New lessons, new games, new tools for teachers, and news of the robot.
Particle filters: how a robot works out where it is
Scatter guesses, move them with the robot, weigh them against a sensor reading, resample. The guide shows the cloud of guesses closing in on the robot, failing with too few particles, and recovering after the robot is picked up and moved.
How a robot tracks where it is from its own wheel and gyro readings, why that estimate drifts, and how calibration and landmark fixes pull it back. Every demo in the guide is a program you can change and run.
State transition diagrams and tables, Mealy and Moore machines, a traffic light, and a robot that searches for a marker, drives up to it and comes home. Change the numbers and see what a missing transition does.
The only difference in the code is a queue or a stack, and the guide shows what that changes: breadth-first search finds the shortest path and depth-first may not. Live robot demos, Python for both, time complexity and when to use each.
A worked example traced in a table, then the same algorithm running live as a robot floods a mat to find the cheapest route round two walls. The guide also covers how Dijkstra relates to A*, breadth-first search and negative weights.
A* pathfinding, with a robot that drives the route
The guide explains g, h and f = g + h, the priority queue and why the heuristic must never overestimate, then shows A* searching a mat with two walls and compares it with Dijkstra. At the end a robot drives the route it found.
Find the line, measure the error, steer to correct it. The guide runs bang-bang, proportional and PD line followers on a live robot, shows why the simple one zig-zags, and what to do when the robot loses the line.
A Kalman filter blends a prediction with a noisy measurement, trusting each as much as it deserves. The guide shows it on a robot measuring its distance to a wall, with demos of what the Kalman gain, Q and R change: a smooth estimate, one that lags and one that jumps about.
PID control is how a robot turns to face a direction and a drone holds its height. The new guide explains what Kp, Ki and Kd each change and how to tune them, on a robot you can tune in the page: change a number, press Run, and watch it undershoot, overshoot and settle.
Every task in the course is now a challenge you can open straight away: 118 for GCSE, 149 for A level and more for robot club and university. Press Run and it tells you if you have done it.
The lessons now have guides: one page for each idea students and engineers search for, such as PID control, Kalman filters and A*. Each explains the idea in plain words and has live demos on the robot that you can change and run in the page.
They are written for A level students and anyone starting in robotics, and each links to the lessons that teach it properly.
The competitions have been rebuilt from the ground up. Every game is sorted into easy, medium and hard, and into single robot, free-for-all and team games, so a class can pick one that fits what it has just learned. None of them are about pushing another robot off the mat: the best program wins.
Two teams, a line down the middle and balls on both sides. Robots pick up a ball with the gripper and kick it at the other team without crossing the line. Get hit and you are out; catch a ball and the kicker is out instead.
Print race now has noisy sensors and one question at a time, so a robot that averages its readings well beats one that answers fast and guesses. The simulator loads games and tasks faster, and replays play smoothly with a Play and Stop button.
The course now runs all the way through A level Computer Science, for OCR H446, AQA 7517 and Eduqas A500QS. Every lesson has a lesson plan, and the specification points each lesson teaches are on the coverage map.
Teachers can now make their own tasks and competitions in the teacher app: put robots, balls and zones on the mat, then write the rules as simple IF and THEN steps. The simulator checks students' programs against them, just like the built-in tasks.
A new module on the GCSE exam itself: how the papers work, trace tables, pseudocode, programming and long-answer questions, and where marks are most often lost.