4-H Robotics Curriculum
In each module of this track, youth will learn about a different aspect of robotics and design and build a robot using what they have learned. This track emphasizes developing knowledge and developing skills as participating youth design and build their own robots. Youth will use their Robotics Notebook to record their learning experiences, robotic designs and the data from their investigations.
The Junk Drawer Robotics curriculum has three books. In Book 1, Give Robots a Hand, you will explore the design and function of robotic arms, hands and grippers and build a robotic arm that really moves! In Book 2, Robots on the Move, you will design and build machines that roll, slide, draw or move underwater and explore robot mobility - movement, power transfer and locomotion. Book 3, Mechatronics, is all about the connection between the mechanical and electronic elements of robots and you will explore sensors, write programs, build circuits and design your own robot.
Try the Sample Activity
The Clipmobile Challenge is a sample activity taken from Module 1: Get Things Rolling of Book 2, Robots on the Move. In this activity, you learn about friction, about the engineering design process and how understanding friction and design can help you build more efficient machines. Like all the modules in Junk Drawer Robotics, there are three types of activities; (1) To Learn activities where you learn about how things work - the science behind robotics, (2) a To Do activity where you learn about engineering and design your own solution to the Clipmobile Challenge, and (3) a To Make activity where you apply technology as you actually build and test your design.
Junk Drawer Robotics Facilitator Resources
These resources will help you implement Junk Drawer Robotics and make science, engineering and technology engaging and meaningful in the lives of young people. The activities in Junk Drawer Robotics encourage youth to use the processes and approaches of science; the planning and conceptual design of engineering; and the application of technology in each module.
Your role as a facilitator is to assist learners in developing their own knowledge and problem solving skills. This is done by bringing together a scientific inquiry and engineering design approach to learning. You assist youth in developing understanding by asking questions and prompting them to share and talk about their ideas, designs and results.
You may also work with a team of teen presenters who enliven the activities they lead with their own experience and enthusiasm. In that case, you will mentor or coach the teen presenters by providing support, training and guidance as they lead the activities.
Facilitating Junk Drawer Robotics
Resources to help you get started leading activities or working with teen leaders
Junk Drawer Robotics Toolbox
Resources and safety information about tools and materials
Junk Drawer Robotics Activity Supplies
Resources to help with ordering or creating your own supplies for activities