Introduction

If we were asked to describe FIRST LEGO League (FLL) in 50 words or less, here’s what we’d say:

FIRST LEGO League is a fun, challenging, fast-paced, competitive, enriching, and extremely rewarding international competition. Thousands of teams compete to solve problems, build and program LEGO robots, and conduct research and present their findings. FIRST LEGO League proves that math and science can be a lot of fun.

But, of course, there’s a lot more to the FIRST LEGO League experience, as you’ll learn in FIRST LEGO League: The Unofficial Guide. Whether you’re completely unfamiliar with FLL, a member of a rookie team, a coach, a parent, or a mentor, you’ll find the information you’ll need to make real progress during your first competition season, whether it’s building and programming robots or performing the research to present to a panel of judges.

In the course of writing this book, we interviewed dozens of teams around the world, including many award winners, and collected a wealth of information that both rookie and veteran teams will find useful. You’ll find real-world tips from coaches, students, and judges scattered throughout the book that your FLL team can immediately put to use.

How This Book Is Organized

Here’s a look at what you’ll find in FIRST LEGO League: The Unofficial Guide.

Chapter 1 provides background on the FIRST organization and the four competitions it supports: FIRST Robotics Competition (FRC), FIRST Tech Challenge (FTC), FIRST LEGO League (FLL), and Junior FIRST LEGO League (JFLL).

Chapter 2, discusses the four specific components of an FLL competition—the Robot Game, Robot Design, Project, and Teamwork. Each of the four components is covered in more detail in later chapters.

Chapter 3, focuses on the guidelines and rules of FLL and the importance of understanding them thoroughly. Examples from previous FLL missions are covered.

Chapter 4, covers the three major resources your team will need in order to compete: equipment, personnel, and money. You’ll also find sample documents to help your team develop a list of necessary resources and manage its inventory and funding.

Chapter 5, covers recruiting and selecting team members and offers suggestions on building a team from scratch, approaching sponsors, and getting support from team members’ parents. Veteran teams will also find this chapter helpful for tips on recruiting new members.

Chapter 6, provides suggestions for students participating in a competition, including a discussion of various roles for participants and team goals. We also discuss decision-making and offer suggestions on how to build team cohesion and reduce conflict.

Chapter 7, includes summaries of the traits of a good team. Quotes are included from successful winners of past FLL competitions, both students and coaches, as well as ways for the team to share its experience.

Chapter 8, discusses the coach’s main objectives, including when and how to provide assistance to the team. Software recommendations are provided to help the coach manage the team’s meetings, travel, and competitions.

Chapter 9, discusses the two systems used in FLL: NXT and RIS. We discuss both kits, and offer pros and cons for using one system over the other.

Chapter 10, demonstrates some general techniques for building with the NXT kit. It introduces a building methodology along with suggestions for strengthening a robot and adding flexibility to its shape and design.

Chapter 11, introduces building techniques that are specific to FLL, such as using guide attachments and aiming jigs. It also discusses a general design structure for robots that uses a chassis, a bay, and several attachments.

Chapter 12, includes a thorough discussion of the sensors allowed in competition and how to properly use them for maximum efficiency.

Chapter 13, includes a short discussion on file-naming conventions, saving and backing up data, and program maintenance. Flowcharts are covered as a way to help students determine the proper course of action for a robot before they do any actual programming.

Chapter 14, offers a detailed discussion of programming techniques, including looping, case/switch use, and program menu systems. The chapter also covers refining programs to reduce size and complexity as well as more advanced actions using the sensors.

Chapter 15, discusses the Project component of FLL. It gives advice on researching information, creating a five-minute presentation, and taking action in the community in the area of your research.

Chapter 16, gives a rundown of typical events that happen at tournaments, plus advice on preparing for them. You’ll find discussions of what to expect from the judging sessions, what the judges are looking for, and ideas on how teams can increase their scores. You’ll also find suggestions for what to do once the season ends, and how to prepare for next season.

The appendix, “Resources,” provides a list of online resources for further exploration and information.

We’ve also created a special discussion forum for the book where you can submit questions and tips and discuss FLL with the authors and with teams from around the world. Just visit http://thenxtstep.com/smf/ and click the Book Discussions section to get started.

We hope that you and your team will find some useful information in the pages of FIRST LEGO League: The Unofficial Guide that will inspire, help, and enhance your FLL experience.

Now, let’s get started and have some fun!

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