Pippin Robots Pippins are suitable for KS1 and lower KS2. The inclusion of numbers in their control means that, when fitted with a pen, they can be programmed to draw shapes and patterns.

Controls 1. Number buttons The number buttons on the left hand side can be used to specify either the distance the Pippin should travel forwards or backwards (in centimetres) or the angle it should turn left or right (in degrees). 2. Arrow buttons The arrow buttons on the right hand side can instruct the Pippin of which direction in which to move. A chain of several such instructions can be created to program a more complex route. 3. Other buttons Pippins also have several other buttons allowing the user to test the program, to run (“Go”) their program, to clear or delete instructions, to play musical notes or to add repetition.

Drawing shapes The hole in the centre of a Pippin can be fitted with a pen. This allows the user to place the Pippin on paper and direct it along a route so that it leaves a trail behind it. It’s a great way to help children visualise aspects of geometry which can otherwise be quite abstract. For example, the instructions on the left show which buttons to press to can draw a 20x20cm square. Both sets of instructions must be followed four times for the Pippin to get all the way round, which can either be achieved by pressing “Go” over and over again or by using the repeat button, and specifying four times.

In your classroom •





Explore the interior and exterior angles of regular polygons. See how many regular shapes you can name and draw with the Pippin, and try predicting the programs needed to draw shapes given their number of sides. Create a program to write a word with the Pippin. Exchange these programs between groups to act as coded messages. Create a maze, and program the Pippin to pass through it safely.

London Connected Learning Centre

Email: [email protected] Tel: 0207 720 7514

Pippin Robots.pdf

For example, the instructions on the left show which buttons to press. to can draw a 20x20cm square. Both sets of instructions must be. followed four times for the Pippin to get all the way round, which can. either be achieved by pressing “Go” over and over again or by using. the repeat button, and specifying four times.

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