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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 1.4

Phase 1: Lesson 1.4

Completing a System


45 - 60 mins

Grades 3 - 8

INTRODUCTION
In this lesson, students will finalize building and celebrate their success in building the computer. Following this lesson, students can identify the different components that make up a computer and how they work together to form a computing system.

GETTING STARTED

Lesson Materials


Piper Computer Kit
Piper Computer Kit Blueprint
Download Blueprint

Learning Objectives

This is the wrap-up lesson for building the computer. Students will continue to work together and celebrate their success in building the computer and seeing it work by applying power. In this final phase, students will be able to identify the different components that make up a computer and how they work together.
Students will:
  1. Explore how physical connections to components build a computer system, including both input and output devices.
  2. Construct a model that illustrates how hardware and software work as a system.
  3. Troubleshoot and problem solve to ensure Piper computer and components power up correctly.

Lesson Preperation

  • Students are in the same teams as before, or make adjustments as necessary to facilitate good teamwork.
  • Charge the batteries before every session.
  • Retrieve student team storage boxes with Piper build components.
  • Hand out batteries to students when they have completed their build and you have checked it for accuracy. Tell them to not turn off the battery until they learn the proper shut down sequence.

PIPER 5E INSTRUCTIONAL MODEL

Engage

Introduction (2-5 minutes)
  1. Announce expectation: Today is the last session to build your Piper Computer.
  2. Remind students to use the Teamwork chart. Ask, “What can we do today to ensure that we hear and see teamwork?”
  3. Explain to students that they are working on a system. Have students predict the last step in completing their system (the computer). You can use the “After” column of their Graphic Organizer.
  4. Ask, “How do we get power to a computer? How do we turn the computer on?”
  5. (Hold up a Piper battery pack) “The power bank for our computer needs to be charged. I will handle that for you for safety reasons. You’ll know it is fully charged when all the lights are blue. There is an on/off switch that you use to turn it on. Each class, you will return your battery to me so that we can ensure they are charged up.”
  6. Ask, “Why do we have to be careful about power sources and plugging things in?” Example answer: to prevent electrical shock.
See teamwork example here.

Explore

Main Activity (50-75% of class time)
  1. Students finish building the kit using the blueprint. Try not to micromanage here; students will make mistakes and find ways to solve the problem themselves.
  2. After each team finishes the build, they should ask for a checkoff.
    • Use the blueprint or the build video to reference a fully built Piper Computer.
    • Go through each of the components and cables out loud.
    • Give accolades for good work and suggestions for improvement.
    • Celebrate! They just built their first computer!
  3. When the computer is complete, give the team a battery to plug in. Tell them to verify that the computer comes on and wait until you can come back to demonstrate the proper shutdown sequence.

Explain

Debriefing Activity (25% of class time)
  1. Teacher-led discussion:Guide students through the importance of connections in their build. The goal is to have students identify the connections that needed to be made in order to have a complete and functional Piper Computer.
  2. Students should:
    • Take notes from the slides and update their graphic artifacts or parts poster/notes
    • Explain to teammates or the whole group by swapping notes or posters
  3. Review vocabulary words and definitions that were encountered during the lesson.
  4. Through group discussion, encourage early adopters to help others:
    • Clarify misconceptions
    • Answer questions as needed

Elaborate

Discussion
  1. Have a group discussion comparing their Piper Computers to other computers the students interact with daily (desktops, laptops, tablets, smartphones, etc.). Encourage students to share observations about similarities and differences.
  2. Share information about earlier versions of computers, including:
    • The human computers of NASA (e.g., Dorothy Vaughan)
    • The original IBM computers
    • Steve Jobs’ early prototypes
  3. Have students consider how computers have evolved over the course of history.
  4. Discuss the question: “How would you define a computer?” Encourage students to think about the fundamental characteristics and functions of computers.
* This extension discussion could help you reinforce the computer science learning around the role of technology in society and culture (reference CA CS standard 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.)

Evaluate

Closing Activity (15-20% of class time)
  1. Co-produce your learners' own “top 10” concepts by summarizing the building slides in their own words.
  2. Review initial answers from the Lesson 1.1 Assessment.
  3. Have students take the Phase 1.4 Assessment
  4. Have students complete these reflection questions:
    • How is a computer an example of a system?
    • How are blueprints used in STEM?

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


Output Device A piece of hardware that converts information into a form humans can sense and understand.

Input Device A hardware device that sends data to a computer, allowing interaction and control.

Raspberry Pi A small, low-cost microcomputer. Together with the Raspberry Pi OS, a special operating system, it can do many things that a full-sized computer can do.

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