Interface: Photon Blocks

An interface to program robot’s actions by arranging blocks with instructions into sequences. This is a much more advanced interface when you compare it to the previous ones. Among other things, it allows using an unlimited number of blocks and greater customization of actions (e.g., you can program the robot’s color of the eyes and ears separately or set a precise rotation angle for robot turns).


1. To start programming, place instruction blocks under the top “Start” instruction. The Photon Robot performs your program starting from the top instruction and going to the bottom.
2. When you click on an action category in the side menu (e.g., movement – directional arrows symbol), a list of available actions (instructions) appears. If you want to add a block to the program, click on it or drag it to the desired location in the program. You can change the order of instructions at any time by dragging and dropping them in the desired position.
3. If you want to remove a block from the program, drag it to the right side
of the screen. A “Recycle Bin” will appear. If you want to delete the entire program, holddown the arrow button.
4. To run and test your newly created program, click the “Play” button.
Photon Blocks.

Photon Blocks allows for far greater development of programming skills, e.g., children can learn and use loops or conditional instructions. Given its huge possibilities and features, this interface is still easy to use, and is also based on the drag–and–drop operation. Photon Blocks is an invaluable tool in classes with older children.


5. If a block consists of two elements connected by a line, you can customize this instruction further. Click on the element “attached” to the block (e.g. 5 inches) to open an additional menu.
6. If you use the “Go forward” block, you can customize the travel distance for that move (the “Go forward” block can take different distance values, e.g., the robot can move forward indefinitely or until a specific trigger action causes it to stop – use the infinity “figure of eight” icon) or, as in previous interfaces, move by a specific number of fields (you can specify each step’s length).
7. Whenever you create a program, you can save it for later use (for example, in your next class). This is also where you can load a previously saved program.