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Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
Lego Spike Prime - Dancer Lesson
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Description

Students follow the online build instructions for the Lego Spike Prime Dancer model. Once the figure is assembled, it’s a good idea to test the arm and hip mechanisms manually. Students often attach the leg that connects to the hub incorrectly, which can cause binding or restricted movement. Manually checking the gears and joints helps ensure the Dancer moves freely before any programming begins.

Once the figure moves smoothly, students will begin coding using the appropriate programming blocks. I instruct students that they must program the Dancer to move its arms in one direction, then reverse the movement to the opposite direction on command. They also need to program the hips to move, and adjust speeds for either the arms, the hips, or both together. In addition, the Dancer must play a sound from the hub to receive full challenge points. All movements should be controlled by the student—this is not a timing-based activity.

The challenge for this lesson is to demonstrate all programmed motions within a 10-minute performance window. Each required movement (arm direction change, hip movement, speed variation, and sound) is worth one point, up to a total of five points.

Students then clean up their kits and return all Spike Prime pieces to the correct compartments. Proper cleanup is worth an additional five inspection points. Each piece placed in the wrong location results in a one-point deduction on the rubric.

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Lego Spike Prime - Dancer Lesson

$3.99

Highlights

Description

Students follow the online build instructions for the Lego Spike Prime Dancer model. Once the figure is assembled, it’s a good idea to test the arm and hip mechanisms manually. Students often attach the leg that connects to the hub incorrectly, which can cause binding or restricted movement. Manually checking the gears and joints helps ensure the Dancer moves freely before any programming begins.

Once the figure moves smoothly, students will begin coding using the appropriate programming blocks. I instruct students that they must program the Dancer to move its arms in one direction, then reverse the movement to the opposite direction on command. They also need to program the hips to move, and adjust speeds for either the arms, the hips, or both together. In addition, the Dancer must play a sound from the hub to receive full challenge points. All movements should be controlled by the student—this is not a timing-based activity.

The challenge for this lesson is to demonstrate all programmed motions within a 10-minute performance window. Each required movement (arm direction change, hip movement, speed variation, and sound) is worth one point, up to a total of five points.

Students then clean up their kits and return all Spike Prime pieces to the correct compartments. Proper cleanup is worth an additional five inspection points. Each piece placed in the wrong location results in a one-point deduction on the rubric.

Report this resource to TPT
Reported resources will be reviewed by our team. Report this resource to let us know if this resource violates TPT's content guidelines.

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