bee BOTT2024 Student Work Book Instructions
- June 15, 2024
- bee
Table of Contents
- bee BOTT2024 Student Work Book
- Product Information
- Product Usage Instructions
- Educational Concepts
- THE SHAPE OF THINGS
- STORY TIME
- ALI’S WORD FIND
- MATCH THE PATTERN
- BARRYMORE’S SECRET MATHS CODE
- COMPUTING
- TAKE HOME ACTIVITY PROGRAM
- References
- Read User Manual Online (PDF format)
- Download This Manual (PDF format)
bee BOTT2024 Student Work Book
Product Information
Specifications
- Program: Classroom and Family Activities
- Funded by: Maker Projects Community STEM Engagement grant with the Department of Industry, Science, Energy and Resources
Educational Concepts
This program revolves around a story where Beatrice Drone’s mission is to
rebuild a hive that has been destroyed. She forms a robotics team and learns
about building, programming, and testing robots. With collaboration and
audience help, she creates a robot to complete the task.
Words to Know
- Build: To put pieces together to make a larger object
- Collaboration: Working together and sharing ideas
- Colony: A group of bees living together in a hive
- Create: To make something that wasn’t there before
- Design: To plan how you are going to make something
- Engineer: A scientist who designs and builds new things
- Experiment: To create new ideas and test them
- Program: A set of instructions that a computer follows
- Prototype: A model version of something; used for practice before making the real thing
- Robot: A device used to complete a specific task on its own
- Shakespeare: A famous man who wrote a lot of plays over 500 years ago
- Share: To use equally
- Team: A group of people trying to reach a similar goal
- Test: In science, to try out an idea or invention
- Queen Bee: A character in the story
- Archimedes the Ant: A character in the story
- Beatrice Drone: A character in the story
- J. Bearrymore: A character in the story
- Ali the Butterfly: A character in the story
Product Usage Instructions
Classroom and Family Activities
This program is designed to engage both classrooms and families in activities that promote critical and creative thinking,numeracy, and literacy skills. It follows a story where Beatrice Drone rebuilds a hive with the help of a robotics team.
Activity 1: Shape the Objects
Use the provided shapes to draw different tools such as a seesaw, a hammer,
and a car. Show your drawings to your teacher,friends, and family. This
activity promotes critical and creative thinking as well as numeracy skills.
Activity 2: Storytime
Gather with your friends and create your own version of the story by filling
in the blanks. Choose nouns, verbs, and names to personalize the story. This
activity promotes critical and creative thinking as well as literacy skills.
Activity 3: Ali’s Word Find
Find and circle all the words from the provided list. Review their meanings on
the inside front cover of the program. This activity helps reinforce
vocabulary and reading comprehension skills.
FAQ
Q: What is the purpose of this program?
A: The purpose of this program is to engage learners in educational
activities that promote critical and creative thinking, numeracy, and literacy
skills.
Q: Who funded this program?
A: This program has been funded by a Maker Projects Community STEM
Engagement grant with the Department of Industry, Science, Energy and
Resources.
Q: What age group is this program suitable for?
A: This program is suitable for both classroom and family activities and
can be tailored to different age groups.
Q: How can I use this program in a classroom setting?
A: You can incorporate the activities and story of this program into your
curriculum to enhance critical thinking, numeracy, and literacy skills.
It’s Beatrice Drone’s first day as a worker bee and Queen Bee has informed her that disaster has struck! The hive has been destroyed and J. Bearry more is responsible. Beatrice needs to get her friends together to form a robotics team. Together, they can help rebuild the hive.
The only way to rebuild the hive is to build a robot programmed to get the job
done quickly. Beatrice sets off to learn all she can about building,
programming and testing her robot and decides to start her own robotics team
to build it.
She meets Ali the Butterfly, a free range butterfly who explores and asks
questions to help solve problems. He tells Beatrice about how engineering
involves creation. She will need to design and build a prototype – a “beta”
version of her robot.
Next she meets Archimedes the Ant. Archimedes uses innovation and testing for
building projects. He helps Beatrice understand how the program, or set of
instructions, for the robot can enable it to do all kinds of things.
With collaboration and audience help, she creates, designs and programs a
robot. Beatrice convinces J. Bearrymore to embrace creativity and innovation.
He vows to help rebuild the hive. Beatrice realizes the importance of
teamwork. She is thrilled with the success of her robotics team and encourages
the audience to share what they have learned.
Educational Concepts
- ASKING QUESTIONS is the first step to solving problems
- Creating and testing your ideas is called EXPERIMENTATION
- TEAMWORK is an important tool for learning
- SHARING YOUR IDEAS contributes to knowledge
WORDS TO KNOW
Build | To put pieces together to make a larger object |
---|---|
Collaboration | Working together and sharing ideas |
Colony | A group of bees living together in a hive |
Create | To make something that wasn’t there before |
Design | To plan how you are going to make something |
Engineer | A scientist who designs and builds new things |
Experiment | To create new ideas and test them |
Program | A set of instructions that a computer follows |
Prototype | A model version of something; used for practice before making |
the real thing
Robot| A device used to complete a specific task on its own
Shakespeare| A famous man who wrote a lot of plays over 500 years ago
Share| To use equally
Team| A group of people trying to reach a similar goal
Test| In science, to try out an idea or invention
THE SHAPE OF THINGS
Use the shapes on the left to draw the following tools:
A seesaw. A hammer.
A car. Show your drawings to your teacher, friends and family.
STORY TIME
Get together with your friends and fill in the blanks to create your own version of the story. Choose whichever nouns, verbs or names you like!
ALI’S WORD FIND
You and your friends can find and circle all of the words from the list below. Do you remember what the words mean? Review their meanings on the inside front cover.
BUILD CREATE DESIGN
ROBOT TEAM TEST
MATCH THE PATTERN
Draw a line to the matching patterns. Look for other patterns in your classroom or around your school. Get your friends to help you.
THE SHAPE OF THINGS
Below are two paper aeroplane designs.
Get some paper and fold it as you see here. Try them out with your friends and
see which one flies the farthest.
BARRYMORE’S SECRET MATHS CODE
Solve the maths problems to reveal the secret message. Read the message out loud once you’ve completed it.
COMPUTING
CROSSWORD
Using the clues below, fill in the words in this crossword puzzle.
BUILD CREATE DESIGN PROGRAM PROTOTYPE ROBOT SHARE TEAM TEST
ACROSS:
- 4. A model version of something, used for practice before making the real thing
- 5. To put pieces together to make a larger object
- 6. To make something that wasn’t there before
- 7. A group of people trying to reach a similar goal
- 8. To use equally
DOWN:
- A set of instructions that a computer follows
- A device used to complete a specific task on its own
- To plan how you are going to make something
- 7. In science, to try out an idea or invention
TAKE HOME ACTIVITY PROGRAM
TO CLEAN YOUR ROOM
Did you know you can use a “program” to clean your room faster? It’s true. A
program is a set of instructions a computer must follow to get a job done,
like adding numbers or sending a text.
You can follow this simple “program” to help you clean your room in less time.
Start with step one. Do not go on to step two until step one is complete. Work
your way through the program in the same way and in no time your room will
look great!
- Put away clothes
- Put away books
- Put away toys
- Pick up paper and rubbish
- Make bed
- End
Share this “program” with your family to make keeping the house clean a whole lot easier.
GO TO
BEEONTHETEAM.com.au
You’ve enjoyed the show, now for more fun, games and activities visit
beeontheteam.com.au
YOUR SCHOOL’S LEGO® EDUCATION STEM/SCIENCE EXPO
WHAT IS A SCHOOL STEM/SCIENCE EXPO?
LEGO® Education SPIKE Prime is a fun STEM robotics program for primary school
students. STEM stands for science, technology, engineering and maths.
A school STEM/Science Expo is an event where students have an opportunity to
showcase a project they have created with their friends and family.
With your LEGO® Education SPIKE Prime kits, teams of two to six students will
work together on a chosen project. As part of this, the team will build a
motorised LEGO® model to show what they have learned. They also create a Show
What You Know poster about the journey and project they have created.
WHAT WILL I DO AT MY SCHOOL’S STEM/SCIENCE EXPO?
A school STEM/Science Expo generally last one to two hours, depending on
how many teams are participating. At the school expo, team members share their
experience with the project topic and what they learned by working as members
of a team. All the teams will showcase their LEGO® model along with their Show
What You Know poster. They will share their research with other teams, their
family and anyone else attending the Expo. And every team member will receive
a participation certificate!
Suggested Grades: 4-6 • Learning Area: The Arts, Mathematics, Science,
Technology
General Capability: Critical and Creative Thinking, Numeracy