The Dragon Boat: a long narrow hull with a row of paddles down each side, all worked from one motor through a gear train. Switch it on and the paddles row together.
The interesting part is how they row. The drive gear is not fixed at its centre, so the paddles do not sweep round evenly. They snatch through the water quickly and drift back slowly — a stroke and a rest, over and over.
By the end of the lesson you will be able to explain why an uneven movement is exactly what a rowing boat wants, and why a perfectly smooth one would be worse.
In the real world 5 min
Where you have seen it
Dragon boat racing is over two thousand years old and is now raced worldwide. Twenty paddlers sit in pairs down a long hull, a drummer beats time at the bow, and a sweep steers at the stern. Every paddle enters and leaves the water on the same beat.
A dragon boat crew mid-race, every paddle at the same point of the stroke. Photo: Rsparks3 / Wikimedia Commons (CC0).
Why it is built that way
A paddle stroke has two halves, and they are not the same job. In the catch the blade is in the water and pushing hard — that is the half that moves the boat. In the recovery the blade is in the air coming back to the front, doing no useful work at all.
So a good crew makes the catch quick and powerful, and takes the recovery more gently. The two halves take different amounts of time on purpose. A stroke that spent equal time on each would waste half the race travelling backwards through the air in a hurry.
What would go wrong without it
And if the paddles were not all on the same beat, the boat would be worse than slow. Blades would clash, the hull would rock from side to side, and a boat that rocks is a boat that is pushing water down instead of backwards.
That is what the drummer is for. Not encouragement — timing. Twenty people rowing at nineteen different rhythms is not a crew.
A push, then a rest. A rowing stroke is deliberately uneven, and everyone is uneven together.
Before you build 1 min
This model has no step-by-step manual. What we have is a video of the finished boat, not instructions to follow. It shows you what you are aiming at and how the paddles should move — which is genuinely useful — but you will be working out the build from it, with your teacher, rather than turning pages.
Watch it twice before you touch a brick. The first time, watch the boat. The second time, watch one single paddle all the way round and see how much of its time is spent going backwards fast and how much going forwards slowly.
The main concept — a steady turn can drive an uneven movement 6 min
Move the pivot away from the centre of a wheel and its steady rotation comes out the other side as a fast half and a slow half.
Every model so far has taken a motor turning steadily and produced something that moves steadily. That is what you would expect: the motor holds one speed, so the machine holds one speed.
The Dragon Boat breaks that, and it does it with geometry rather than with any block. Because the drive gear is mounted off its centre, a point on its edge is sometimes close to the pivot and sometimes far away. Near the pivot it sweeps a small distance; far from it, a large one. Same steady turn, two very different speeds at the paddle.
The red dot is where the arm is pivoted. Move it off the centre and the arms to the edge are no longer all the same length — so the paddle no longer moves at one speed.
What you want
Where it comes from
The whole crew rowing faster or slower
The program — [A v] set speed to (50) %
A set number of strokes, then stop
The program — [A v] run [clockwise v] for (4) [rotations v]
The catch being quicker than the recovery
The build. That is the off-centre pivot, and no block affects it.
You can build a rhythm into a machine. Then a motor at one steady speed plays it for you, for as long as you like.
▶Single motor, speed and gearingThe full reference for one motor, its speed, and the gears between it and the paddles. Open it if any of the three is not clear yet.Show meHide
ComponentMotion4 min
One motor, on and off
Everything an EV3 does begins with a motor turning. Before worrying about how far or how fast, there are only two things to say to a motor: start and stop. The blocks are the same whichever motor you use — only the port letter changes.
Blocks reference
Block
What it does
[A v] start motor [clockwise v] :: motors
Starts the motor and immediately carries on to the next block. The motor keeps turning on its own.
[A v] stop motor :: motors
Stops the motor.
wait (2) seconds
Holds the program here, which is how you control how long a motor runs.
Start, wait, stop
Because start motor does not wait, a motor started on its own would run until the program ended. The pattern that gives a motor a length is three blocks:
when program starts :: events hat
[A v] start motor [clockwise v] :: motors
wait (2) seconds
[A v] stop motor :: motors
Read it aloud: start it, leave it two seconds, stop it. Change the wait and you change how far the motor gets.
Watch it run
The highlight below follows the block the Brick is running, and the shaft turns only while the program is between start motor and stop motor. Notice that the count keeps climbing all the way through the wait — the wait does not pause the motor, it pauses the program.
when program starts
A start motor clockwise
wait 2 seconds
A stop motor
Medium · frontturning: the red hub and its crossLarge · sideturning: the red hub, pin holes and cross
0.00rotations so farnoshaft turning
The program begins. Both motors are still.The motor is told to start — and the program does not wait for it.The program is paused at the wait block. The motors are not: watch the count keep climbing.The motor is told to stop. The shafts stop wherever they had got to.Finished. The motor ran for about two seconds and stopped where it stopped.
motor stopped
The count does not pause when the program does. A wait holds up the blocks, and the motor carries on turning underneath it.
This is the whole idea behind start motor: it hands the motor its instruction and moves on, leaving the motor running behind it. Nothing stops the shaft until a block tells it to.
Which way is clockwise?
The direction dropdown says clockwise or counterclockwise — but clockwise seen from where? Always from the axle end: look straight at the shaft coming towards you, and clockwise is the way a clock’s hands go.
On the Medium Motor
Here the Medium Motor faces you, so its output axle points straight out of the page. This is the view to picture when you are choosing a direction.
The Medium Motor from the front, axle towards you. Choosing clockwise turns the axle the way the blue arrow goes; counterclockwise turns it the way the orange arrow goes. Everything geared to that axle follows it.
when program starts :: events hat
[A v] start motor [clockwise v] :: motors
wait (2) seconds
[A v] stop motor :: motors
A Medium Motor normally lives in port A or D.
On the Large Motor
The Large Motor is shown from the side, which is the face its axle comes out of — so once again you are looking straight down the shaft.
The Large Motor from the side, hub towards you. The same block with the same dropdown turns this hub the same way — the only thing that has changed is the port letter.
when program starts :: events hat
[B v] start motor [clockwise v] :: motors
wait (2) seconds
[B v] stop motor :: motors
A Large Motor normally lives in port B or C. Compare the two programs: they are the same three blocks, and only A has become B.
Same blocks, different motor
Medium · port A
Large · port B
Both motors take exactly the same start and stop blocks. The Large Motor is bigger and pushes harder but turns more slowly; the Medium Motor is quicker and lighter. Choosing between them is a build decision, not a programming one.
Why it matters
A fan, a conveyor belt or a spinning ride does not need to stop at an exact position — it just needs to run while something is happening. For those, timing the motor is simpler and perfectly good enough.
ComponentMotion4 min
Speed and power
Speed is set separately from movement. You tell the motor how fast it should go, and then you tell it to go — two blocks, in that order.
Speed is a percentage of what this motor can do, not a real-world unit — the same 50 % moves a light arm quickly and a heavy one slowly.
Blocks reference
Block
What it does
[A v] set speed to (25) % :: motors
Sets the speed for this motor from now on. Nothing moves — it only changes what the next movement will do.
[A v] run [clockwise v] for (2) [rotations v] :: motors
Now moves, at whatever speed was last set.
Set it first
when program starts :: events hat
[A v] set speed to (25) % :: motors
[A v] run [clockwise v] for (2) [rotations v] :: motors
Swap those two blocks round and the program still contains a speed of 25 % — it just never gets used. Both shafts below are asked for exactly 2 rotations; watch how long each one takes.
speed first — works
A set speed to 25 %
A run clockwise for 2rotations
speed last — does nothing
A run clockwise for 2rotations
A set speed to 25 %
0.00rotations · slow0.00rotations · fast
Speed first: the movement was slowSpeed last: it only affects the NEXT movement
Two programs. Same two blocks in each — only the order is different.Both are running — and the right-hand one is already finished. The left is barely a third of the way.Its speed block runs now, far too late to affect the movement above it. The left motor is still going, slowly, as it was told to.Both turned exactly 2 rotations. Only one of them did it at the speed the program asked for.Finished — it will run again in a moment.
stopped
Both shafts turn exactly 2 rotations. Only the time they take is different — and the right-hand program never gets the slow movement it was written to have.
The right-hand movement is over before the left is a third of the way round, because it ran at the default speed. Its set speed to () block does run — you can see it light up — but by then the movement it was meant to slow down has already happened. A speed block only ever affects the movements after it. This catches people out constantly.
Slow is often better
A high speed is not a better program. Slow movements are gentler on the gears, easier to watch and debug, and look more like the real machine — a barrier that snaps up in a fraction of a second reads as broken rather than fast.
ComponentMechanics5 min
Gearing up and gearing down
Two meshed gears are a bargain. Whatever one of them gains in turns it loses in force, and whatever it loses in turns it gains in force. There is no arrangement of gears that gives you more of both, and no amount of building will find one.
The ratio is the teeth
Count the teeth on the gear you are turning (the driver) and the teeth on the one being turned (the follower). That is the whole calculation:
turns out = turns in × driver teeth ÷ follower teeth
An 8-tooth gear driving a 24 gives ⅓ of a turn out for every turn in — and three times the turning force. Turn the pair round and you get three turns out and a third of the force. Count the turns yourself below.
0.00turns in0.00turns out×3turning force
strongerslowerslow and strong — a lifting winch
Two gears, meshed. The one on the left is being turned; the one on the right is along for the ride.Watch the two counters. They are not climbing at the same rate.Whatever the follower loses in turns, it gains in force — and whatever it gains in turns, it loses in force. There is no setting that gives you both.Finished. Count the turns again with a different pair and the trade goes the other way.
stopped
The number of teeth is the whole story. 8 teeth driving 24 means 8 ÷ 24 of a turn out for every turn in — and the force changes by exactly the opposite amount.
Gearing down, gearing up
Arrangement
Turns
Force
What it is for
Gearing down — small driving large
fewer
more
winches, lifts, robot arms, anything that has to move a weight
Gearing up — large driving small
more
less
fans, spinners, launchers, wheels on a light fast robot
1 : 1 — same size
same
same
moving the drive to a different axle, or fixing a direction
The names are worth getting right because they are backwards from what people expect: gearing down makes the output slower, not smaller, and it is the setting that makes a weak motor able to lift things.
Gear trains
Put several pairs in a row and the ratios multiply. Two 1:3 reductions in series give 1:9 — which is how a Medium Motor ends up able to raise something it could never shift directly. This is also how a gearbox with a sensible number of parts reaches a ratio that a single pair never could: a 40-tooth gear driven by an 8 is 1:5, and doing it twice is 1:25.
Only the first and last gear affect the ratio. Anything in the middle passes the motion along and changes nothing but the direction — which is a whole idea of its own, in Changing the direction of a turn.
What it costs
Every mesh loses a little to friction, so a long train is less efficient than a short one. Gearing down far enough to lift a heavy load also makes the mechanism slow, and slow is not always acceptable. And a gear train that is geared down hard is very hard to turn backwards by hand, which is either a useful brake or a nuisance depending on what you are building.
Why it matters
A bicycle is the same idea with a chain instead of teeth in mesh: the low gear that gets you up a hill is turning the back wheel slowly and pushing hard, and the high gear you use going downhill does the opposite. Cars, drills, cranes and clocks are all making the same trade.
Say this back before moving on: “The motor turns at one speed the whole time. The paddle does not, because the pivot is off the centre.”
What’s in this build 4 min
Look at your boat. Which parts have a cable? For a model with this many moving paddles, the answer is one.
Which motor is it? There is no manual for this model, so nobody can tell you from a page — you have to look at the one in your hand. Hold it against these two pictures and decide.
Medium Motor
Large Motor
The Large Motor has a big red output drum at one end and a stepped body behind it. The Medium Motor is a flat slab with cooling slots along the top and a small red axle boss on its end face. Which one is driving your paddles?
Part
What it is doing here
EV3 Intelligent Brick
Runs the program and is the hull. It is also nearly all of the weight, so where it sits decides whether the boat sits level.
One motor, port A
Drives every paddle through the gear train. Whichever motor you have, the program says A and runs the same.
Sensors
None. The boat cannot count its own strokes. You can, and you will.
Turn the drive by hand before plugging anything in. Every paddle should move, and they should all reach the back of the stroke at the same moment. A paddle that lags is a gear one tooth out — fix it now, while it is still obviously a build problem.
Ports — and the rule 4 min
Sensors go in ports 1, 2, 3, 4. Motors go in ports A, B, C, D. They are not interchangeable, and nothing will tell you politely if you swap them.
With no manual there is nothing telling you which port to use, so the course’s own habit decides it — and because the program names the port rather than the motor, this works whichever motor you found in the box.
Part
Port
Why this one
The motor (all the paddles)
A
One motor with a job of its own takes A. B and C stay free for a matched pair, and there is no pair here.
Sensors
none
Ports 1–4 stay empty.
Check your own build now:
One cable, from the motor to port A. A letter, not a number.
Keep the cable inboard, along the hull. A cable hanging over the side will foul a paddle on every single stroke.
Turn the drive slowly by hand through one full turn and watch a single paddle. Can you already see the fast half and the slow half?
Stand the boat on a flat surface where the paddles are clear of the table. They are going to sweep below the hull line.
Connect the Brick 4 min
Two routes, and either is fine. USB is the reliable one and the one to fall back on when a room’s Bluetooth is busy; Bluetooth leaves the robot free to move, which some models need.
▶How to connect the BrickUSB and Bluetooth, step by step, with a photograph of every screen. Open it if you have not done this before — or if pairing is not working.Show meHide
USB — the reliable one
Switch the Brick on with the dark grey centre button.
Cable into the Brick’s PC port — the small square socket beside the numbered ports, not one of the numbered ones.
Other end into the computer.
Bluetooth — name it first
Do these in order. Naming the Brick after you go looking for it in the list is how groups end up driving each other’s robots.
Name your Brick. On the Brick: Settings (the spanner) → Brick Name. Type something nobody else will pick, then press the tick. Every Brick is called EV3 until somebody changes it.
Turn Bluetooth on. Settings → Bluetooth. Tick Bluetooth and Visibility. Leave iPhone/iPad/iPod unticked.
Connect from EV3 Classroom. Click the Brick icon at the top of the programming area, find your Brick by name, and click Connect.
Say yes on the Brick. It asks “Connect?” with the computer’s name — choose the tick, then accept the passkey, which is already 1234.
Where to read it. The name sits in the bar across the very top of the screen, on every screen — so you can check which Brick you are holding at any moment without going into a menu. This one is EV3VE. A Brick nobody has renamed says EV3.Step 3, and the reason step 1 exists. Three Bricks in range — read the name before you click Connect. Pairing with the wrong one is not an error: it works perfectly, on somebody else’s robot.
Step 2.Bluetooth switches the radio on; Visibility is what lets the computer find you. With Visibility off your Brick works perfectly and simply never appears in the list.Step 4. Look at the Brick. It asks whether to accept and names the computer. Choose the tick.Then the passkey, already 1234. Press the tick again and you are connected.
The two failures, every class, every time. The Brick has gone to sleep while you were building — press the centre button to wake it. Or you have paired with the group at the next table, which is why the name matters.
The long version, including Port View and how to read the port tiles, is in the Brick & Bluetooth guide.
Confirm the connection 2 min
Check the Brick icon: connected, or not. A plugged-in cable is not a connected Brick.
Port A shows a motor. Whether it says Medium or Large, write down which it says — for a model with no manual, this screen is the parts list.
Nothing on B, C or D, and nothing on 1 to 4.
Turn the drive by hand and watch tile A count. Note the degrees for one complete paddle stroke — that number is what turns “ten strokes” into a program.
Make it move 10 min
Six blocks. The drum sets the beat, then the crew rows a measured number of strokes and stops.
when program starts :: events hat
clear display :: display
write [ROWING] at line (1) :: display
play beep (60) for (0.3) seconds :: sound
[A v] set speed to (35) % :: motors
[A v] run [clockwise v] for (4) [rotations v] :: motors
A drumbeat to start, then four rotations of steady rowing that stop on their own.
Walk it in the order the Brick runs it:
clear display — wipe whatever the last program left on the screen.
write [ROWING] at line (1) — the boat says what it is doing. With no sensors, the screen is the only report you get.
play beep (60) for (0.3) seconds — the drum. One beat, and then the crew goes.
[A] set speed to 35 % — a setting, not a movement. Nothing turns yet. Start slow: at this speed you can still follow a single paddle with your eye.
[A] run clockwise for (4) rotations — measured, so it stops itself. The block waits until all four are done.
Nothing in this program is uneven. One speed, one direction, one steady run. Every bit of the stroke rhythm you are about to watch was built into the boat before you wrote a block.
What success looks like: the paddles row in a clear beat — a quick sweep, then a slower return — and all of them keep to the same beat. Watch one paddle for the whole run and count the strokes. Then work out how many strokes one rotation gives you.
Change it and test 8 min
One change at a time, and predict before each run. Keep watching one paddle rather than all of them — the beat is easier to see in one than in twenty.
Change set speed to (35) % to 70 %. Predict what happens to the unevenness. The whole beat gets faster, but the fast half is still the fast half — the ratio between them does not change.
Drop to 10 % and watch one paddle right through one stroke. This is the speed at which you can actually see the catch and the recovery as two separate things.
Change (4) rotations to (1) rotations and count the strokes exactly. Now you know the gearing between the motor and the paddles, without opening anything up.
Add a second play beep (60) for (0.3) seconds after the run block, so the drum calls the crew to stop as well as to start.
Try to make the recovery half slower than it already is, using the program. Two minutes, then stop. There is no block for it — the only way is to move the pivot, and that is a rebuild.
Step 1 is the one that catches people out. Speeding the motor up speeds up both halves of the stroke by the same amount. The beat gets quicker; it does not get more even.
A rhythm built into a machine survives every speed you run it at. That is why it is worth building in.
Challenges & mission 27 min
Work through the challenges in order — each is harder than the last. The mission comes after all three, and it is meant to make you plan before you build.
Challenge 1
Row an exact number of strokes. Your teacher names a number — say ten — and the boat must row exactly that many and stop, with the drum beating once at the start and once at the end. Somebody should be able to count along out loud and finish with you.
Challenge 2
Race a start. Build a starting sequence with three drumbeats and a pause before the crew moves, then a fast opening burst of rowing, then a slower cruise. The change from burst to cruise must be clearly visible in the paddles.
Challenge 3
Drum in time with the crew. Make the boat beat once per stroke rather than once per run, so the drum and the paddles stay together. You will need the stroke measurement from section 8, and you will need to think about how a loop and a measured motor block fit together.
Mission
Design a race plan and run it.
Real crews do not row a race at one speed. They start fast to get the hull moving, settle into a rate they can hold, and lift it again at the finish. Your job is to design that race for your boat and program it.
Plan on paper before you build. Decide how many strokes each phase gets and what speed it runs at, and write it down as a table before you write a single block. The drum must make each change of phase audible, and the screen must say which phase the crew is in.
There is a trade-off in here you have to settle yourself: a fast start moves the boat sooner but a crew cannot hold it. Decide where your phases change and be ready to defend it.
Two questions when you demonstrate it. Why did your phases change where they did? And if the race were twice as long, what would you change and what would stay the same?
Build it 15 min
Build the model before you read any further. Everything after this is about making it do something, and none of it will make much sense with nothing on the table in front of you.
Use the viewer's own controls to zoom and turn pages. Fullscreen makes it big enough to build from.
Check the finished build against the picture before you switch anything on. A motor mounted the wrong way round is far easier to spot now than it is to debug later, when it looks like a program fault.