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REV DUO Classroom Activities

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Mechanical Focus

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Programming Focus

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Multiple Focus

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Large Activities

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Count-by-Count Activity

Introduction

This activity is intended to provide additional practice with using the touch sensor by completing a simple task. Students will build a small servo โ€œgateโ€ regulating the entrance into an area. To raise the gate, the touch sensor must be pressed, but once a max number is pressed no more entries will be allowed.

Consider pairing this activity with students building a diorama of their gated area. Examples might include a museum, lunch room, theater, or store. This lesson may also be tied with classes introducing CAD, or safety and accessibility standards for buildings.

Example gate build for the Count-by-Count Activity

Covered Concepts

  • Touch Sensor

  • If/Else logic

  • Loops

  • ElapsedTime

  • Servo usage

  • Programming angular limits on a servo with the SRS Programmer

  • Intro to Robotics V2 - Unit 4, Lesson 25

  • Intro to Robotics V2 - Unit 5, Lesson 29 (ElapsedTime)

Students will:

  • Utilize the touch sensor in a practical scenario mimicking a real-life use case

  • Practice programming a touch sensor

  • Create a program that uses a count to track how many times the touch sensor has been pressed and that uses a timer to reset once the max is reached

Student Activity Worksheet:

Programming Guide:

[Optional] Programming Guide for two touch sensors:

Curriculum Connections

Activity Goals

Activity Files

Teacher Files

Student Files

Count-by-Count Touch Sensor Activity.docx
3MB
Open
Count-by-Count Worksheet.docx
100KB
Open
Count-by-Count Programming Guide.docx
959KB
Open
Count-by-Count Two Sensor Programming Guide (Optional).docx
537KB
Open

Feisty Fires Challenge

Every year, thousands of wildfires ignite worldwide burning countless acres of land and damaging homes. New technologies and partnerships have helped firefighters conquer these blazes, but itโ€™s not without danger as conditions can unexpectedly change.

In this challenge, students will team up to create an autonomous program for a robot drivetrain to showcases a robot's ability to navigate an area and identify active wildfires.

This activity is designed to be a skill-building challenge that can be hosted within a single classroom or as a community event!

Activity Description

Teams must program their robot to autonomously navigate the play area and locate the forest areas currently in danger (marked by red tape). Once located, the robot should stop and raise it's signal flag, powered by a servo, before continuing on.

Safe and Danger Zones will be randomized once all robots are checked in for the round. Points are awarded for accuracy and time!

Materials

  • Boxes, such as the Orange Storage Tote, to serve as Tree Groves (QTY 6)

  • Tape (colors can be swapped based on availability)

    • White or Black

    • Red

    • Green

  • A4 Paper (8x11 paper) for the Brush Zones

  • Tape Measure

  • Timing Device

Robot Drivetrain:

Recommended REV Robotics Kit options:

  • and or

Feisty Fires is played on a 3m x 2m field that can be adjusted to accommodate space limitations. The layout provided is one example of how zones may be oriented and marked.

The outside perimeter of the field should be marked with tape, or another material.

  • Tree Groves are formed using an Orange Tote or similar sized box that creates an obstacle the robot must navigate around.

  • Brush Zones are flat areas, marked by paper that robots must navigate around without a physical barrier that prevents entry into the zone.

  • Guiding Lines are marked using tape and do not change after set up. These lines are intended to allow the use of color sensors for line following. The use of white or black tape is recommended depending on the color of the play area flooring.

Randomization should be done after all robots are checked in and no longer accessible to teams.

After setting up the field and randomizing, teams will take turns one at a time to test their robots.

  1. Once on deck, a 5 minute time limit will be started. Teams may use this time to make quick preparations.

  2. Teams will notify the judge when ready to begin the scoring attempt. On โ€œGoโ€ the timer will begin for the robot's run to complete the course. Time continues until the 3 minutes are up.

  3. Robots will navigate the play area to find the designated Danger Zones.

    1. Robots may return to the Launch Zone after exiting to be repositioned and launched again.

While a team is attempting the challenge a judge will record the following:

  • Total number of Danger Zones identified - Tree Groves and Brush

  • Final time for the run attempt

  • Optional bonuses

  • Penalties that occur

(Target Score + Time Score + Bonuses) - Penalty Points = _____________

While this activity is intended to focus on autonomous program, it can be expanded to involve a mechanical aspect.

Students may design a small mechanism to "put out" identified fires by doing things like:

  • Placing an item representing "water"

  • Removing an item representing "fire"

  • Launching a game piece into an open bin/box for the Tree Groves

  • Completing a simple motion of touching the correct Zones instead of raising a flag

There are many new techologies that have been created to aid with both identifying wildfires and stopping their spread. This includes the use of firefighting robots of various forms!

Alongside programming their robot, students may be assigned a research project to explore one of these technologies or to create their own idea for a solution. Sharing their findings may come in the form of a short paper, presentation, or tri-fold style poster, as a few examples. This may help students to make real world connects and inspire them to think about what's next beyond their programming.

Danger and Safe Zones are randomly marked with ~25mm wide red and green tape after all robots are checked in. If allowing teams to run their robots multiple times, the locations will need to be re-randomized.
  • Tape may be substituted with construction paper secured under the bins of the Tree Groves

Multiple attempts to identify a Zone are allowed within the time limit. (Ex: The robot misses a Zone so the robot is brought back to the start to try again.)

  • Robots returning after identifying 3 Zones will receive bonus points.

  • The judge will record points and penalties during the run.

  • When either the team has declared a run over, all locations are identified and the robot has stopped moving, or time has expired, the judge will record the time and begin score calculations.

  • Teams should check in about scoring before leaving the field.

  • Robot Materials

    Because this challenge focuses on programming, one robot kit/drivetrain may be shared across multiple groups.

    Field Set Up

    Field Elements

    Full Field Dimension Document:

    Feisty Fires Rules

    Robot Rules

    Game Rules

    Basics

    Launch Zone

    Tree Grove Zones

    Brush Zones

    Playing Feisty Fires

    Randomization

    Completing a Round

    Scoring

    This activity is intended to be for fun and skill building. Scoring is not intended to reflect that seen in competitions, but should be considered adjustable to suit the needs to participating students.

    Score Breakdown

    Target Scoring
    Description
    Recorded (R)
    Point Value (PV)
    Total Points = R x PV

    Tree Groves: Number of Danger Zones Identified

    Target Score (Brush + Tree Grove): ___________

    Time Scoring

    If the attempt ends before all zones have been identified: Final Time = 180 seconds

    Description
    Recorded (R)
    Time Points = 180 - R

    Final Time (Max 180 seconds)

    Time Score: ____________

    Bonuses
    Description
    Check if true
    Bonus Points

    Return to Start: Robot returned to the launch zone after correctly identifying 3 zones.

    Total Bonus Score: ____________

    Penalties
    Description
    Recorded (R)
    Penalty Points (P)
    Total Points = R x P

    Robot left the play area.

    Total Penalty Points: _____________

    Final Point Calculation:

    Printable Score Sheet

    Activity Expansions Ideas

    Adding Mechanisms

    Research Project

    Class Bot V2
    Class Bot V2 Drivetrain with servo
    Mini-Bot
    C-Channel Drivetrain
    FIRST Global Competition Kit
    EDU Kit V2
    FTC Starter Kit V3.1
    Sensor Bundle
    REV Color Sensor V3
    Feisty Fires Field Setup.pdf
    PDF ยท 171KB
    Open
    Example of a randomized field with 4 Danger Zones for the Tree Groves
    Feisty Fires Scoresheet.pdf
    PDF ยท 89KB
    Open

    5

    Brush: Number of Danger Zones Identified

    10

    10

    Zone Identification: Robot stopped before every marked zone in an attempt to identify its state.

    30

    10 per leave

    Robot was handled outside the Launch Zone.

    10 per handling

    Robot entered, pushed, moved or otherwise displaced a zone.

    10 per incident

    Bumper Bots

    Introduction

    This activity is intended to offer a fun challenge of building a robot to play tag against other robots using the touch sensor! Students will build the basic drivetrain, adding a servo for their flag, then program the touch sensor to prevent movement for a few seconds upon being pressed. While disabled from being tagged, their flag will raise as a visual cue of both being tempted and when theyโ€™ll be able to move again.

    Bumper Bots Drivetrain

    The game can be played using only the base drivetrain OR students may be granted time to build upon their robot using parts from their kit and craft materials.

    Covered Concepts

    • Touch Sensor

    • If/Else logic

    • ElapsedTime

    • Servo usage

    • Programming angular limits on a servo with the SRS Programmer

    • Drivetrains

    • TeleOp Control

    • Intro to Robotics V2 - Unit 3 (Drivetrains and TeleOp Control)

    • Intro to Robotics V2 - Unit 4, Lesson 25 (Touch Sensor)

    • Intro to Robotics V2 - Unit 5, Lesson 29 (ElapsedTime)

    Students will:

    • Program their touch sensor to deactivate driving for a time period and raise a servo-powered flag when pressed.

    • Practice controlling a robot using TeleOp controls using tank, arcade, or split arcade drive.

    Bumper Bots Worksheet:

    Bumper Bots Build Guide:

    Bumper Bots Programming Guide:

    Curriculum Connections

    Activity Goals

    Activity Files

    Teacher Files

    Student Files

    Bumper Bots Onshape
    Bumper Bots Activity Plan.docx
    1MB
    Open
    Bumper Bots Worksheet.docx
    62KB
    Open
    Bumper Bot Build Guide.pdf
    PDF ยท 11MB
    Open
    Bumper Bots Programming Guide.docx
    567KB
    Open

    DUO Classroom Activities

    Looking for extra robotics and engineering activities for the classroom or to try with a FTC program?

    These DUO Classroom Activities are designed to reinforce concepts, encourage exploration, and offer additional opportunities to use the EDU Kit V2 and DUO System to its fullest extent!

    Most activities range from 60-120 minute completion time with options or suggestions to further expand upon the activity. Perfect for filling in extra class time in a semester, introducing new students to robotics, or demonstrations as part of summer camps and workshops.

    What's Inside?

    Each DUO Classroom Activity provides the following:

    • Teacher Activity Plan

      • Includes a description of the activity, any prerequsites, quick guide for essential information, picture references, answer sheet, and standard lesson plan

    • Student Handouts

    If Applicable:

    • Build guide and CAD

    • Programming guide

    • Optional expansions for the activity

    Each activity is labeled with a set of categories to make it easy to navigate and choose the ideal activity based on the goal!

    Category
    Description

    Click one of the activity pictures to get started!

    These challenges are larger activities intended to be used for additional skill building or community engagement. Rather than being lesson or rubric based, these activities include a simple scoring system that can be adapted or used to encourage a little fun competition!

    The Bonus Challenges were designed to be open to a larger set of robot kit options, including the base kits used for FTC and FGC.

    The Feisty Fires Challenge was created to expand upon the theming of the FGC 2026 Competition: Igniting Innovation!

    In this activity, students will design an autonomous robot to navigate a course to identify active fires and safe zones using sensors.

    The Rubble Robots Challenge is mechanical focused, intended to encourage the exploration of mechanisms designed to handle different materials. The team is tasked with helping to clean up debris in a Construction Site.

    Additionally, students have to navigate an area filled with obstacles as they drive their robot and clean up.

    Additional Builds

    These activities provide a large build that can be completed with the EDU Kit V2

    Challenge

    These activities provide an additional large challenge for students to complete - similar to the unit challenges in the Intro to Robotics V2 curriculum

    Exploration

    Classroom Categories

    Available Activities

    Bonus Challenges

    These activities encourage general exploration and curiosity of robotics

    Exploring Concepts

    These activities focus on reinforcing or expanding on specific robotics or engineering concepts

    Mechanical Focus

    These activities focus on building mechanical and construction skills

    Programming Focus

    These activities focus on building programming skills and/or utilizing sensors

    Multiple Focus

    These activities focus on a mix of programming and mechanical aspects

    Programless Drivetrain

    • Est Time: 60 minutes

    • Additional Builds, Exploration, Mechanical Focus

    • Sensors: None

    Programless Drivetrain - Gearing Challenges

    • Est Time: 60-120 minutes

    • Exploring Concepts, Additional Challenges, Mechanical Focus

    • Sensors: None

    Count-by-Count

    • Est Time: 60 - 120 minutes

    • Exploring Concepts, Programming Focus

    • Sensors: Touch Sensor

    • Programming Concepts: Logic, Loops, Sleep, ElapsedTime, Variables

    Bumper Bots

    • Est Time: 60-120 minutes

    • Additional Builds, Exploration, Multiple Focus

    • Sensors: Touch Sensor

    • Programming Concepts: Logic, ElapsedTime

    Feisty Fires Challenge
    Rubble Robots Challenge
    Cover
    Cover
    Cover
    Cover

    Programless Drivetrain Activity

    Introduction

    In this activity, student groups will build a simple drivetrain powered by a single servo and the SRS Programmer. This slow moving drivetrain is intended to offer an opportunity to explore the EDU Kit V2, using the parts to create motion without any programming set up.

    Here the focus is on growing more comfortable with the DUO Systemโ€™s parts, hardware, and tools before tackling larger builds!

    Completed Programless Drivetrain Build

    Covered Concepts

    • Servo usage

    • Changing modes with the SRS Programmer

    • Simple gear trains

    • Using the DUO Build System

    • Intro to Robotics V2 - Unit 1, Lesson 2: Mechanical Basics

      • This activity can replace or be an additional option to the EDU Launcher Build

    Students will:

    • Practice working with the DUO Build System to construct a simple drivetrain.

    • Review the tools available within the EDU Kit V2 and utilize them in the appropriate use case

    • Explore the basics of creating motion using wheels, gears, and hex shafts powered by a single servo.

    Build Guide:

    Curriculum Connections

    Activity Goals

    Activity Files

    Teacher Files

    Student Files

    Programless Drivetrain Onshape
    Programless Drivetrain Build Activity Plan.docx
    14MB
    Open
    Programless Drivetrain Build Guide.pdf
    PDF ยท 6MB
    Open

    Rubble Robots Challenge

    This activity is designed to be a skill-building challenge that can be hosted within a single classroom or as a community event!

    A non-competitive version of this challenge is available in Unit 3 of the .

    Activity Description

    In this challenge, teams have been contracted to develop a robot that can help clear rubble from a construction site. This robot will be driven by an operator, but will need to move different kinds of debris to the appropriate area for collection.

    Additionally, there are plants and existing structures on the construction site the robot and operator must be careful to not damage or remove.

    Materials

    • Non-robotic craft materials for building such as cardboard, construction paper, tape, cups, pipe cleaner, popsicle sticks, straws, etc

    • Floor safe tape (ex: painterโ€™s tape) to mark the area

    • 3 different โ€œdebrisโ€ materials for the robots to move

      • Recommended: tennis ball/other small ball, toilet paper tubes, crumpled paper balls

      • Other options: balls of different color, math or small wooden blocks, cups, small empty boxes, pom-pom balls, old FTC game pieces, small/round fidget toys, empty bottles or cans

    • Obstacles for the play area that the robot should avoid

      • Suggested: cones, small boxes, books, cups, potted plants, containers, etc

    Recommended REV Robotics Kit Options:

    Suggested Starting Robot Drivetrain:

    Rubble Robots is played on a 2.5m x 2.5m field that can be adjusted to accommodate space limitations. The layout provided is one example for how the Plant or Structure Obstacles may be arranged. If the play space is reduced, the number of obstacles should also be reduced.

    The outside perimeter of the field should be marked with tape, or another material.

    Plants or Structures are obstacles on the field the operator must avoid while controlling the robot to pick up debris. The robot may not displace or damage these obstacles.

    Collection Zones (Trash, Structural, and Environmental) are the drop-off locations for the 3 different types of debris that will be scattered on the field.

    Debris are loose pieces placed randomly on the field before a match for the robot to gather and place into the correct Collection Zone.

    • Itโ€™s encouraged to use recycled materials for the debris, such as having students bring in the toilet paper rolls or using scrap paper for the crumpled paper balls.

    • Itโ€™s recommended to start with a set amount of each item then increase or decrease based on student performance.

    • Suggested:

      • Trash (orange) = crumpled paper balls (x10)

    Debris should be placed before a team is preparing to play. It's recommended to encourage students spectating to aid with placement so long as placement is fair (ex: debris not half outside the play area or stuck against an obstacle).

    1. After debris has been distributed on the field, the team may begin their match time by notifying the judge. During their 5 minutes, teams may discuss and strategize or make small changes to their robot before beginning the 2 minute run period.

      1. Only one robot and team should be allowed in the play area at a time.

    2. Robots must be placed in the Robot Launch Zone before teams begin their run. The judge will give a brief countdown before the 2 minute run period begins.

    While a team is attempting the challenge a judge will record the following:

    • Total number of debris collected in each of their correct Collection Zones

    • Debris accidentally placed in the incorrect zone

    • Final time for the run attempt

    • Other penalties that occur

    (Target Score + Time Score) - Penalty Points = _____________

    Obstacles may be added, removed, or their locations may be randomized between attempts from teams to complete the challenge. Changing obstacles creates new opportunities for teams to strategize their approach or consider making changes to their robot!

    Similarly, debris may be added or changed to create additional challenges.

    Consider adding an additional challenge for robots to place or move objects after the debris within the construction area is cleared. This may include placing something on top of an obstacle, placing a new obstacle, or rearranging the obstacles to appropriate locations.

    It's recommended to start simple with placing a single object in a randomized location as a sort of "end game" before expanding too much on this concept.

    Environmental (red) = toilet paper rolls (x10)

  • Structural (purple) = small ball game piece (x3-x5) such as the Artifact wiffle balls from FTC (2025-26) or Wildfire ball from FGC (2026)

  • The robot must complete the clean up in 2 minutes

    The clean up attempt is limited to 2 minutes.

    Only robots may handle debris in the play area. Teams may request a piece be moved after initial distribution in the play area.
    Teams operate their robot to clean up the Construction Site. They may switch robot operators during their time frame.
  • The judge will record points and penalties during the run.

    1. Debris that enters a Collection Zone may be removed.

    2. Debris that exists the play area should be returned to a random location.

  • When either the team has declared a run over, all debris has been cleared (correct or incorrectly), or time has expired, the judge will record the time and begin score calculations.

  • Teams should check in about scoring before leaving the field.

  • Robot Materials

    Field Set Up

    Example Pictures

    Rubble Robots with small plants as obstacles
    Rubble Robots with small plants as obstacles
    Rubble Robots with TREV plushies as obstacles

    Field Elements

    Field Set Up Document

    Rubble Robots Rules

    Robot Rules

    Game Rules

    Basics

    Launch Zone

    Debris

    Playing Rubble Robots

    Debris Randomization

    Completing a Round

    Scoring

    This activity is intended to be for fun and skill building. Scoring is not intended to reflect that seen in competitions, but should be considered adjustable to suit the needs to participating students.

    Score Breakdown

    Debris Scoring
    Debris
    Collected (C)
    Point Value (PV)
    Total Points = PV x C

    Trash Debris

    Note: Debris placed in the incorrect Collection Zone, including robots passing through the Zone with debris or temporary placements, should be removed and will no longer be eligible for scoring.

    Total Debris Score (Trash Debris + Environmental + Structural): _______________

    Time Scoring

    If the attempt ends before all debris is removed from the field: Final Time = 120 seconds

    Description
    Recorded (R)
    Time Points = 120 - R

    Final Time (Max 120 seconds)

    Time Score: _______________

    Penalties

    Descriptions: Violations to game rules. Light taps/brushes/interactions to an obstacle should not be considered a penalty. The penalty applies when there is noticeable or large movements, displacement from the original location, or damage.

    Description
    Recorded (R)
    Penalty Points (P)
    Total Points (= R x P)

    Total Penalty Points: _____________

    Final Point Calculation:

    Printable Score Sheet

    Activity Expansion Ideas

    Changing Obstacles

    Construction Robots

    EDU Kit V2
    FTC Starter Kit V3.1
    FIRST Global Competition Kit
    Class Bot V2
    C-Channel Drivetrain
    Intro to Robotics V2 curriculum
    Construction Site layout for Rubble Robots
    Rubble Robots Field Setup.pdf
    PDF ยท 105KB
    Open
    Rubble Robots Scoresheet.pdf
    PDF ยท 83KB
    Open

    5

    Environmental Debris

    5

    Structural Debris

    15

    Debris placed in the incorrect Collection Zone

    15 per debris piece

    Robot left the play area

    10 per leave

    Robot was handled outside the Launch Zone

    10 per handling

    Robot entered, pushed, moved or otherwise displaced an obstacle

    10 per incident

    Programless Drivetrain - Gearing Challenges

    Introduction

    This activity pairs with the Programless Drivetrain Build Activity to introduce the challenge of utilizing gears to modify the drivetrainโ€™s speed and torque. Students will have to adjust their gearing to accomplish their goal as the servoโ€™s output cannot be modified!

    Students will take advantage of the extrusion frame to slide their hex shafts, wheels, servo, and gears into different places to adjust their gearing. Additional hex shafts can be added to expand the gear train.

    This activity includes two challenge options: a short version (SV) and a longer version (LV)

    Two examples of the Programless Drivetrain - Gearing Challenge build

    Covered Concepts

    • Servo usage

    • Changing modes using the SRS Programmer

    • Calculating the gear ratio of a gear train

    • Torque vs. speed in a gear train

    • [Optional] Compound gearing

    • Intro to Robotics V2 - Unit 2

      • This activity can replace or be completed in additional to the existing Unit 2 Challenge

    Students will:

    • Explore how changing gearing changes the outputted speed and torque

    • Define what is a gear train and gear ratio

    • Calculate gear ratios on a gear train

    Build Guide (shared with Programless Drivetrain Activity):

    Intro Worksheet:

    Gearing Challenge Activity (Short Version) Worksheet:

    Gearing Challenge Activity (Long Version) Worksheet:

    [Optional] Compound Gearing Worksheet:

    Curriculum Connections

    Activity Goals

    Activity Files

    Teacher Files

    Student Files

    Programless Drivetrain Onshape
    Programless Drivetrain - Gearing Challenges Activity Plan.docx
    32MB
    Open
    Programless Drivetrain Build Guide.pdf
    PDF ยท 6MB
    Open
    Programless Drivetrain Gear Ratio Worksheet.docx
    430KB
    Open
    Programless Drivetrain Gearing Challenge [SV].docx
    352KB
    Open
    Programless Drivetrain Gearing Challenge [LV].docx
    333KB
    Open
    Programless Drivetrain - Compound Gearing .docx
    572KB
    Open