Coding Project 1 — Wake Up Your Robot
KIPR · Botball Explorer
Activity Sections

Introductory · EV3 Coding Project 1

Wake Up Your Robot

Get your robot's brain powered on, connected, and running its first program.

Project
Coding Project 1
Strand
Coding
Phase
Get Connected
Time
One class period
What You Are Doing
Powering on the , connecting the EV3 Classroom app to it, and running a program that is already planned for you.
What You Need
Before You Start
Nothing. This is the first project.
Before you start: type your PIN in the box at the top of the page. Your teacher gave you this number. When you finish, press Download to save a local copy of your answers. This does not turn in your work automatically; give the downloaded file to your teacher.

Try It — Meet the Machine

Before you turn anything on, look closely at your . It is a small computer, and it is about to become the brain of your robot.

Find each part below. Check the box when you have found it.

⚠ You Are In Charge of This Battery

The battery lives inside the brick, and it is your team’s job to keep it ready. These rules are not suggestions.

  • Charge only with the charger your teacher gave you, plugged into the battery pack — nothing else. (AA-battery bricks do not charge at all: tell your teacher when the brick starts complaining about power.)
  • Never leave a battery charging unattended overnight.
  • Charge in a cool, open space — never buried under a pile of LEGO.
  • Put the robot away charged. The next class starts where you left it.
  • If a brick will not wake up, plug it in for ten minutes before you decide it is broken.

Why is “put it away charged” a rule about being fair to the next team as much as it is about the battery?

Learn It — How You Talk to a Robot

You will not build your programs on the brick itself. You will build them in the EV3 Classroom app on your tablet or Chromebook — and then send them over to the brick.

The program travels either down a USB cable or across a short-range radio link called — no internet either way, just your device and your robot talking directly to each other. Many EV3 classrooms use the cable, because it never picks the wrong robot. Your teacher will tell you which way your room connects.

The Big Idea

The program runs on the brick, not on your tablet. The app is just the workbench. Once your program is across, the robot can run it with no tablet anywhere near it — and that is exactly what happens in a match.

One robot among many

Every brick has a name, shown on the top line of its screen. Out of the box it is just “EV3,” so your teacher has probably renamed it or put it on a sticker. Here is why that matters: your classroom has a whole shelf of bricks that look exactly alike, and Bluetooth does not care about that — the app lists every brick it can hear.

Pick the wrong name from that list and your program lands on someone else’s robot. Their robot starts doing your program, your robot does nothing, and both teams spend ten minutes confused.

In your own words: why does your brick need a name that is different from every other brick in the room?

What you will see

Inside the app you will work in the coding canvas — a big open space where blocks snap together into programs, with a colorful shelf of blocks down the side. You will learn what every part of it does in this project and the next.

Do It — Get Connected

Work through these in order. Check each one off as you finish it.

Step 1 — Power on

Press the center button once. The red status light comes on, the brick clicks and hums for a moment while it starts up, and then the screen shows its menu and the light around the buttons turns green. Starting up takes about half a minute — that is normal.

Step 2 — Find your brick’s name

Your teacher may have put the name on a sticker, or assigned your team a brick. Find the name and write it on your card below — you will need it every single time.

My Robot Card

Brick name
Tablet or Chromebook I use (number or label)
My project name (fill in two steps from now)

Keep this card. Every project after this one starts by connecting the same way.

Step 3 — Make your project

Open the EV3 Classroom app. Choose New Project — in EV3 Classroom, every project is a word-block project. Name it First Project — and put your names in the project name too.

⚠ Naming rules --- these matter

Letters, numbers, and plain spaces. Say what the project is and whose it is.

Good: First Project - Sam and Ava  ·  Waypoint - Team 3

Bad: Untitled 7  ·  project final FINAL v2!!!  ·  :)

A bad name will not fail today. It will hide from you in a month, when the list has forty projects in it.

Step 4 — Connect to your robot

Cable room? Plug the USB cable into the brick’s PC port and the computer, and the app connects to that brick — the one on your table, guaranteed. room? On the brick, arrow over to the Settings screen (the wrench), open Bluetooth, and make sure it is checked on. Then, in the app, open the connect screen, look at the list, find your brick’s name from your card, and pick it.

This screen is normal

The app may say your brick needs an update before it can connect. Nothing is wrong — get your teacher. Updates are routine and take a few minutes.

Step 5 — Look around the canvas

Find each of these before you use any of them.

PartWhat it does
Block shelfThe colored categories down the side. Every command you will ever give this robot lives on this shelf.
CanvasThe open space where blocks snap together into a program.
Download and Run buttonSends your program across to the brick and starts it.
Stop buttonStops whatever the brick is doing. Know where this is before you need it.
Connect iconShows which brick you are talking to, and its battery level.
Project nameAt the top. Tap it to rename the project.

Step 6 — Run a program somebody else planned

Build this exactly as shown — drag the yellow block out first, then snap the display block underneath. You did not plan this program and you do not need to understand it yet. That is Project 2.

Press Download and Run. Watch the brick — not the tablet.

You pressed a button on the tablet, but the letters appeared on the robot. How did the program get from one to the other?

Step 7 — Run it on the robot — no tablet

When you pressed Download and Run, the app also saved a copy of your program , filed under your project’s name. The brick keeps it there even with the app closed. Prove it:

On the robotDo this
1Put the tablet down. Step away from it.
2On the brick, use the arrow buttons to reach the file screen (the tab that lists saved things). Find your project’s name in the list and press the center button to open it. Your program is inside.
3With your program picked out, press the center button to run it. Watch.

Step 8 — Shut down properly

Do it in this order:

  1. Press the back button until a shutdown box appears on the screen, pick the check mark, and press the center button. The screen and lights go out.
  2. Check the battery. Low? Plug it in to charge.
  3. Wrap the cable. Put the robot away the way you would want to find it.

Where Your Work Lives

Your project is saved on the device you used — not on the brick, and not in the sky. Use a different tablet tomorrow and your project will not be on it. That is why the device number is on your Robot Card: same team, same device, every time.

Brick Acting Frozen?

If the brick stops responding, hold the back button and the center button down together until the screen goes dark, then let go and power it on again. That fixes almost everything.

Score It — Checkpoint

There is no field mission yet. Your score for this project is whether you can do the whole thing again without the sheet.

Can you do it again?

Trouble log

Something almost certainly went wrong. That is normal and it is worth writing down — you will hit the same thing again.

What went wrongHow I fixed it

Think about it

You pressed Run and the robot did something. Who decided what it would do — you, or the person who planned the blocks you copied?

Name one thing on this sheet you would tell a teammate to be careful about, and why.

Next

In Project 2 — Your First Program, you will pull that little two-block program apart and find out what every block actually does. Then you will change it and make it yours.

Download saves a local copy of your answers. It does not turn in your work automatically; give the downloaded file to your teacher.

KIPR · Botball Explorer — Introductory Projects · © KISS Institute for Practical Robotics 1997–2026