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PIPER COMPUTER

Everything you need to teach STEAM effectivly using the Piper Computer Kit.

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ALL GUIDES


  1. What is a Computer?
  2. Executing a Plan
  3. Practicing Flexibility
  4. Completing a System

  1. Buttons & Breadboards
  2. Basic Inputs & Outputs
  3. Polarity & Audio Output
  4. Parallel Circuits

  1. Intro to Computational Thinking
  2. Loops & Sequences
  3. Events
  4. Programming with Lights & Sounds
  5. Completing Additional PiperCode Projects

  1. Extend in Storymode
  2. Design a Bot & Make Music
  3. Redesign a Stoplight
  4. Engineering Design with Piper

  1. Take Apart and Reflection
  2. Computers in Everyday Life
  3. The Environmental Impact of Computers
  4. Final Design Challenge

  1. What is Color?
  2. How Do We See Color?
  3. How Does the Color Sensor Detect Color?
  4. RGB in Computing

  1. The Water Cycle
  2. What is Temperature?
  3. What Are the States of Matter?
  4. Phase Changes

  1. Motion Introduction
  2. How Do Waves Help Us Understand Patterns?
  3. Creating Devices That Use Data
  4. Graphing Motion

  1. What is Energy?
  2. The Energy Behind Reduce, Reuse, Recycle

PIPER COMPUTER

EDUCATOR GUIDES


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Phase 1

Lesson 1.3

Phase 1: Lesson 1.3

Practicing Flexibility


45 - 60 mins

Grades 3 - 8

INTRODUCTION
Students will continue building their Piper Computers in this lesson and practice flexibility to make adjustments to their plan when needed. They will also practice grit and perseverance as they face challenges and learn from any mistakes in the process.

It usually takes 1-4 hours to complete a kit build based on grade level, collaboration, and group size. Give your students more time if needed and follow with lesson 1.4 to incorporate deeper learning of the parts and final reflection before moving on to Phase 2 by powering up the computer.
GETTING STARTED

Lesson Materials


Piper Computer Kit
Piper Computer Kit Blueprint
Download Blueprint

Learning Objectives

Students will experiment with the components of the computer to learn how they fit together. They will begin to work as members of a team and assume roles in the team. Throughout the process, they will learn to make adjustments to their plan as well as practice grit and perseverance by learning from their mistakes. They will also practice using a screwdriver as well as various common hardware.
Students will:
  1. Decompose the challenge of building a computer by breaking down the tasks into steps.
  2. Build teamwork skills by combining understanding and assigning roles to solve problems.
  3. Perform different roles when collaborating with peers.
  4. Explore how physical connections to components build a mini computer system, including both input and output devices.

Lesson Preperation

  • Students are in the same teams as the first day, or make adjustments as necessary to facilitate good teamwork.
  • Prepare to pass out the storage boxes from Day 1. Make sure each storage box contains all the components. Use the blueprint to verify parts.
  • Charge the batteries before every session. *Note: If you don’t want students to go into the software yet hold on to the power packs and remove them from the Piper boxes (recommended).

PIPER 5E INSTRUCTIONAL MODEL

Engage

Introduction (5-15 minutes)
  1. Have several groups share the current status of their build and share a lesson learned or discovery moment.
    • Facilitate a collaborative discussion in which they identify and list computing system problems and then describe common successful fixes.
  2. Reinforce norms, roles and responsibilities of setup, organization, safety, and cleanup.
  3. Teacher-led Discussion: Role Assignment - Remind teams of the roles and check to see if they are switching roles.

Explore

Build Computer Activity (80% of class time)
  1. Distribute Piper Computer Kit boxes (or storage containers) with components to each group.
  2. Students should be working on their planned steps for Day 2 in the graphic organizer.
  3. Try not to micromanage here; students will make mistakes and find ways to solve the problem themselves. Productive Struggle is ok. (Ask three before me!)
  4. Go around from team to team and ask essential questions to reinforce objectives:
    • What step are you on? Are you following the sequence?
    • Do you have all the parts that you need for this step?
    • Are you using the Blueprint? (Point to specific items on the blueprint and ask what they mean).
    • Did you lay out the parts like they show in the example? Did you see the clues that help you find the right parts?
    • Did you understand what the flip arrow means?
    • Did you notice there is a different size of screws for the hinges?

Explain

Share lessons learned (5-15 minutes) Activity: Learn the Parts of the Computer (10 to 15 min)
  1. Show students the Piper Computer Kit blueprint and have them identify the different parts that make up the computer. Students should be aware they will be sharing their work with the class later.
  2. As they identify the parts, have them answer the following:
    • What are its parts? Label them. (Screen, Camera, Speaker/Amplifier system, Microphone, Keyboard)
    • What are the purposes of the parts? How do you get information into and out of the computer? What do you use? (screen, keyboard, microphone, camera) Use a different colored pen to write the purpose.
    • What are the questions that we have about the parts? (possible answers: What can you control with them? How do they work? How do you connect them? How are they related to each other? How do they send information back and forth?) Use a different colored pen and write your questions beside the parts.
* This Parts, Purposes, & Complexities discussion can be critical in facilitating understanding of the computer science concept that computing technologies that have changed the world, and learners’ ability to express how those technologies influence, and are influenced by, cultural practices (CA CS Standards 3-8.IC.20)

Elaborate

Extending Understanding (10-15% of class time)
  1. Have students record any new findings on their graphic artifact (drawings) from Lesson 1.1 and share out to the whole group (post on walls). Use a different colored pen or sticky notes to indicate new items learned.
  2. Make sure groups organize, label, and store their parts and builds still in progress.
  3. Collect notes and team storage box with kits.
* Prompt and expect students to use vocabulary, definitions, and explanations provided previously in new context. (They have just built a computer, what terms are they using to explain what they did?)

Evaluate

Assessing Understanding (5-10% of class time)
  1. Review student graphic artifact (drawings). Are all the Piper computer parts included? Put sticky notes on drawings asking questions about missing parts and to correct misconceptions.
  2. Create Exit slips with a list of each teamwork category and have students reflect and rate themselves 1 to 5 on how well they are doing in each category and list two teamwork skills they need to work on to improve.

The continued build steps will help if the learning is led by the learners themselves but educators should help reinforce the computer science learning around teamwork and problem solving (Reference CA CS Standards 3-5.CS.3 Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies; also see 3-5.CS.3 Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies. - For example, students could prepare for and participate in a collaborative discussion in which they identify and list computing system problems and then describe common successful fixes. (CA CCSS for ELA/Literacy SL.3.1, SL.4.1, SL.5.1)


PHASE RESOURCES

Career Connections

Project Manager: Salary $104,920/yr
Construction Manager: Salary $101,480/yr
Architect: Salary $93,310/yr
Computer Hardware Engineer: Salary $132,360/yr

Graphic Organizer

Phase 1 DOWNLOAD

Term Glossary


Screwdriver A tool that helps you turn screws, which are small metal pieces that hold things together like when you are building or fixing a toy.

Battery A device that stores chemical energy and converts it into electrical energy to power electronic devices.

Speaker A device that converts electrical signals into sounds, allowing you to hear music, voices, or other audio.

View Full Glossary

Standards Alignment


Beginning with phase 1, all phases will align with standards that apply to all the lessons in the phase. For this phase the CA 2019 K-12 Computer Science Content Standards, 2017 Computer Science Teachers Association (CSTA) K-12 Computer Science Standards (csteachers.org/standards) and K–12 Computer Science Framework (k12cs.org) informed the development and alignment of the lessons that follow. Use them with daily or weekly agendas and planning. Phase 1 is where the learners first build a Piper kit.

We are excited to be aligned with the following standards.


Concepts Standards

Computing Systems: Devices, Troubleshooting

3-5.CS.1 Describe how computing devices connect to other components to form a system. (P7.2)

3-5.CS.3 Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies. (P6.2)
 

6-8.CS.2 Design a project that combines hardware and software components to collect and exchange data. (P5.1)

 

6-8.CS.3 Systematically apply troubleshooting strategies to identify and resolve hardware and software problems in computing systems. (P6.2)

Algorithms & Programming

3-5.AP.13 Decompose problems into smaller, manageable tasks which may themselves be decomposed. (P3.2)

3-5.AP.18 Perform different roles when collaborating with peers during the design, implementation, and review stages of program development (ie. following the Piper Blueprint)

6-8.AP.13 Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs. (P3.2)

6-8.AP.18 Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts. (P2.2, P5.1)

Impacts of Computing

CA CS 3-5.IC.20 Discuss computing technologies that have changed the world, and express how those technologies influence, and are influenced by, cultural practices.

6-8.IC.21 Discuss issues of bias and accessibility in the design of existing technologies. (P1.2)

Practices

P1. Fostering an Inclusive Computing Culture

P2. Collaborating Around Computing

P4. Developing and Using Abstractions

P5. Creating Computational Artifacts

P6. Testing and Refining Computational Artifacts


Concept Standard

Generate and compare multiple solutions that use patterns to transfer information.

4-PS4-3

Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem (Performance Expectation).

3–5-ETS1-2

Plan and carry out fair tests in which variables are controlled and failure points are considered to identify aspects of a model or prototype that can be improved. (P.E.3.4.7)

3–5-ETS1-3

Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.

MS-ETS1-2