
Lesson 6: Let’s Play! – Part 1
- Objective: Learn about how to use Events blocks to make a sprite move with the keys of a keyboard and create a game to catch the falling apple with PictoBlox!
- Activity 1: Let’s Play Part 1 – Create a script to make the Monkey sprite move left and right with the left and right arrow keys.
- Mode: Practical (Coding Basics)
Lesson 7: Quarky as an AI Delivery Bot – Part 2
- Objective: Learn about how to code a project that involves the Apple sprite falling and bouncing off the Monkey sprite and also the lower edge of the stage.
- Activity 1: Let’s Play Part 2 – Use sensing blocks to detect conditions, pick random () to () blocks and glide () secs to x: () y: () to control the Apple sprite.
- Mode: Practical (Coding Basics)
Module 2: Physical Computing
Lesson 8: Getting Familiar with Quarky
- Objective: Learn about Quarky: your AI Learning Buddy and how to connect it to PictoBlox. Create a script to display expressions on Quarky's matrix and explore other LED emotions.
- Activity 1: LED Emotion Display – Make a script that changes emotions when different keys are pressed on the keyboard.
- Mode: Practical (Physical Computing)
Lesson 9: Emotional Robot
- Objective: Learn about how to control Quarky's dynamic emotions on the LED display with keys. Set up Quarky with PictoBlox, animate expressions, and make the script run continuously.
- Activity 1: Modify the script to make different expressions when keys are pressed on the keyboard.
- Mode: Practical (Physical Computing)
Lesson 10: Beating Hearts
- Objective: Learn about creating a custom pattern on Quarky's LED display to make it beat like a heart.
- Activity 1: Beating Heart – Create a script to display a beating heart with the help of the when flag clicked, forever, display matrix as (), and wait () seconds blocks. Make a Dancing Robot animation on Quarky LED display as a challenge.
- Mode: Practical (Physcial Computing)
Lesson 11: Name Badge
- Objective: Learn how to display text on Quarky’s matrix.
- Activity 1: Name Badge – Make a script to display Quarky’s name on the matrix. And also make students display their names on the display matrix.
- Mode: Practical (Physcial Computing)
Lesson 12: Fruit Piano
- Objective: Learn about making a Fruit Piano with sensors and speaker of the Quarky robot using PictoBlox.
- Activity 1: Fruit Piano – Read the input from the sensors and play different tones for each sensor with the help of the Speaker extension.
- Mode: Practical (Physcial Computing)
Lesson 13: Pamper your Robot Pet – Part 1
- Objective: Learn about how to make Quarky into a pet in this lesson and understand the basics of IR sensors, the threshold values and how to test the code.
- Activity 1: Get a feedback loop by lighting up LEDs of the dot matrix to indicate the sensor is active.
- Mode: Practical (Physcial Computing)
Lesson 14: Pamper your Robot Pet – Part 2
- Objective: Learn about how to make a robot pet that reacts when it is pampered with hands using IR sensors.
- Activity 1: Pamper your Robot Pet – Make it turn left or right when the sensors detect a hand. Also, make it smile and play sound when both sensors detect a hand.
- Mode: Practical (Physcial Computing)
Lesson 15: Tobi Controlled with Button
- Objective: Learn about how to use Quarky's buttons to control Tobi's movements in PictoBlox. Understand the logic.
- Activity 1: Tobi Control - How to use the Quarky buttons to control the movement of a character, Tobi, in a game they are making with PictoBlox.
- Mode: Practical (Physcial Computing)
Lesson 16: Fruit Catching Game – Part 1
- Objective: Learn about how to make a game Catch the Fruit using PictoBlox.
- Activity 1: Fruit Catching Game - Create a game called "Catch the Fruit" using PictoBlox by controlling a sprite with Quarky's switches, setting up the stage, choosing sprites, writing scripts, and creating clones of the sprite.
- Mode: Practical (Physcial Computing)
Lesson 17: Fruit Catching Game – Part 2
- Objective: Learn about how to make a game Catch the Fruit using PictoBlox.
- Activity 1: Fruit Catching Game - Write code to move a sprite and track the score for a game in PictoBlox.
- Mode: Practical (Physcial Computing)
Module 3: Artificial Intelligence
Lesson 18: Face Detector
- Objective: Learn about Artificial Intelligence and Face Detection by creating a project in PictoBlox.
- Activity 1: Analyze images from stage and camera feed, and use the get # faces block to get the number of faces recognized in the image.
- Mode: Practical (Artificial Intelligence)
Lesson 19: Face Expression Detector
- Objective: Learn how to use the Face Detection extension and analyse the image to recognize the facial expression.
- Activity 1: Face Expression Detector – Create a script that detects the face using the camera and reports the expression of the faces detected on the stage.
- Mode: Practical (Artificial Intelligence)
Lesson 20: Quarky Face Mimic
- Objective: Learn about how to make Quarky mimic the expression of your face using the Face Detection extension in PictoBlox.
- Activity 1: Quarky Face Mimic – Change the emotion of Quarky accordingly.
- Mode: Practical (Artificial Intelligence)
Lesson 21: Face Filters
- Objective: Learn about how to make a face filter using PictoBlox.
- Activity 1: Face Filters – Create a project to let the user choose a filter among the ones displayed on the screen and apply it to their face.
- Mode: Practical (Artificial Intelligence)
Module 4: Internet of Things
Lesson 22: Weather Monitoring System – Part 1
- Objective: Learn about Weather Monitoring System and its importance. Understand why it is needed and its advantages.
- Activity 1: Make your own Weather Monitoring system in PictoBlox using Quarky and gain insights into concepts like Latitude and Longitude.
- Mode: Practical (Internet of Things)
Lesson 23: Weather Monitoring System – Part 2
- Objective: Learn about how to create a weather monitoring system in PictoBlox and display the data on Quarky's matrix.
- Activity 1: Create a weather monitoring system in PictoBlox using Quarky to display temperature, humidity, and weather conditions on the Quarky matrix.
- Mode: Practical (Internet of Things)
Module 5: Robotics
Lesson 24: Fun with Robotics
- Objective: Learn about how to make a robot of your own using Quarky and understand the logic behind it.
- Activity 1: Understand the Forward, Backward, Left and Right movement of the robot and make a script in PictoBlox to control the robot.
- Mode: Practical (Robotics)
Lesson 25: Making a Square with Robot
- Objective: Learn about how to control a robot using PictoBlox.
- Activity 1: Make the robot turn 90° left, go forward, back, left, and right, and make the robot draw a square.
- Mode: Practical (Robotics)
Lesson 26: Control Your Robot Wirelessly
- Objective: Learn about how to control Quarky wirelessly using the arrow keys on a desktop keyboard or in the PictoBlox mobile app.
- Activity 1: Control a robot wirelessly using the arrow keys of a keyboard or mobile app.
- Mode: Practical (Robotics)
Lesson 27: Robo Soccer Game – Part 1
- Objective: Make a strategy to win a game. Collaborate and play in a group. Control the robot efficiently. Learn how to make the robot move forward, backward, left, and right. Program and make their robots ready for the game.
- Activity 1: Robo Soccer Game
- Mode: Practical (Robotics)
Lesson 28: Robo Soccer Game – Part 2
- Objective: Make a strategy to win a game. Collaborate and play in a group. Control the robot efficiently. Learn how to make the robot move forward, backward, left, and right. Program and make their robots ready for the game.
- Activity 1: Robo Soccer Game
- Mode: Practical (Robotics)
Lesson 29: Gripper Robot – Part 1
- Objective: Learn about programming a gripper robot to grip and place boxes using PictoBlox.
- Activity 1: Program a gripper robot to grip boxes and place them, using a servo motor controlled by PictoBlox.
- Mode: Practical (Robotics)
Lesson 30: Gripper Robot – Part 2
- Objective: Learn about how to create the script to make the robot move, control the gripper and how to test and play with the robot using the PictoBlox software.
- Activity 1: Create a script to make a robot move and control the gripper.
- Mode: Practical (Robotics)
How to execute this curriculum?
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Structured Curriculum & Resources
Certified AI curriculum is aligned with international boards like CBSE/IB/IGCSE/ICSE/CSTA/CIE and specifically designed grade-wise AI syllabus for students of grades 3rd to 12th to introduce them to technological activities in Artificial Intelligence, Robotics, Coding, and much more.
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