Coding Project 4 — Out and Back
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Introductory · EV3 Coding Project 4

Out and Back

Off the block and onto the field. This is the first project that scores points.

Project
Coding Project 4
Strand
Coding
Phase
Make It Move
Time
One class period
What You Are Doing
Driving out of the starting box, stopping clearly , and driving back in — then making it work the same way every time.
Mission Anchor
Mission 1 — Waypoint Alpha · Mission 10 — Waypoint Bravo (base + bonus)
What You Need
Before You Start
Project 3 — wheel motors plugged into ports A (left) and E (right), the brick connected to the EV3 Classroom app, and you can run a program that moves the robot.
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 — Read the Mission First

You are about to score real points. Before you write a single line of code, find out exactly what the judge is looking for.

Watch Mission 1 video

Base Mission

1 point Live judged

A robot enters the zone adjacent to the left starting box and comes to a clear and complete stop while .

Bonus Mission

1 point Live judged

The same robot that completed the Base Mission subsequently returns a starting box and comes to a clear and complete stop.

Scores

  • Robot enters the zone and visibly stops.
  • Robot enters the zone, stops, later returns a starting box, and visibly stops.
  • Robot enters the zone, pauses, performs a servo action while remaining stationary, and then departs.

Does Not Score

  • Robot drives through the zone without stopping.
  • Robot slows significantly but never clearly stops.
  • Robot enters the zone, immediately reverses direction, and leaves without stopping.
  • One robot completes the Base Mission while a different robot completes the Bonus Mission.

Mission 10 — Waypoint Bravo is the same mission on the other side: the zone next to the right starting box. Everything you learn here works for both.

⚠ They Do Not Share a Return Trip

Mission 1 and Mission 10 must be completed independently. One drive back into a starting box cannot pay for both bonuses. Each one needs its own out-and-back run.

What scores and what does not

Scores

  • Robot enters the zone and visibly stops.
  • Robot enters, stops, later returns a starting box, and visibly stops.
  • Robot enters, pauses, moves an arm motor while staying still, then leaves.

Does Not Score

  • Robot drives through the zone without stopping.
  • Robot slows down a lot but never clearly stops.
  • Robot enters, instantly reverses, and leaves without stopping.
  • One robot does the base, a different robot does the bonus.

Walk it first

Do not program yet. Put your robot in the starting box, then push it by hand through the whole mission — out to the zone, stop, back into the box.

Now measure and write down what you just did.

MeasurementMineUnit
Distance from the starting box to the middle of the zoneinches
How far the zone reaches, front to backinches
How wide my robot isinches
How long my robot isinches

Look at the zone depth and your robot’s length. How much room for error do you actually have?

Learn It — Straight Is (Still) Not Automatic

In the EV3 Classroom app you do not drive each wheel on its own. A movement block drives both wheels together as one matched pair — the brick keeps the two motors in step for you.

Meet the blocks

Every driving program in this project starts the same way: a hat block that starts the program, one block that tells the brick which two motors are the wheels, and one that sets how fast they go.

The colors match the EV3 Classroom app, so you can find each block by its color: yellow = Events, pink = Movement, orange = Control.

The move block

One block does the driving. It has three parts, and you will use all three today:

  • The dial is the number. 0 means straight. Positive numbers bend the path to the right, negative numbers bend it to the left.
  • The middle number is how far to go.
  • The last part is the unit. The dropdown offers rotations, degrees, and seconds. We will use rotations — one rotation means each wheel turns all the way around once.

Your Tape Measure Speaks Inches. Your Robot Speaks Rotations.

The brick does not know what an inch is — it only knows how many times its wheels have turned. So you need one magic number: how far your robot rolls in one rotation.

Find it once: put a piece of tape on a wheel, roll the robot by hand until the tape comes all the way around, and measure the distance with your tape measure. Write it here:

From now on: rotations = distance in inches ÷ that number. Need to go 24 inches, and one rotation is about 7? That is 24 ÷ 7 ≈ 3.5 rotations. Decimals are fine — the brick is happy to turn a wheel half way.

Steering 0 should mean perfectly straight. Here is the part nobody warns you about: on a real robot, it usually almost does — but not quite. The brick keeps the motors matched, but it cannot fix things that are not motors:

  • The wheels may not be mounted perfectly straight.
  • One wheel has more friction than the other.
  • Weight is not spread evenly across the robot.
  • A tire that is dusty or worn grips differently than a clean one.

The Fix Is in the Number

You cannot make the robot perfect. You can give the steering dial a small number that cancels the drift.

If your robot drifts left, nudge the steering a little positive — steer it back toward the right.

If it drifts right, nudge it a little negative.

Change the steering by 1 or 2 at a time. Big jumps and you end up chasing it.

It Will Drift Again Later

The steering number that works on a cold robot may not work after twenty runs — motors change as they warm up, and a battery that is running low changes things too. Expect to re-check this on competition day.

Reverse is just a minus sign

A positive distance drives forward. Put a minus in front of the distance and the robot backs up along the same path.

Shape of the program

Every out-and-back run has the same five moves. Write it as before you build it from blocks.

Code / partWhat it means
1. Drive forwardOut of the starting box, toward the zone.
2. StopNot a slow-down. A stop.
3. WaitLong enough for the judge to see it. Base mission scored here.
4. Drive backwardBack toward the starting box.
5. Stop the box. Bonus scored here.

Five moves — but only three blocks. A move for block does its own stopping when it finishes. What it does not do is wait around afterward. That is the wait block’s job.

Why does step 3 exist? What happens to your score without it?

Read it top to bottom

Blocks snap into one stack, and the robot runs them from the top down. Here is the whole mission:

Your numbers will not be 3.5 — they will come from your field measurements and your inches-per-rotation. That is what the next phase is for.

Do It — Drive the Mission

Step 1 — Mark your starting position

Your robot must start in the same spot every single run, or nothing you measure means anything. Put it in the starting box and decide exactly how you will place it — against a wall, on a mark, lined up with a corner.

Describe how you place your robot so it starts identically every time:

Step 2 — Get out to the zone

New project called Waypoint, with your names in the project name — that is your . Drive forward and stop — that is all for now.

Start from your tape measure: turn your measured distance into rotations (inches ÷ your inches-per-rotation) and put that into the move block. Run it. Watch where the robot really stops. Short? Add a little. Past the zone? Take a little away. A quarter rotation is a good-sized nudge.

TryRotations in the move blockWhere the robot ended up
1
2
3
4

Step 3 — Fix the drift

Movement blocks keep the wheels matched, so your robot drifts less than most — but less is not never. Watch which way your robot pulls as it drives out. Then nudge the steering number — 1 or 2 at a time, no more.

TrySteering valueWhich way did it drift?
1
2
3
4

My final straight-driving steering value is:

Steering value

Step 4 — Make the stop obvious

Your move block stops the robot on its own — but it does not make it sit there. Add a wait block after it so the robot holds still in the zone. The mission says stop — the judge needs to see it.

How long did you make the robot wait, and how did you decide?

Test it on a person. Have a teammate watch a run and ask them, without warning, whether the robot stopped. If they hesitate, it is not long enough.

Step 5 — Come home

Now add the return trip: one more move block, with a minus sign on the rotations. Keep the same steering number — the minus goes on the rotations, never on the steering.

The robot must end FULLY WITHIN the starting box. Not the line. Not hanging over the edge. Every part inside.

Did you have to make the backward rotations different from the forward rotations? Why might that happen?

Step 6 — Run it five times

One good run is luck. Five good runs is a program. Run the whole mission five times without changing anything and record what happens.

RunStopped in the zone?Returned fully within?Points
1
2
3
4
5

Did all five runs come out the same? If not, what changed between them?

Step 7 — Do the other side

Copy your program into a new project called Waypoint Bravo and run Mission 10 from the right starting box.

Remember the rule: each mission needs its own out-and-back. You cannot score both bonuses with one trip home.

Did the same numbers work on the other side, or did you have to change them? Why do you think that is?

Score It — Checkpoint

My score

Mission partScored?Points
Mission 1 — Base (stop IN THE ZONE)1
Mission 1 — Bonus (return FULLY WITHIN)1
Mission 10 — Base (stop IN THE ZONE)1
Mission 10 — Bonus (return FULLY WITHIN)1
My total4

My numbers

Keep these. Project 5 starts from your straight-driving steering value.

SettingValue
Steering value for driving straight
Movement speed (%)
Rotations out to the zone
Rotations back to the box
How long the robot holds still (seconds)

Can you do it again?

Think about it

Your robot scored, but nothing in your program knows where the robot actually is on the field. It only knows how far to spin its wheels — and wheels can slip. What could go wrong on competition day that would make your distances wrong?

A teammate’s robot stops just past the zone line every time. Name two different things they could change, and say which one you would try first.

Which was harder — getting the robot to the right place, or getting it to do the same thing five times? What does that tell you?

Next

In Project 5 — Learning to Turn, the robot stops going in straight lines. You will crank the steering dial past a gentle nudge — all the way to a one-wheel turn and a spin in place — and learn the three shapes a turn can have.

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