First LEGO League Ontario Grade 4

FIRST LEGO League in Your Classroom!

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Course Objectives

Logics Academy, in partnership with FIRST Robotics Canada is pleased to offer this course to achieve curriculum based learning objectives in an engaging, inquiry based, and experiential way. This method of delivery has proven to improve engagement, retention, and deeper understanding of core math, science and language knowledge and skills.

The EV3 robotics platform is a great tool to allow students to discover, design, and display their knowledge of curriculum learning goals. Students also gain important coding skills along the way that will prepare them for the future. Through this course, students will gain experiences that relate to their mathematics and science curriculum objectives that they can draw upon throughout the year.

Through this course, a student can progress with no background in programming an EV3 Robot to confidently participate as part of a team in a FIRST LEGO League event.


Course Description

This course consists of eight lessons that begin with the building of the educational robot, and end with a culminating challenge. The lessons can be run independently, but work best in succession to progressively build upon and develop coding & problem-solving skills for students of varying degrees of familiarity with programming an EV3 robot. Each lesson teaches the student a new coding tool, which is then used to demonstrate, or discover the curriculum based learning objectives.

The coding portion of the lessons will teach students to control a robot to stop at an object, move in a controlled manner, use sensors to follow a line, and finally create a board game which tests their overall proficiency.

The curriculum based objectives in each lesson have a common mathematics thread, but specific lessons also touch on many core sciences and language learning objectives as well. An activity sheet guides the students through the curriculum investigation, and asks them thoughtful questions about their journey.

All resources are provided for complete lesson delivery, including lesson plan, building instructions, and student activity sheets. In addition to the LEGO EV3 educational kit and software, you will need a few common items such as chart paper, markers, masking tape, electrical tape, elastics, string, and scissors.

Lesson 1 - Creating a Creature

  • Creating Sounds
  • Displaying Images
  • Controlling the Brick Status Light
  • Wait Block, Delay Code for a Specific Amount of Time
  • Creating Sequences of Actions


  • See how an animal’s behaviour and features, is representative of how it fits into an ecosystem
  • Build special awareness by building a symmetrical 3 dimensional device from 2 dimensional drawings (which includes rotations).

Lesson 2 - Spinning Probability


  • Drive Motor Control
  • Move Block
  • Steering
  • Navigating Obstacles
  • Point Turns
  • Single-Motor Turns
  • Curved Turns


  • Making predictions based on probability

Lesson 3 - Estimating Time

  • Grab, Move and Release an Object
  • Medium Motor Control
  • Setting the Power/Speed of a Motor
  • Moving a Motor a Specific Number of Degrees


  • Estimation
  • Breaking down problems

Lesson 4 - Instrument of Sound

  • Reading Data from the Ultrasonic (Distance) Sensor
  • Detect Changes in Sensors (Change Mode)
  • Compare the Value of a Sensor (Compare Mode)
  • Using The Wait Block to Delay the Code with a Sensor Condition


  • Sound is reflected and absorbed

Lesson 5 - Making Shapes By Degrees

  • Reading Data From the Gyro (Angle) Sensor
  • Performing Exact Turns using the Gyro Sensor
  • Exploring Sensor Accuracy
  • Compensating for Sensor Errors
  • Interior angles
  • Numerical and Geometric Patterns

Lesson 6 - Colourful Reflections

  • Reading Data From The Colour Sensor
  • Calculating an Appropriate Threshold Value
  • Using the Port View App
  • Reading Colour Data
  • Stopping on a Black Line
  • Stopping on a Specific Colour Line
  • Setting Default Actions when no Colour is Detected


  • Light reflects differently off of different surfaces

Lesson 7 - Multiple Perimeters

  • Switches
  • Loops
  • Using a Loop and Switch Combination for State-Based Programming
  • Creating a Line-Following Algorithm for a Black Line
  • Optimizing Line-Following for Smoother Motion
  • Optimizing Line-Following for Faster Speeds
  • Following a Gray Line

  • Perimeter
  • Multiplication
  • Mathematical Predictions

Lesson 8 - Mystery Animal

  • Application of Previous Concepts
  • Final Assessment


Assessment Strategy

The assessment tracking sheet is designed to help the teacher paint a picture of the student’s successes as the lesson is unfolding, and see the differences between the achievement of the coding learning objectives and the ministry objectives. The goal is to assess the students during the lesson by observing as they are working on their challenges, answering questions and checking off how well they’ve done each section. This reduces the assessment time after the lesson. There will need to be some time allocated to mark the activity sheets for comprehension, and to verify that they are correct, and complete.

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