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makerspaces k-12

code & go robot mouse

introductory videos: 

how to use the code & go robot mouse by learning resources

https://youtu.be/dw-73dv3byg?feature=shared

tips for beginning programmers:

  • power: slide button underneath mouse to turn the power on, colby is ready to program!

  • speed: choose between normal and hyper by sliding the power button to the right. normal is best for regular use on maze boards, while hyper is best for play on the ground or other surfaces. 

  • forward & backwards: arrows will move colby a set distance of 5 inches.

  • right & left: arrows make the mouse rotate, in place, 90 degrees in either direction. 

  • action (red button): for each action step, colby will perform one of 3 random actions:

    • move forward and back

    • loud “squeaakk”

    • chirp-chirp-chirp (and light-up eyes)

  • go (green button): press to execute or perform your programmed sequence, up to 40 steps!

  • clear (yellow button): to clear all programmed steps, press and hold until you hear a confirmation tone. remember to clear the mouse’s memory after each command. otherwise, the mouse will remember previous commands and perform them along with new commands. pressing clear before entering new steps will ensure that the mouse moves exactly as programmed. 

important note: if the mouse begins to move off the programmed course, or it fails to turn a full 90 degrees, this could be a sign of low battery power. when the batteries are very low, the mouse will begin to beep and flash its eyes, and the go button will be disabled. replace the old batteries as soon as possible to restore complete functionality. 

 

very important note: please do not push the robot mouse forward or back with force. this can damage the wheels and break the axles inside.


 

coding cards:

 

coding cards help keep track of each step in a sequence.  each card features a direction or “step” to program into the mouse. cards are color-coordinated to match the buttons on the mouse. they are also double-sided. the front side shows the directional arrow command, and the reverse shows the position of the mouse. 

 

please note the red “lightning bolt” card is used to represent the “action” command. 

 

for ease of use, we recommend lining up each card, in sequence, to mirror each step in a program. for example, if a programmed sequence includes the steps forward, forward, turn right, forward, action, place those cards in order to help follow and remember the sequence. 


 

assembling the grid:

 

make any configuration you can imagine with the green pieces! ensure each piece interlocks so colby has an even surface to run on.


 

using maze walls:

 

create a maze by inserting the walls into the lines on the board. follow the patterns on the activity cards to recreate each maze. then, program colby to maneuver through the maze and to the cheese! because the maze is customizable, you can build your own maze and try your hand at programming colby from start to finish, or invite a friend to try the maze you’ve created. 


 

activity cards:

 

the activity cards can be used to help you with ideas for possible mazes. for all mazes the goal is to program colby to reach the cheese in the fewest steps possible. start out with card 1 to learn the very basics and follow in number sequence for more challenging mazes.