Quick start guide TO CODING WITH KUBO
KUBO is the world’s first puzzle-based educational robot, designed to take students from passive consumers of technology to empowered creators. By simplifying complex concepts through hands-on experiences, KUBO teaches children to code even before they can read and write. KUBO and the unique TagTile® programming language lay the foundations for computational literacy for children aged four to 10.
C H A R G E YO U R R O B O T TURN KUBO ON It will take about two hours for the first full charge of your KUBO robot. When fully charged KUBO will run for about four hours. Attach the head to the body to turn KUBO on. To turn KUBO off, pull the head and body apart. KUBO’s Lights When you begin programming with KUBO, the robot will light up showing four different colors. Each color signifies a different behavior: BLUE RED KUBO is powered on and waiting for commands.
KUBO’s TagTiles ® In your Coding Pack you will see three sections. Section one contains Route TagTiles and KUBO’s head. These tiles are used to control forward, left and right movements, creating Routes for KUBO to follow. There are 14 forward, 6 right and 6 left Route tiles.
Section two contains Function TagTiles. These tiles are used to create Functions, Subroutines and Recursive Functions. There are two red and two blue Record Function tiles, and two red and two blue Play Function tiles. Function TagTiles Section three contains Loop TagTiles and parameters from one to 10. These tiles are used to program KUBO to repeat a sequence of route tiles. There are 2 Loop and 10 parameter tiles.
Coding Concepts Coding is basically about putting together an increasingly complex series of instructions that control actions in a predetermined, logical way. Your Coding Pack covers five coding concepts: 1. 2. 3. 4. 5. Routes Functions Subroutines Recursive Functions Loops KUBO starts at the simplest level, by teaching students to create a code that controls basic movements: Go Forward, Go Left and Go Right.
1. Routes Use the Route TagTiles® to lay down a route for KUBO to follow on the activity map. Place KUBO on the first TagTile. Make sure you align KUBO’s wheels accurately to keep the robot on track. Watch KUBO move. NOTE: KUBO does not move backwards. KUBO will always move one additional step forward at the end of the route, before coming to a stop. Access The Coding License at KUBO.education for a series of Lesson Plans and activities that introduce Routes to your students.
2. Functions Functions combine single elements of code into a memorized sequence. The Function tiles allow students to save sequences so they can be used as many times as needed. These tiles can also be used to create Recursive Functions and Subroutines. Save a sequence by encasing Route tiles within two Record Function tiles. Now place KUBO on a Play Function TagTile to execute the commands. NOTE: Route tiles should now be laid out in a straight line.
3. Subroutines A Subroutine is a sequence of code within a sequence of code. Subroutines are used to make code shorter and easier to manage. First, place a sequence between two Record Function TagTiles® and have KUBO save the sequence. Then, place the Play Function TagTile within another Function and save the new sequence. Place the robot on the second Play Function TagTile to execute.
4. Recursive Functions A Recursive Function is a Function that will repeat itself indefinitely. Program a Recursive Function by placing a Play Function TagTile within the Function you want KUBO to execute. Have KUBO record the sequence. Remove the Play Function from the Function and place KUBO on it. Watch, as KUBO executes the sequence continuously. To stop KUBO, separate the head from the body. Access The Coding License at KUBO.
5. Loops In order to create efficient programs, children need to learn that a lengthy sequence can be created by repeating selected steps more than once. In coding, Loops are used to repeat Functions a preset number of times. To make KUBO repeat a sequence more than once, enclose the commands within two Loop TagTiles and slot a parameter of one to 10 in the space provided. In this example, KUBO will repeat the sequence four times. Access The Coding License at KUBO.
Beyond Coding KUBO is designed so that students not only get to grips with coding and computational literacy; they also develop other important skills that prepare them for the future. The Coding License, available at KUBO.education, covers many STEM (Science, Technology, Engineering and Math) curriculum targets.
C R E AT I V I T Y C O L L A B O R AT I O N With KUBO’s open-ended challenges, students can each develop their own unique solutions. The activity maps also allow students and teachers to create endless stories, challenges and activity ideas. And the physical TagTile concept is a rich visual manipulative with endless possibilities.
KUBO.education V I S I T K U B O . E D U C AT I O N T O : • View or download The Coding License, for 12+ hours of lesson plans and activities for students from four years • Watch Getting Started tutorials for a quick introduction to KUBO coding concepts • Find out where to buy KUBO • Access technical support • Contact us yourfriends@kubo-robot.
Take care of KUBO FCC Compliance This device complies with Part 15 of the FCC Rules. Operation is subject to the following two conditions: (1) this device may not cause harmful interference, and (2) this device must accept any interference received, including interference that may cause undesired operation. Changes or modifications not expressly approved by the party responsible for compliance could void the user’s authority to operate the equipment.
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