1 Robots come alive 2 Talking to your robot 3 How to ? How to use sensors How to control motors How to process data How to navigate the robot How to make it intelligent 4 Visual Programming Language 5 Programming projects 10 programs in total. For the QuickStart vehicle and/or the Tribot: Maze solver, learning best path. Use a marker pen to copy a drawing or sketch a picture. Use a marker pen to write its name. Play Nim against human opponent and learn to win. For the Tribot: Find and pick up a light-colored object; drop it in a dark corner, as a Squirrel might do. A sort of ?roulette? game for those who like to gamble. Robot takes a randomly chosen path on a board marked with a numbered grid. Stops at random. For the RoboArm: Sort a pile of toy building bricks by color (using light sensor or color sensor). Build a ?house? from toy bricks; then (optionally) knock it down! Throw a ball into a cup, and learn to improve accuracy. Play Scissors, Paper, Stone against human opponent and learn to win more often. Play the Breakaway strategic board game against a human opponent. For Spike: Search for light-colored object, avoiding obstacles in its path (example of subsumption architecture. For Alpha Rex: Song and Dance Act: repeats if applauded, sulks if not. Navigate using compass sensor.
Author of over 70 books, mostly electronic and many in the field of science education. Contributor to numerous electronic magazines such as Everyday Practical Electronics, Elektor Electronics, Electronics Australia and Electronics Today International. Former Science Education Advisor in developing countries as staff member of the British Council and as a part of the UN Educational and Scientific Organisation.
1) electronic hobbyist (robot, microcontroller), 2) electronics (robot, microcontroller) projects at high school, votech, and college level.