ACTIVITY CARDS
SOCCER PITCH &
OUTER SPACE MAT
Welcome to the Sphero Code Mat Activity Cards! In the
following cards, you’ll find some activities and
challenges to promote collaboration, problem solving,
and fun with the Sphero Edu Code Mat.
Draw Blocks Text
Each card is labeled with the programming type to help you and
your students understand the level of programming required to
complete the activities.
Students should scan the QR code on the front of
each card to access the program associated with the
activity.
As you work through the activities on the cards,
we recommend the following:
Have students work in groups of two or more to
complete activities.
Each group needs one challenge card, one program-
ming device, and one BOLT or SPRK+.
Each card has more than one solution. See how
many different ways students can solve each activity.
When using multiple roll blocks, use a delay block in
between each roll block to help with accuracy.
Remind students they should always AIM their robot.
Computational Thinking Practice:
Pattern Recognition
Observing patterns, trends, and regularities in data.
Decomposition
Breaking down data, processes, or problems into
smaller, manageable parts.
Abstraction
Identifying the general principles that generate these
patterns.
Algorithm Design
Developing the step by step instructions for solving
this and similar problems.
PATTERN PASSING
You’ll pass Sphero to each assigned number
group and then try to score on goal.
Pattern
Recognition
1 16
10 3
Pattern Passing Blocks
PATTERN PASSING
How accurate is your passing? Using block
programming, program your robot to go to each
odd or even numbered target.
1
Scan the QR code to create a block program.
2
Place your robot on your
starting number.
1 2
(1 for odd or 2 for even)
3 Aim your robot.
4
Using roll blocks, program
Sphero to roll to each roll 0° at 0 speed for 0s
number in your pattern.
5
Aim and score a goal once you have passed to
all of your numbered targets.
EXTENSIONS
Create other patterns on the Code Mat to play
different variations of the game.
Skip counting (3s, 4s, and 5s)
Prime Numbers
Ordered Pairs
NUMBER LINE (+/-)
Program the robotto move along a number
line to score a goal first!
Pattern
Recognition
Number Line (+/-) Blocks
NUMBER LINE (+/-)
Partner up and play a game to see who can score a
goal first along a number line.
1
Setup:
Gather two dice.
Place the robots at centerfield near (0, 0).
Decide who will be team 1 and team 2.
2
Game Play:
First Turn - Team 1 rolls, then team 2 rolls.
Find the difference between the two numbers.
Example:
5 3 = 2 (roll 2 forward)
Whatever the number is, use roll blocks to
program the robot to travel that many spaces.
Switch Turns - Team 2 rolls, then team 1 rolls.
Example:
3 6 = -3 (roll 3 backward)
Continue alternating turns until one team
scores a goal.
FÚTBOL FUNCTIONS
Change the numbers in a function to have
your robot roll to a new position.
Pattern
Recognition
Futbol Functions Blocks
FÚTBOL FUNCTIONS
1
Scan the QR Code to open the program.
2
Place robot in the lower
left corner.
3
Aim robot so the blue
light faces South.
4
Run the program to see
Duration
what happens.
Speed
5
Notice the first number controls the speed of
the robot, and the second number controls
the duration or overall distance.
6
Adjust the numbers to find a pattern that will
move the robot to grid squares of the same
shade of green.
7
After finding that pattern, build a program
using the function blocks that gets the robot
to the opposite corner.
SPLIT THE DEFENDER
Start in the middle of the field and try to
score a goal without hitting a defender.
Decomposition
Split the Defender Blocks
SPLIT THE DEFENDER
The defense is holding strong. How can you pass
around the defender to get your Sphero Robot to
where it needs to go?
1
Set obstacles on the
code mat that you can
find in the classroom
(Whiteboard erasers,
staplers, water bottles,
etc.)
2
Place your robot in
the center circle.
3
Scan the QR code to create
a block program.
4
Attempt to score without hitting an obstacle.
GAME PLAY
Another team starts in the middle at the same time
and tries to score on goal. If you hit an obstacle you
have to place your robot back in the center of the
mat.
SOCCER PONG
Time for a little “foot”ball. Can you debug the
program to play this version of Sphero Soccer
Pong? Decomposition
Soccer Pong Blocks
SOCCER PONG
Use your foot as a pong paddle to debug this
program.
1
Scan the QR code to
open the program.
2
Place the robot at
center field.
3
Aim the robot so the blue light is facing
South.
4
Run the program to see
what happens. Start
5
Look at the blocks and explain what each part
of the program is doing when you start the
program.
6
Figure out how to get your robot to go from
one side of the field to the other when it hits
your foot.
POLYGON PLOTTER
Plot the given ordered pairs and identify the
polygon. Program Sphero to create the same
shape using the given coordinates. Abstraction
Ordered Pair Polygons Blocks
POLYGON PLOTTER
1
Place your robot on the first ordered pair in a
set. Program your robot to go to each coordi-
nate in your set.
2 Pick one set of ordered pairs below:
(-8, -4), (8, -2), (7, 4), (-9, 2)
(-2, 3), (-6, 3), (-9, 0), (-6, -3), (-2, -3), (1, 0)
(0, 4), (10, 4), (7, 1), (3, 1)
(4, -4), (0, -4), (6, 0)
(-7, 4), (-9, 1), (-3, 1), (-1, 4)
3
Look at the location sensor data as the pro-
gram is running to help identify the type of
polygon.
EXTENSIONS
Have students create their own set of ordered
pairs (but mixed up) and challenge their
friends to put the ordered pairs back in order
to create the intended polygon.
VARIABLE ADVANCE
Whoever makes it from one end of the mat to
the other first wins! Use a random variable to
generate your speed and distance. Abstraction
Variable Advance Sprint Blocks
VARIABLE ADVANCE
Variables allow you to simplify your programming
by storing values that can be called back in your
program. Use the a variable called “Advance”.
1
Scan the QR Code to open the program.
2
Identify where the variable is Set.
set Advance to 3
3
Identify where the variable is Called. Advance
4
Roll a dice or pick a random
number between 1-6.
5
Whatever the random number chosen was,
change the Set Variable block to that
number.
6
Place the robot in the blue goal and aim the
robot.
7
Run the program.
8
Repeat until the first robot reaches the end of
the field.
DIRECT FREE KICK
Harness your inner Messi and try to score a
goal from a direct free kick spot using a draw
program. Algorithm
Design
Direct Free Kick Draw
DIRECT FREE KICK
Using two robots—one as a goalie, and one as the
ball—use a draw program to score a goal without
hitting the goalie robot
1
Robot 1:
Scan the QR code to open the program.
Place the robot in front of the goal you are
defending.
Aim the Goalie robot so the blue light faces
South.
Run the program.
2
Robot 2:
With another robot, create a Draw Program.
Place your robot on a number.
Aim your robot.
Draw your program.
Press Start to “kick” the
ball.
3-PASS SET PIECE
It’s a race to see who can score first, but you
have to complete 3 passes before you can
shoot on goal. Algorithm
Design
3-Pass Set Piece Blocks
3 PASS SET PIECE
It’s a race to see who can score first, but you have
to complete 3 passes before you can shoot on goal.
1
Each team will place their robot inside the
center circle.
2
Choose 3 numbers
as targets for your
passes.
3
Program your robot to roll to each numbered
target and then shoot on goal.
4
Your robot must land inside each numbered
target.
5
Decide which team will go first.
GAME PLAY
First team programs their first pass. If the robot
hits the target, program the next pass.
If the target is missed, return the robot to the
center circle. Your turn is up, team 2 goes next.
Continue with game play until one team’s
robot lands inside the blue or red goal.
COLOR ELIMINATION
Precisely program your robot to eliminate
your opponents targets before your oppo-
nents have a chance to eliminate your targets. Algorithm
Design
Color Elimination Blocks
COLOR ELIMINATION
1
Create 4 teams.
2
Each team gets a color.
3
Place your robots in the corners of the field.
GAME PLAY
Take turns programming your robot to land in
your opponents color targets.
If you miss the target, return the robot to your
corner.
If you hit the target, put a
sticky note on the target.
Replace the robot to the corner for each turn.
Robot must be completely inside the dotted
circle to count as a successful target.
Last team with color targets on the field of play
wins!
LUNAR ORBIT
Turn your robot into a moon and learn how to
program a circle to create a lunar orbit for any
planet. Pattern
Recognition
Lunar Orbit Blocks
LUNAR ORBIT
1
Scan the QR code to open the program.
2
Aim your robot so the blue light is facing the
bottom of the mat.
3
Run the program.
Start
4
Observe the robot’s actions and decide which
planet it is big enough to orbit.
5
Choose a new planet.
Planets
6
Adjust the program so that your lunar orbit is
big enough for the planet that you’ve chosen.
MOONWALKING
Get your robot’s dancing shoes ready for
some moonwalking!
Pattern
Recognition
Moon Walking Blocks
MOONWALKING
Earth isn’t the only planet that has a moon. Can you
identify and navigate to the other moons
1
Scan the QR Code to create a block program.
2
Place your robot on Earth’s
Moon.
3
Aim your robot.
4
Use the following blocks to program a mission
to each planet’s moons
roll 0° at 0 speed for 0s delay for 0s
EXTENSIONS
speak string and wait
Research each moon, and use the speak block
at each moon to share an interesting fact about
it.
HIDE AND SEEK
It’s easy to get lost in outer space. Play a
game of hide and seek with a partner, but
don’t get lost! Decomposition
Hide and Seek Blocks
HIDE AND SEEK
With a partner, take turns programming and play-
ing hide and seek.
1
Place your robot in one of the corner spaces.
2
One person in your group decides on an
object on the mat and gives the group an “I
Spy” clue.
Example: I spy a man made object.
3
Using a roll block, program your robot to roll
to the secret object.
roll 0° at 0 speed for 0s delay for 0s
4
Keep playing until you get the object correct.
ROCKET PAYLOAD
Did you know that it costs about $10,000 to
put one pound of payload in Earth orbit?
Decomposition
SPA
CE
HO
US
TO
N
Rocket Payload Blocks
ROCKET PAYLOAD
The robot is the rocket, and it has to carry objects
into space to complete the mission. Understand
how the weight of an object changes its behavior in
this engineering challenge.
1
Place your robot on Earth.
2
Scan the QR Code to create a block program.
3
Aim the robot.
4
Use the following blocks to navigate to 3
different objects in the solar system.
roll 0° at 0 speed for 0s delay for 0s
EXTENSIONS
Create a physical rocket from craft supplies for the
robot to move through space. (craft sticks, straws,
pipe cleaners, 18oz cups, etc)
Run the program again
Did the robot complete the mission as designed?
Adjust your program so that the robot can transport
its new payload.
LOST IN SPACE
Houston, we have a problem! An astronaut is
lost on a planet.
Abstraction
Lost in space Text
LOST IN SPACE
Figure out what planet the lost astronaut is on.
1
Scan the QR code to open the program.
2
Run the program. Shake the robot to see a
morse code message.
3
Record the morse code transmission. Letters
will alternate between red and blue to indi-
cate when the letter changes.
Example:
MARS
4
Transmission will loop until you tilt
the robot 45 degrees to the right
when it gives you the choice.
5
Place the robot on the lost astronaut’s planet.
A H O V
B I P W
C J Q X
D K R Y
E L S Z
F M T
G N U
ASTEROID BOUNCE
The robot hits an asteroid and spins out of
control! Get it back on course to make it to a
target planet. Abstraction
Asteroid Bounce Blocks
ASTEROID BOUNCE
1
Scan the QR Code to open the program.
2
Place your robot inside grid A1.
2
3
Aim the robot so the 1
blue light faces the
letter A A B
4
Run the program to see what happens.
5
Reset the robot.
6
Choose your target planet and run the pro-
gram. After the asteroid belt spin out, manual-
ly aim the robot during the countdown to try
and get it to land on your desired planet.
EXTENSIONS
To play this as a game, use two robots and two
devices. Press start at the same time, and the first
robot to land on the desired planet wins!
ROCKET LAUNCH
Don't overshoot it, you might get lost in
space!
Algorithm
Design
Rocket Launch Draw
ROCKET LAUNCH
NASA has just appointed you as the mission direc-
tor for an all new space exploration mission.
1
Place your robot on Earth.
2
Scan the QR Code to create a draw program.
3
Aim your robot.
4
Draw a rocket launch path to a celestial object
to explore and return to earth.
SAVE THE PLANETS
There are meteoroids threatening all of the
planets and the robot is the only craft that
can save the solar system. Algorithm
Design
Save the Solar System Blocks
SAVE THE PLANETS
Program your robot to land on all 7 meteoroids and
spin it off course.
1
Place your robot on
Earth.
2 Earth
Scan the QR code.
3
Aim your robot so that the blue light is point-
ed to the bottom of the mat.
4
Using the blocks on the canvas
complete the following motions:
travel to a meteoroid
roll 0° at 0 speed for 0s
spin your robot so the meteoroid goes off course
spin 0° for 0s
pause before spinning and before travelling to the
next meteoroid
delay for 0s
EXTENSIONS
Program an animation wit1h the robot LEDs to
simulate destroying the meteoroid.
PLANETARY FACTOIDS
Is Pluto a planet?!? My Very Excited Mother
Just Served Us Nine Pizzas!
Algorithm
Design
Planetary Factoids Blocks
PLANETARY FACTOIDS
Using your robot, program a trip to all of the plan-
ets and share a fun fact about each planet.
1
Scan the QR Code to create a block program.
2
Program your robot to
roll to each planet. Planet
3
Use a speak block to announce the planet
your robot lands on.
speak and wait
4
Use a Main LED or Matrix animation block to
match the planet’s properties.
main LED matrix animation loop
5
Use another speak block to give a factoid.
STAR GAZER
Hey Galileo! This map of outer space is
uncharted. You get to create your own constel-
lation. Algorithm
Design
Star Gazer Blocks
STAR GAZER
1
Scan the QR Code to create a block program.
2
Decide which stars on the mat you want to be
a part of your constellation.
3
Using the main LED, roll and delay blocks,
program your constellation.
main LED roll 0° at 0 speed for 0s
delay for 0s
4
Look at the Location Data to see what your
constellation looks like!
EXTENSIONS
Using a long exposure camera or app, do some
light painting of your constellation.
FLIGHT PLAN
Spacecraft traveling in space can’t fly through
planets. Utilize effective mission planning to
navigate to all spacecraft in orbit. Algorithm
Design
Flight Plan Blocks
FLIGHT PLAN
Use the key in the lower corner to find all of the
spacecrafts. Program your Sphero Robot to each
spacecraft location on the map without touching a
planet or its moons.
1
Place your robot on the International Space
Station (ISS).
2
Aim your robot.
3
Using roll blocks and delay blocks, program
your Sphero robot to get to each spacecraft
on the map.
roll 0° at 0 speed for 0s delay for 0s
Hint: There are 7 different spacecrafts.
(not including the Sphero crafts)