In this project, students will apply math to the RoboToss Game. |
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In this project, students will utilize multiplication, collaboration, and problem-solving skills track scores in the RoboToss Game. Students will construct the robot and use multiplication to figure out how many points were scored. This project works very well both as a whole group project and as a math station.
1. Building the Robot Please view the activity Robot Machine: RoboToss Game for instructions on building and programming the robot.
Print out the score sheets found here. Each student will need their own score sheet. Arrange for students to be in groups of 3, although this project can also be done individually or in pairs. Give each group of students hacky sacks to toss.
Students will take turns tossing 10 hacky sacks into the robot. Depending on where the hacky sack lands the student will score points.
If students are having difficulty making an acceptable amount of hacky sacks into the robot, increase the number of hacky sacks the students toss to 10. If the students are still struggling, move the distance away from the robot to 3 feet instead of 5 feet. 4. Applying Math Students will use multiplication to find their total score. In the score sheet above, Joy scored 3 hacky sacks in the center cube, 2 hacky sacks in the U Connector Cube, and 1 hacky sacks in the L Connector cube. Adjust the scoring of each cube to use multiplication with different numbers. For example, By changing the values of each cube, students are able to practice multiplication with any number. This extension works very well with multiplication fact fluency.
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