Model 9: Claw machine

Im going to get you!

 

Grade
7 - 10
Time required
3 double hours
Difficulty level
Model: hard, Programming: hard
Model type
mobile device, can be positioned individually and used flexibly

MODEL DESCRIPTION / TASK

The pupils (SuS) plan and realize an automatic gripper that moves two axes via a hand gesture control and picks up a metal object with a magnet attached to it. After the playing time has elapsed, the object must be transported to the starting position.

The playing time can be changed to differentiate the game.

EVERYDAY RELEVANCE

The automatic triggering of a process has a strong motivational effect on pupils. Understanding the physical quantity “movement” is quick and comprehensible for everyone. The topic could be integrated into pre-vocational orientation with regard to information technology professions. Automated switching through the detection of physical variables is used in many areas here. The detection of movements in particular is becoming increasingly important in many areas of information technology (e.g. gesture control).

 

Key questions:

  • Where can an automatic gripper be used in everyday life? (Communication)
  • What functions does the system need to fulfill? (Collaboration)
  • Under what conditions should the system enable play? (critical thinking)
  • What needs to be considered so that the system can be used in different locations and is as robust as possible? (creativity)

Subject reference

 

Computer sience
Basics of programming, time loops
Technology
Stable contruction, construction technology, component arrangement
Physics
Force, movement

Lesson progression

 

Introduction phase
Planning phase
Construction phase
Programming phase
Experimentation and test phase
Final phase

 

Information and notes

 

Methodical and didactic tips

 

Differentiation options

Faster pupils can be given the task of extending or shortening the playing time.
Motivational aspects

Pupils are familiar with grab machines from various locations in everyday life. Perhaps they have already operated such a gripper machine. Being on the “production side” instead of the “operator side” may fill them with pride.

Additional material

  • If available, pictures of free machines can be presented for the introduction to the topic.
  • If necessary, drawing media (paper, whiteboard or projection screen).

Functions of the model and their technical solutions

 

 

Functions of the Sensors/Actuators

 

 

Technical solution

 

Recording gestures

 

Evaluating the signals on the gesture sensor

 

Light output

 

 

Illumination of the red LED


 


Material list

 

Sensors

 

 

Function

 

1 RGB gesture sensor

 

 

Gesture recognition right/left and forwards/backwards

 

2 buttons

 

 

Limit switches x- and y-axis

 

2 pulse buttons 

 

 

Rotation counter per axis (x/y) in 90° steps

 

 

 

 

 

 

 

 

 

 

 

Actuators

 

 

Function

 

 

1 motor x-axis

 

 

Forward / reverse travel

 

1 motor y-axis

 

 

Forward / reverse travel

 

1 LED

 

 

End of playing time display


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