Using the Classroom App to Troubleshoot your Coder

Using Device Info for Troubleshooting your Coder

It can be helpful to understand what Coder cards the Coder is actually reading, so that you can better understand how and why your robot's behaviors are occurring in a project. Within the VEX Classroom App, the Device Info section can be used to see the Coder cards that are in a Coder, as well as any card errors. You can use that information to help you better understand your robot's functionality, and have an additional troubleshooting tool to use if something is not working as expected.

VEX Coder renamed Kiwi in the VEX Devices list, shown in green with a check mark and a battery level of 75%.

To view a Coder's device info, first select the Coder you want to view from the VEX Devices list. Then scroll down to the Device Info section.

Viewing Coder Cards

Card Snapshot in the VEX Classroom App showing a virtual Coder with Start, Step, and Stop buttons. The project reads when start 123, drive 1 in slot 1, and glow purple in slot 2. Slot 3 is empty.

The Coder cards that are currently inserted in the 123 Coder will show in the Card Snapshot.

Update Coder Cards

Device Info section for a VEX Coder in the VEX Classroom App showing the Card Snapshot heading and the Read Cards button.

When the Coder project has changed, select Read Cards to view the updated project.

Coder Card Errors

Card Snapshot in the VEX Classroom App showing a Coder project that reads when start 123, an empty slot 1, and turn right in slot 2. Slot 3 is also empty.

If a Coder slot is empty and does not have a Coder card in it, it will show as a blank space in the slots. An empty slot in a project could cause the project not to run as intended.

Card Snapshot in the VEX Classroom App showing a Coder project that reads when start 123, Unknown Card (2) in slot 1, and turn right in slot 2.

If a Coder card is not inserted properly (upside down, backwards, bent, etc.) or damaged, it will read "Unknown Card" instead.

Viewing the Coder cards in Device Info can be useful to validate that the Coder cards in a project are all being read correctly.

Side by side of a 123 Robot on a Field and its corresponding Coder project. The Coder project includes logical If blocks to perform different behaviors depending on an object's color.

This can also be helpful when working with students to troubleshoot a project not working as intended. Be sure that students understand the Coder cards they are using and how they should be used. The image here shows an example of a project using the "If red", "Else", and "End if" Coder cards together to detect an object and determine what behavior should be performed based on the color of that object.

To learn more about how Coder cards like the "If", "Else", and "End if" Coder cards work, see this article. This example is also explained in detail in the Background Information of the Little Red Robot STEM Lab Unit.

Card Snapshot in the VEX Classroom App showing a complete Coder project: when start 123, drive 1, turn right, play honk, glow green, drive until crash, and play crash.

If the project students have created is not working as intended after verifying that the project logically makes sense, check the device info provided by the 123 Robot in the VEX Classroom App. Follow the steps in this article to learn more about troubleshooting the 123 Robot with the VEX Classroom App.

For more information, help, and tips, check out the many resources at VEX Professional Development Plus

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