All pages
Powered by GitBook
1 of 13

Outreach

This chapter includes information about hosting outreach events, finding opportunities in your community, and methods for tracking outreach hours throughout the season.

Summer Camp Planning Guide

This is a high-level guide to helping plan a successful summer camp to use as an outreach event or team fundraiser

1. Identify Your Goals

Before jumping into logistics, use the following questions to help shape the foundation of your camp:

  • Does a summer camp further your program’s mission and vision?

  • Does your community already have STEM or robotics camps?

    • If so, how will yours provide different value?

    • Could you partner with or expand their existing program?

  • What volunteer support do you have (adults and students)?

  • What age range of campers are you targeting?

    • Different age groups require different learning approaches and energy levels.

  • Do you have supplies or resources you can use?

    • Build your curriculum around what you have to reduce startup costs.

  • Is your goal to provide a learning experience or raise money?

  • What learning objectives do you want your campers to walk away with?


2. Establish Time Commitment & Cost

Research

  • Look into local summer camp options from YMCAs, colleges, and rec programs.

  • Reach out to local parent groups or schools for insight and marketing opportunities.

  • Research scholarships in your area and understand average pricing.

Structure

  • Many families prefer more days with fewer hours (e.g., 4 days of 6-hour camps).

  • Volunteers tend to burn out with longer durations.

Cost Strategy

  • Price competitively but align with your camp’s goals.

  • Fundraising camps may be priced slightly higher, experience-based camps lower.

Cost Tips & Tricks

  • Price camps with a 9 or 5 ending (e.g., $249 instead of $250).

  • Younger student camps = higher volunteer needs = higher pricing.

  • Before/after care add-ons:

    • Increases flexibility for busy families

    • Include low-effort activities like movies, board games, or STEM games

  • Discounts for beta testers, siblings, or returning campers

  • If including a take-home item:

    • Choose reusable items (shirts, drawstring bags, etc.)

    • Keep t-shirt designs generic to reuse leftovers

    • Change shirt colors annually or allow tie-dye on Day 1

  • Partner with other teams:

    • Share volunteers, kits, or supplies

    • Document who is responsible for what if co-hosting with other FIRST teams


3. Determine Number of Campers

Start small and scale as your confidence grows. Consider volunteer ratios and location space.

Recommended Ratios

  • PreK–2nd Grade: 1 counselor per 2–3 campers

  • 3rd–6th Grade: 1 counselor per 4–5 campers

  • 7th–8th Grade: 1 counselor per 8 campers

Adult Support

  • One adult per classroom helps with logistics and parent communication.

  • Adults assist with:

    • First aid

    • Behavior issues

    • Waivers and paperwork


4. Find a Location and Set Dates

Start your location search early to lock in a space that matches your camp size and needs. Consider:

  • Schools, churches, community centers, or your team’s lab space

  • Outdoor access for breaks or large activities

  • Tables and seating for meals or hangouts

  • Proximity to busy streets or hazards

  • Fridge/microwave access

  • Age-appropriate environment and security (fenced yards, visible exits)

Timing Considerations

  • June and August are ideal for attendance

  • Avoid July due to common vacation conflicts


5. Choose a Camp Topic

Choose a theme that aligns with your team’s goals and resources.

  • Use available materials (e.g., LEGO kits, Spheros, etc.)

  • No tech? No problem! Programming and science camps can use laptops or basic household materials

  • Avoid large upfront investments your first year

  • Establish clear learning objectives to guide lesson planning


6. Market Your Camp

Marketing is key to a successful camp. The earlier and more consistently you advertise, the better.

Promotion Tactics

  • Social Media:

    • Post regularly starting at registration launch (every 1–2 weeks)

    • Share updates, photos, and reminders

    • Use local targeting tools on Facebook/Instagram

    • DM local schools, libraries, and STEM groups to help share

  • School Outreach:

    • Contact local elementary/middle schools

    • Ask to share flyers via newsletters or bulletin boards

  • Community Posting:

    • Post flyers in coffee shops, grocery stores, libraries, and community centers

  • Email Outreach:

    • Reach out to past participants, event attendees, and sponsors

  • Camp Expos:

    • Attend local summer camp expos to promote your camp in person

Timeline Tips

  • Most camps open registration January–February

  • Peak signups happen February–March

  • Set your registration deadline early enough to order shirts and supplies


7. Planning Timeline (Suggested)

This planning timeline reflects what has worked well for our team. Adjust based on your needs and community schedule.

  • February–March: Finalize location, dates, and begin promotional materials

  • April: Open registration and post camp details on social media

    • Attend any Summer Camp Expos in your area

  • May (before school ends): Confirm location and summer contact info

    • Send out volunteer sign-up forms and training materials

  • 45 Days Before Camp: Set registration cutoff to simplify planning

  • 1 Month Before Camp: Finalize curriculum, order shirts, and post another social media push

  • 1 Week Before Camp: Purchase snacks, take inventory, confirm volunteers, and email camper reminders

  • Day Before Camp: Charge devices, organize materials, double-check signups/payments

  • Day of Camp: Arrive early to set up, have fun!

  • Day After Camp: Send feedback forms, photo galleries, and promote future events

Junior Bots

This is a high level overview of our level one Junior Bot camp where students learn the basics of LEGO robotics.

Day 1: Introduction to Motors, Blocks, and Basic Programming

Objective: Introduce participants to the basics of building and programming a robot using LEGO Technic parts and the EV3 system.

  • Morning: Introduction to Parts & Assembly

    • Parts Overview: Beams, axles, pegs, and bricks.

    • EV3 Brick and Programming Setup: Introduction to the EV3 Brick (programmable brain and power station for the robot).

    • Building a Simple Starter Bot: Guide the campers through assembly using LEGO Technic parts (small motor, large motor).

  • Afternoon: Programming Fundamentals

    • EV3 Software: Drag and drop blocks to create programs.

    • Flow and Action Blocks: Learn basic movement and speed control (forward, backward, turning).

    • Motor and Wait Blocks: Introduction to controlling motor movement and timing.

    • Driving Forward Activity: Program the robot to drive forward from the start line to the finish line.

    • Stretch Goal: Add functionality to turn around at the finish line and come back.

  • Evening Activity: Maze Challenge: Program the robot to navigate a maze by controlling movement with the EV3 software.


Day 2: Introduction to Sensors (Color & Touch)

Objective: Learn to use sensors to enhance robot behavior (color sensor and touch sensor).

  • Morning: Color Sensor

    • Understanding the Color Sensor: Measure light values (reflected and ambient light).

    • Simple Color Sensor Bot: Build a robot that uses the color sensor to react to different colors or light.

    • Programming Challenge: Program the robot to follow a colored line or detect ambient light.

  • Afternoon: Touch Sensor

    • Touch Sensor Basics: React to being bumped, pressed, or released.

    • Simple Touch Sensor Bot: Program a basic bot to react to touch.

    • Roomba Challenge: Program a robot to navigate a maze using the touch sensor.

  • Evening Activity: Line Follower Challenge: Program the robot to follow a black line using the color sensor.


Day 3: Ultrasonic Sensors and Gears

Objective: Learn how to use ultrasonic sensors and gears to add precision and functionality to the robot.

  • Morning: Ultrasonic Sensor

    • Understanding Ultrasonic Sensors: Learn how the ultrasonic sensor detects distance by bouncing sound waves off objects.

    • Conga Line Challenge: Use ultrasonic sensors to create a conga line with multiple robots, avoiding collisions.

    • Parallel Parking Challenge: Program a robot to park in a tight space using the ultrasonic sensor.

  • Afternoon: Gears and Gear Mechanisms

    • How Gears Work: Learn how gears affect the speed and direction of rotation.

    • Robot Racing Challenge: Use gears to create a robot that moves faster.

    • Catch & Release Challenge: Use a medium motor and gears to catch and release a cuboid.

  • Evening Activity: Robot Racing: Set up a racing competition, with robots using gears to adjust speed.


Day 4: Putting Everything to the Test

Objective: Apply the skills learned over the camp in a competitive setting.

  • Morning: Sumo Challenge Preparation

    • Rules: Push your opponent out of the ring, disable your opponent, stay within the ring, and use only two drive motors, two sensors, and no more than four wheels.

    • Design & Build: Create your Sumo bot with offensive attachments (flipper/claw).

  • Afternoon: Sumo Challenge

    • Competition: Teams compete in a sumo-style battle where the goal is to push the opposing robot out of the ring or disable it.

  • Evening Activity: Closing Ceremony & Awards

    • Reflection on skills learned.

    • Prizes or certificates for achievements (Best Robot Design, Best Program, Best Teamwork, etc.).


Materials Needed:

  • LEGO Mindstorms EV3 Kits (with motors, sensors, beams, axles, and bricks).

  • Computers with EV3 software installed.

  • Color and touch sensors, ultrasonic sensors, and gears.

  • Tables for building and workspace.

Junior Bots Challenge

This is a high level overview of our level two Junior Bot camp where students expand on LEGO robotics skills to do a shortened FIRST LEGO League season.

Day 1: Introduction to FLL and Robot Design

Objective: Introduce participants to FLL, its core values, and the basics of robot design and building.

  • Morning: FLL Introduction & Core Values

    • Welcome to FIRST LEGO League: Introduction to FLL's mission and values. Discuss the competition structure (robot game, project, and core values).

    • Core Values: Discuss teamwork, discovery, and fun as part of FLL’s core values. Team-building exercises to reinforce collaboration.

  • Afternoon: Robot Design Basics

    • Introduction to Robot Design: Overview of the robot design challenge. Focus on structural integrity, movement, and sensor integration.

    • Building the Robot: Start designing and building a robot using LEGO parts. Introduce basic motors, axles, beams, and sensors.

    • Programming Introduction: Introduction to the FLL robot programming environment (such as LEGO Mindstorms EV3 or Spike Prime). Create a basic program to control motor movement.

  • Evening Activity: Robot Functionality Challenge: Program the robot to move forward, backward, and turn using basic motor control.


Day 2: Programming, Sensors, and the Robot Game

Objective: Dive into programming, sensor usage, and the FLL robot game challenges.

  • Morning: Advanced Programming Concepts

    • Programming Basics Recap: Review robot movement and basic control using programming blocks (e.g., motor control, loops, waits).

    • Using Sensors: Introduce sensors such as color sensors, touch sensors, and ultrasonic sensors to the robot. Program the robot to use these sensors for more complex tasks (e.g., line following, obstacle avoidance).

  • Afternoon: Robot Game Practice

    • Understanding the Robot Game: Introduction to the official FLL robot game rules. Discuss the different missions on the game mat and the scoring system.

    • Mission-Based Programming: Program the robot to complete simple missions on the FLL game mat using sensor input and motor control.

    • Trial Run: Test the robot in the competition area to simulate real game conditions.

  • Evening Activity: Robot Game Practice Round: Set up the game mat and let teams run a practice round, testing out different missions and troubleshooting.


Day 3: The FLL Project & Presentation Skills

Objective: Begin working on the FLL Project and prepare for the presentation aspect of the competition.

  • Morning: Introduction to the FLL Project

    • Understanding the Project: Introduction to the FLL project, which is based on real-world problems. Discuss the current year’s theme and mission.

    • Brainstorming Ideas: Team brainstorming session to identify a problem related to the theme. Begin researching and gathering information for the project.

    • Project Planning: Guide teams in creating a project plan, identifying research goals, and assigning tasks for the project.

  • Afternoon: Project Development

    • Designing the Solution: Teams start developing their solution to the problem. Focus on innovation and practicality.

    • Presentation Preparation: Begin developing the team’s project presentation. Discuss the key components (problem, solution, innovation, and impact). Emphasize clear communication, creativity, and teamwork.

    • Mock Presentations: Each team practices their project presentation, with peer feedback for improvement.

  • Evening Activity: Team Building & Reflection: Encourage teams to reflect on their project ideas and share thoughts on how to improve the presentation.


Day 4: Competition Preparation and Final Practice

Objective: Finalize the robot design, project presentation, and prepare for a mock competition.

  • Morning: Finalizing Robot Design & Programming

    • Robot Optimization: Fine-tune the robot design. Focus on improving efficiency, accuracy, and speed for completing the missions.

    • Mission Strategy: Develop and refine strategies for completing the robot game missions. Decide on which missions the robot will focus on during the competition.

    • Final Robot Testing: Teams run final tests on their robot, ensuring it can reliably complete the missions.

  • Afternoon: Finalizing the Project Presentation

    • Project Refinement: Final adjustments to the project presentation, with a focus on clarity and professionalism.

    • Robot Game Simulation: Set up a full competition simulation with timed runs and project presentations. Teams go through the full FLL competition experience, including robot game runs and presenting their project to mock judges.

  • Evening Activity: Mock Competition & Feedback

    • Competition Run-through: Teams present their projects to coaches or mentors, run their robots on the game mat, and receive feedback.

    • Award Ceremony: Celebrate achievements and recognize outstanding teamwork, innovation, and effort. Encourage teams to keep up the excitement for the real competition.


Materials Needed:

  • LEGO Mindstorms EV3 or Spike Prime kits.

  • FLL Robot Game mats and mission models.

  • Computers with FLL programming software (e.g., LEGO Mindstorms or Spike Prime software).

  • FLL project resources (information about the season’s theme, research materials).

  • Presentation materials (posters, slides, etc.).


Key Outcomes:

By the end of the camp, participants will have:

  • Built and programmed a fully functional robot.

  • Learned how to integrate sensors and optimize robot behavior.

  • Developed a project based on a real-world problem.

  • Gained experience in presenting and communicating their ideas effectively.

  • Gained the confidence to participate in an FLL competition.

Junior Game Jam

This is a high level overview of our middle school programming camp inspired by the Global Game Jam.

Day 1: Introduction to Game Design and Concept Development

Objective: Introduce game design basics and start brainstorming game ideas.

  • Welcome to the game jam! Discuss the rules, teamwork, and expectations.

  • Introduce key game design concepts: game genres, mechanics, and storytelling.

  • Form teams and begin brainstorming game ideas (story, gameplay, characters).

  • Draft a basic Game Design Document (GDD), outlining the game concept, core mechanics, and initial ideas for art and sound.


Day 2: Learning Game Development Tools and Prototyping

Objective: Learn how to use game development software and start building a game prototype.

  • Introduce beginner-friendly game development tools (e.g., Scratch, GameMaker).

  • Create simple gameplay elements like movement, object interactions, and basic mechanics.

  • Start integrating basic art assets (characters, backgrounds) into the game.

  • Conduct initial playtesting of your prototype and get feedback for improvement.


Day 3: Game Enhancement, Polish, and Sound Design

Objective: Enhance your game with polished mechanics, sound, and graphics.

  • Refine your game by fixing bugs and improving gameplay features.

  • Work on level design, user interface, and progressing the game's challenge.

  • Introduce sound design, adding effects and music to the game.

  • Playtest the enhanced version of the game with sound and polish, making final tweaks.


Day 4: Finalizing the Game, Presentation, and Showcase

Objective: Finalize the game and prepare for the showcase presentation.

  • Fix any last-minute bugs and make final refinements to the game.

  • Prepare a presentation to explain the game’s concept, mechanics, and development process.

  • Share your game with the group, showcasing gameplay and the design process.

  • Celebrate everyone's hard work with a fun awards ceremony and peer voting.


Materials Needed:

  • Computers or tablets with game development software.

  • Art and sound tools for creating game assets.

  • Projector for showcasing games.


Key Outcomes:

  • Completed game prototypes.

  • Hands-on experience with game development tools.

  • Collaboration, problem-solving, and presentation skills.

Mini Bots Workshops

This is a high-level look at how we have modified our summer camps into additional 1-hour, 3-hour, and single day mini camps.

Introduction Hosting a full week-long event can be difficult to coordinate and find volunteers for. Below are shortened timelines that can be used for smaller events at libraries, schools, or on weekends. Any LEGO challenge from the Junior Bots curriculum can be used for Mini Bots, but we prefer to do LEGO Sumo. More details on this challenge are provided below.

By collaborating with public libraries and programs such as Girl Scouts, we streamline the planning process. This reduces publicity and logistical overhead. However, the same publicity strategies from Junior Bots are effective for Mini Bots.

Engineering Process Overview

The Mini Bots camp follows a consistent engineering process that helps drive student engagement and success.


Sumo Challenge Overview

In Junior Bots, the LEGO Sumo challenge incorporates everything students have learned during the camp. They combine sensors, programming, and gear ratios to build a powerful robot. This challenge is perfect because it doesn’t require advanced understanding of the EV3 bots but can be adapted for more experienced students.

Objective of LEGO Sumo:

  • Goal: Push your opponent out of the ring or disable them by tipping the robot over.

  • Students can build attachments like flippers, claws, and other features to give their robot an advantage.

  • Some students may choose to add extra wheels or motors for additional power.

Pre-Programmed vs. Custom Programming:

  • 1-Hour Camps: Pre-programmed robots drive straight ahead, saving time for building.

  • 3-Hour Camps: Teams receive a basic program but can practice block coding to add enhancements like eyes, sounds, or effects.

  • 1-Day Camps: Teams program their robots themselves and use the color sensor.


Camp Timelines

1-Hour Camp

Objectives: Plan, Create, Test This camp focuses on designing and testing attachments for the LEGO Sumo challenge. The base robot is pre-built, and the programming is already deployed.

Key Activities:

  1. Introduction & Task Explanation (0:00 - 5:00)

    • Welcome and explain the goals of the camp and the FIRST/FRC program.

  2. Design Attachment (5:00 - 15:00)

    • Students receive a pre-built base robot and design an attachment to complete the challenge.

  3. Building & Testing (15:00 - 35:00)

    • Students build their attachments using an EV3 kit.

    • After building, they test their robot and make tweaks to improve performance.

  4. Competition (35:00 - 50:00)

    • Students practice running the challenge, make final adjustments, and compete.

  5. Feedback & Clean-Up (50:00)

    • Students fill out feedback forms about their experience.

    • Clean up the robots and prepare for departure.


3-Hour Camp

Objectives: Plan, Create, Test, Improve In this longer camp, students build the base robot themselves and design attachments to complete the challenge.

Key Activities:

  1. Introduction & Robot Building (0:00 - 50:00)

    • Introduction to the camp and explanation of FIRST/FRC.

    • Students build the base robot using an EV3 kit.

  2. Designing Attachments (50:00 - 1:05:00)

    • Students design attachments that will help complete the LEGO Sumo challenge.

  3. Building Attachments & Programming (1:05:00 - 1:30:00)

    • Students build their attachments using an EV3 kit.

    • Learn how to program the robot using block code.

  4. Testing & Improving (1:30:00 - 2:15:00)

    • Students practice running the challenge and make final tweaks.

    • After testing, students redesign and rebuild their attachments.

  5. Competition (2:15:00 - 2:40:00)

    • Students compete in a second round of competition with their updated robots.

  6. Feedback & Clean-Up (2:40:00)

    • Fill out feedback forms and clean up the robots.


1-Day Camp

Objectives: Research, Plan, Create, Test, Improve This full-day camp provides more time for exploration and learning through extended activities.

Key Activities:

  1. Introduction & Robot Building (0:00 - 50:00)

    • Welcome and explain the goals of the camp and the FIRST/FRC program.

    • Students build the base robot using an EV3 kit.

  2. Block Coding Demonstration (50:00 - 1:00)

    • Leaders demonstrate block coding and show the types of blocks used for programming the robot.

  3. Maze Navigation Challenge (1:00 - 2:00)

    • Students are tasked with navigating their robot through a maze on the ground using the blocks they’ve learned.

  4. Lunch Break (2:00 - 2:30)

    • A break to eat and refresh.

  5. Recess & Activities (2:30 - 3:00)

    • Non-LEGO STEM activities or outdoor recess time.

  6. Color Sensor Demonstration & Line Follower Challenge (3:00 - 3:55)

    • Leaders demonstrate how to use the color sensor with the robots.

    • Students then complete a line-follower challenge using the color sensor.

  7. Attachment Design (3:55 - 4:10)

    • Students are given a task to design an attachment to complete the LEGO Sumo challenge.

  8. Building & Programming (4:10 - 4:35)

    • Students build their attachments and learn to program the robot using block code.

  9. Testing & Final Adjustments (4:35 - 4:55)

    • Students test their robot and make final tweaks before the competition.

  10. Competition & Final Round (4:55 - 5:20)

    • Students compete in a second round of competition with their updated robots.

  11. Feedback & Clean-Up (5:40)

    • Students fill out feedback forms and clean up their robots.


Conclusion

This guide provides a clear and structured approach to hosting Mini Bots camps. It offers an easy-to-follow timeline for 1-Hour, 3-Hour, and 1-Day camps, ensuring that students engage in hands-on, educational, and fun activities while learning important engineering and programming concepts.

Girl Scouts Robotics Badge

There are three robotics badges in the Robotics Journey for Brownie and Junior troops. This section covers an example curriculum that can be used to help troops get these badges with FIRST.

Badge Requirements

To earn the Robotics Journey, there are 3 badges that troops must work through: Programming Robots, Designing Robots, and Showcasing Robots. This section breaks down the requirements for each badge. For the complete guides for these journeys please reference the following: Brownies Guide, Juniors Guide.

Badge
Brownies
Juniors

Programming Robots

  1. Create a simple machine

  2. Test your robot senses

  3. Learn about programming

  4. Try simple programming

  5. Code a robot

  1. Learn how robots work

  2. Discover the robot brain

  3. Learn about programming

  4. Try simple programming

  5. Code a robot

Designing Robots

  1. Explore how robots imitate nature

  2. Learn about the parts of a robot

  3. Plan your robot

  4. Create a prototype

  5. Get feedback on your robot

  1. Discover the future of robots

  2. Determine your robot's expertise

  3. Plan your robot

  4. Create a prototype

  5. Get feedback on your robot

Showcasing Robots

  1. Create a presentation to share how you designed your robot

  2. Tell others how you designed your robot

  3. Learn more about robotics competitions

  4. Learn about robotics teams

  5. See robots in action

  1. Create a presentation to share how you designed your robot

  2. Tell others how you designed your robot

  3. Learn about robotics competitions

  4. Learn about robotics teams

  5. See robots in action

Meeting Structure

Our team chose to breakdown the badge requirements over 3 meetings to maximize the amount of time that troops could work on each activity. Each meeting focused on a different badge and built on the previous one.

Programming Robots

Badge requirements with different names for varying troop levels are noted with a slash, but activities meet criteria listed for both.

Create a simple machine/Learn how robots work

Prior to programming the robot, it is a simple machine. Allow troops time to explore the components of the LEGO kit and learn more about the gears, axels, and other pieces available to them. Encourage scouts to make their own simple machines or identify ones that are created through the base drive robot.

Test your robot senses/Discover the robot brain

Robots use sensors to collect information about where they are and what is happening around them. This can help them complete a challenge faster or take on a harder task. In this step, have the scouts discuss the different types of sensors in the EV3 kit and the type of data they provide. Can they give use cases for each sensor? Is there one that seems more helpful than others?

If time allows, provide an example of sensors in action. This may require some prep work to build an EV3 robot or bringing a competition bot that utilizes sensor input.

Learn about programming

Talk about how programming is used to instruct a robot through a task. From there, introduce the different types of code blocks for the EV3. Have scouts work together to write out a potential program on paper. This can be a simple challenge like how to make the robot drive in a square.

This is also a good time to break down the terminology in the badge guide.

Example from the Junior Bots slide deck of block types

Try simple programming

Once troops have a general understanding of how the blocks work, it's time to test the programs they'd previously written out. Try converting the paper programs into EV3 code and test it with the robot. As time allows, have scouts change their code until they can complete the challenge.

If possible, give troops time to play around with different coding options. Some fun ways to do this would include adding sounds to the robot, dancing at the end of the challenge, or adding eyes to the EV3.

Code a robot

Now that the troop is familiar with creating and deploying code to the robot, it's time for a real challenge. Create a maze that the robot can be hardcoded to go through. Scouts may want to work in teams to get their base robot from one end to the other.

Designing Robots

Badge requirements that are specific to a troop level are explained in the tab-divided section. The remaining elements are listed below.

Explore how robots imitate nature

To start this section, we play videos about robots that use biomimicry in their design. This doesn't have to be a long part of the presentation, but is a good introduction into robots in day-to-day life.

Bio-Inspired Crawler Robot: video

During this step we brainstormed how a robot could be inspired by a bumblebee. Ideas could include how they collect pollen, create honey, or manage a hive.

Learn about the parts of a robot

Similar to parts of the human body, components of the robot have a specific purpose toward fulfilling a goal. This step is about recognizing the role that each component of the robot plays. The badge guide recommends breaking down the ways that robot arms are similar to human ones.

Discover the future of robots

Similar to the Brownie badge, this section focuses on understanding biomimicry in robotics. Discuss examples of robots that do not meet the tradition vision of what a robot looks like, and why they are different.

Looking toward the future, artificial intelligence will play a prominent role in robotics. Discuss how these changes may look and why they could be positive or negative.

Future of Robotics: video

Determine your robot's expertise*

*This is a requirement only for the Junior badge; however, it fits well with the flow for introducing the EV3 challenge. We use this step to explain to scouts what their Mini Bots challenge will be and give them examples of robots that may work to complete this.

For the LEGO Sumo challenge, scouts must determine what kind of robot they want. Examples may include a pusher, flipper, or jouster. These should not be a specific design, but rather a general approach to solving the challenge.

Plan your robot

Based on the expertise chosen, scouts are given paper and markers to draw out their robot designs. Using the pieces in the base EV3 kit provided, they are given time to plan out attachements to the base driving robot. For more information about the LEGO Sumo challenge, visit the Mini Bots page of this project.

Students may want to work together to help them brainstorm and share ideas about their designs. Encourage them to use the robot vocabulary outlined in the badge guide.

Create a prototype

Once the troop feels good about their design - the fun begins. Scouts are given time to make their plans a reality using an EV3 kit. Depending on the timeline of the activity, it may make more sense to build the base robot prior to the meeting.

We allow troops to take home the EV3 kits to do this step. The thought being that scouts can work with their families to share what they are learning and increase excitement in STEM. Prior to starting the second badge requirements, we make sure all take home robots are completed up to the base level.

Get feedback on your robot

3-2-1 Sumo! After designing, building, and naming the robots, the scouts compete in a round-robin tournament against one another.

Based on the results of each match, scouts should take notes on ways that their robot performed well and places for improvement. This feedback can then be used for a second round of building. We ran the tournament twice to demonstrate the reiterative part of the engineering process.

Showcasing Robots

All badge requirements for this part of the journey are the same between the two troop levels.

Create a presentation to share how you designed your robot

This requirement is focused on understanding the design and prototype process that was used to create a robot. Troops can create formal presentations such as videos, poster boards, or do a show-and-tell about the robots. For our curriculum we chose to have the girls draw their plans out on paper.

Tell others how you designed your robot

After the presentations are created, share them with the rest of your troop, families, or other STEM professionals. This is an opportunity to talk about their robot. Students may find it fun to give the robot a name or personality.

Learn more about robotics competitions

This requirement can be met by attending a competition, talking with someone who has competed, or watching videos online. Prior to coming to visit our lab, we show troops videos of our competition robot from previous regionals and videos about FIRST in general. Due to space constraints, we do not have a full field setup to demonstrate the game in-person. However, in place of this we offer a tour of our lab and demonstrated the different movements of the robot.

Learn about robotics teams

Similar to the previous requirement, this can be achieved by being on a team, talking to someone on one, or learning more online. Through the process of working with troops, we take opportunities to reflect on our program and how the badge skills translate to our competition team. In addition, we provide resources on creating a FIRST LEGO League team through Girl Scouts. Getting parents involved in the process has also helped spark interest in robotics teams after the badge journey is completed.

See robots in action

We finish the badge journey with a meeting in our workspace. This gives the troop a chance to visit an operational makerspace and learn more about the tools that go into creating our robot. Additionally, we invite troops to a regional or outreach event where they can see the robot again. We recommend reaching out to troops to remind them about these opportunities as competition season gets closer.

GoBabyGo Instructions

This page will include information on modifying a battery-powered car to be used as a mobility device.

Project Overview

GoBabyGo is a nationwide program that modifies battery-powered ride-on cars to provide mobility for children with disabilities. As a high school robotics team, this project lets you apply engineering skills to a real-world cause while giving back to your community.

Materials Needed

Ride-On Car Base

  • Fisher-Price Power Wheels or similar 6V or 12V ride-on toy

  • Must be large enough for the child to sit upright comfortably

Electrical Components

  • Large push-button switch (easily activated by hand, foot, or head)

  • 12V battery (if upgrading or replacing)

  • Inline fuse (15A–30A depending on motor)

  • Toggle switch (optional, for caregiver shutoff)

Tools

  • Screwdrivers

  • Wire cutters/strippers

  • Drill

  • Soldering iron and solder (optional)

  • Zip ties, Velcro straps, heat shrink tubing

Adaptation Materials

  • PVC pipe (for supports or harness frame)

  • Pool noodles (for padding and safety)

  • Foam for seating support

  • Velcro and fabric straps

  • Hot glue, duct tape, zip ties

Build Steps

1. Choose a Car and Assess

  • Select a suitable ride-on car based on child size and needs

  • Test existing wiring and motor function

2. Disassemble for Access

  • Open the car body to access wiring and battery

  • Remove or disable original foot pedal

3. Install Activation Switch

  • Replace the foot pedal wiring with a large, easily accessible push button

  • Use a Normally Open (NO) switch

  • Mount the button in a location accessible to the child

  • Add an inline fuse for safety

4. Add a Parent-Controlled Power Switch

  • Wire a toggle switch in series as an on/off control for caregivers

  • Optional: Use a wireless remote shutoff if available

5. Build Seating and Support

  • Use foam, straps, and padding to ensure upright and safe seating

  • Use Velcro or screws for removable and adjustable support structures

  • Do not glue or drill into the battery compartment or structural parts

6. Add Safety Features

  • Cover all hard surfaces and corners with padding

  • Ensure speed is limited (typically <2 mph)

  • Consider adding a soft harness or seatbelt if needed

7. Test and Iterate

  • Test the vehicle without the child first

  • Verify motor performance and button reliability

  • Conduct a test ride with caregivers present

  • Adjust as needed

Safety and Legal Considerations

  • Always work under adult supervision

  • Consult with physical/occupational therapists if possible

  • Get signed parental/guardian consent before modifications

  • Label all modified parts

  • Document everything

Extra Features (Optional)

  • LED lights

  • Sound buttons (horns/music)

  • Remote control override

  • Adjustable or modular seating for future use

Working With Families and Therapists

  • Listen closely to caregiver and therapist feedback

  • Customize button placement and seat support as needed

  • Offer post-delivery adjustments

  • Communicate regularly

Documentation

  • Take photos before, during, and after the build

  • Maintain a modification log

  • Create a printed user manual for the family

    • Charging instructions

    • Button use

    • Safety tips

Delivery Day

  • Present the car in an accessible, open space

  • Involve the whole team for a celebratory moment

  • Provide final instructions to caregivers

  • Take pictures and share (with permission)

Example Wiring Diagram

rustCopyEditBattery (+) --> Inline Fuse --> Toggle Switch --> Activation Button --> Motor  
Battery (–) ---------------------------> Motor

Use insulated connectors or terminals for safe and easy maintenance.

Resources and Inspiration

  • GoBabyGo Indianapolis – IUPUI

  • YouTube build walkthroughs and success stories

  • Instructables GoBabyGo projects

  • Local rehab centers and special education departments

FIRST LEGO League

FLL Overview

FIRST LEGO League Logos

FIRST Lego League has 3 programs: Discover, Explore, and Challenge. Resources for all three divisions can be found here.

FLL Discover is for ages 4-6 (Grades PreK - 1) and is a guided education opportunity for children to learn basic STEM skills with hands-on activities in the classroom utilizing LEGO DUPLO bricks. Students meet roughly 10 times to learn about STEM through DUPLO building and finish their season with a celebration event showcasing their learning.

FLL Explore is for kids ages 6-10 (Grades 2-4) and teaches students the basics of Engineering by having students study real world science concepts, and build a model using LEGO Bricks and program the model using LEGO Education Tools. Teams showcase the following work and share what they have learned with others:

  • Model: Teams create a LEGO model with a moving/electronic component

  • Project: Teams research a topic and create a poster board about their findings

FLL Challenge is for kids ages 9-16 (Grades 4-8) and has several parts. This division challenges students to do research, problem solving, engineering, and coding. There are 3 main parts to the division:

  • Robot Game: Teams design, build, and program a LEGO robot to navigate the game field and do tasks for points in a competition against other teams

  • Project: Teams research a real world problem and come up with solutions, design, implement, and revise the project during the season; finally sharing the project with the community

  • Judging: Teams present and answer questions during a 30 minute time slot with a judging panel

    • Set Up (2 Minutes): Teams set up their robot and presentation

    • Project Presentation (5 Minutes): Teams present their projects to judges

    • Project Questions (5 Minutes): Judges ask team members about their projects

    • Robot Questions (5 Minutes): Judges ask about a teams robot, the designs, and the engineering process

    • Core Values Questions (3 Minutes): Judges ask teams about how they embody the FIRST Core Values in their team and their day-to-day lives

    • Feedback (5 Minutes): Judges provide feedback about the questions, including what they liked, and what to improve on. There will also be more in depth written feedback available after the competition.

Team Quickstart Guide

General FLL Resources

  • FIRST LEGO League Official Site Overview of the program, including Challenge, Explore, and Discover divisions

  • FIRST Inspires Resource Library Engineering notebooks, rubrics, coach guides, and more

  • Season Materials Includes current season theme, missions, rules, scoring, and model build instructions

  • Team Meeting Guide (PDF) Weekly plans for team meetings — great for new coaches

  • Tournament Guide What to expect at events, including judging and schedules

Robot Design & Programming

  • SPIKE Prime Software Official app for LEGO SPIKE Prime and Essential kits

  • EV3 Classroom Download Legacy LEGO Mindstorms programming platform

  • Pybricks Python-based alternative for SPIKE and EV3 kits

  • FLLTutorials.com Comprehensive tutorials from veteran teams covering:

    • Programming: SPIKE Prime (Word Blocks & Python), EV3, Pybricks

    • Robot Design: Base designs, attachments, modularity, alignment

    • Judging & Core Values: Practice activities, Innovation Project prep

    • Team Management: Calendars, checklists, coaching tips

Judging & Innovation Project

  • Judging Rubrics For Innovation Project, Core Values, and Robot Design

  • Innovation Project Guide (PDF) Helps teams identify problems, design solutions, and present ideas effectively

Event Prep & Logistics

  • Tournament Day Checklist What to bring and how to prepare

  • Practice Tournament Format Guide for hosting or participating in mock tournaments

Community & Mentorship

  • FLL Reddit Community Team photos, build help, peer advice

  • FLL Coaches Facebook Group Tips and support from veteran coaches

  • Unofficial FLL Discord Server Real-time discussions with teams and mentors

YouTube Channels & Playlists

  • FIRST LEGO League YouTube Channel Season reveal videos, challenge animations, and team stories

  • FLL Tutorials YouTube Videos on programming and robot design

  • STEMcentric YouTube Channel Mission strategies and robot walkthroughs

Cost & Funding

  • First-year teams will need to purchase a LEGO Education SPIKE Prime kit

  • Used EV3 or LEGO Mindstorms kits can be found on eBay to save money

  • Engineering notebooks are optional — any notebook will work

  • After year one, expected cost is around $350 per season

  • Other costs may include:

    • Team t-shirts

    • Snacks

    • Minimal travel for events

  • Grants available through FIRST

Time Commitment

  • Minimum: 2 hours/week from August through competition

  • Many teams add extra practices the 1–2 weeks before competition

  • Not all students need to attend every practice – sub-teams are helpful

  • Local competitions are typically half-day Saturday events (8 am–1 pm)

  • State competition is a full day event in January at Iowa State University

Mentors & Coaches

  • Each team needs at least 2 coaches (no STEM experience required)

  • Mentors can be community members, local businesses, high schoolers, or topic experts

  • These contacts can also become sponsors to help cover team costs

Additional Resources

  • How FLL Challenge Works

  • Start a Team Flyer (PDF)

  • Challenge Pricing & Payment

  • Grant Opportunities

  • Scholarship Search

  • Sponsorship Tips (PDF)

  • FLL Coaches Handbook

  • FIRST Coach/Mentor Checklist