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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

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Phase 2

Lesson 2.4

Phase 2: Lesson 2.4

Parallel Circuits


45 - 60 mins

Grades 3 - 8

INTRODUCTION
In this lesson, students will learn how to connect parallel circuits and the difference between series and parallel circuits. They will also learn how to draw circuit diagrams to represent circuits they have connected.

GETTING STARTED

Lesson Materials


Piper Computer Kit

Learning Objectives

Having reviewed buttons and switches and learned about polarity, students will now look at parallel circuits with buttons and switches.

The stories are arranged as planets. The story for each planet will guide students through the fundamental concept of wiring a circuit and understanding how switches and buttons on the breadboard work. As learners complete one story, the next one unlocks.

This lesson goes through the stories: Funky Fungi, Breadboard Bluffs, and Return to Cheeseteroid.
Students will:
  1. Understand that parallel circuits, together with buttons and switches, can be used to simplify the button setup. Many buttons can share a ground pin.
  2. Understand that by using switches in combination with buttons in parallel setups, effects can be stacked. Different memory states can be called or different functions can be activated.
  3. Apply scientific ideas to design, test, and refine a device that converts energy from one form to another.
  4. Make observations to provide evidence that energy can be transferred from place to place by electric currents.
  5. Describe how computing devices connect to other components to form a system.
  6. Generate and compare multiple solutions that use patterns to transfer information.
  7. Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies.

Lesson Preperation

  • Review background materials and hints on Minecraft in Minecraft Reference.
  • Go through the Breadboard Bluffs, Funky Fungi, and Return to Cheeseteroid stories yourself, follow the directions on the screen and build the circuits (don’t forget to turn on the speakers so you can hear the directions).
  • Review the Piper Quick Guides for Funky Fungi, Breadboard Bluffs, and Return to the Cheeseteroid.
  • Review your favorite teacher science materials for Electronics and Circuits background.
  • Students in the same teams as before, or make adjustments as necessary.
  • Make sure Piper kits are built, connected, functioning, and batteries are charged for the Raspberry Pi.
  • Retrieve student team storage boxes with Piper build components.
  • Provide storage devices to teams to hold electronics - such as paper plate or paper cup or plastic box.
  • Materials needed for electronic builds:
    • Funky Fungi: 2 Switches, 1 Push Button, 5 wires (2 black, 3 blue), breadboard.
    • Breadboard Bluff: None.
    • Return to the Cheeseteroid: 2 Push buttons, 1 Switch, Black Button, 6 wires (3 blue, 3 black), 1 Breadboard.

PIPER 5E INSTRUCTIONAL MODEL

Engage

Introduction (5 minutes)
  1. Activate prior knowledge:
    • Ask students, “What do we know already about electricity and how it flows through circuits?” Engage in discussion.
    • Ask, “Why can’t we see the electricity flowing in our circuits?”
      • Answer: Because electrons, the charged particles whose movement through a substance creates electricity, are too small to be seen even with a microscope. When electrons flow through certain substances (like copper wire), they form an electrical current.
    • Ask, “What is a circuit? What circuits have we made for Piper?” Address misconceptions from previous lessons.
  2. Tell students they will be playing through 2 more levels of the game today, exploring the many ways to use buttons and switches in Piper, and learning about parallel circuits.

Explore

Main Activity (30-40 minutes)

Encourage students to go through the Breadboard Bluffs, Funky Fungi, and Return to Cheeseteroid worlds.
Review Piper Quick Guides for Funky Fungi, Breadboard Bluffs, and Return to the Cheeseteroid.

During this time, roam around the room, asking the essential questions* of this lesson:

  1. Funky Fungi:
    • What is the benefit of the two buttons sharing a wire to one pin?
      Example Answer: It is faster to build with one less wire and the buttons are both sharing the same ground.
    • How does adding the switch affect the buttons and behavior in the game?
      Example Answer: When the switch is to the right the game remembers which button was last pressed and you don’t have to keep pressing the button to pave paths or build bridges.
  2. Breadboard Bluffs:
    • Why is the current not flowing until all the repairs are made?
      Example Answer: Circuits need to be complete. Current will not flow if there is a break in the wiring path of electricity.
    • How is this similar to the circuits you have built?
      Example Answer: In Mars level repairing the telescope and Piper Bot completing circuits.
  3. Return to the Cheesteroid:
    • How does adding the switch affect the buttons and behaviour in the game? How is this setup different than in Funky Fungi?
      Example Answer: The switch allows the player to switch between on demand construction/destruction and constant construction/destruction.

*These checks for understanding help reinforce the learning of the science practices of planning and carrying out 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. (NGSS 3–5-ETS1-3.) (P.E.3.4.7))

Explain

Review Vocabulary (5-10 minutes)
  • Review vocabulary words and definitions that were encountered during the lesson. See Term Glossary below.
  • Make time for learners to ask questions and explain concepts.

Elaborate

Extending Understanding (10-15 minutes)
  • Students take a picture of their control panel and circuits. After completing the stories, students take apart any circuits on separate breadboards and return parts to their proper bag in the storage bin.
  • Students put the kit away to avoid distractions during the teacher-led discussion. Remind students to use the proper shutdown sequence.
  • Teacher or peer-led discussion:
  • Since Return to the Cheeseteroid is the longest (and most difficult) world, have the learners share or map where they got stuck and how they completed the level. Then tie these problem-solving and persistence actions to a growth mindset or 21st Century skill they will need to be an engineer in real life.
  • Combine a few teams together in small groups of 4 to 6. Have individuals contribute questions/answers on the topic of Parallel and Series circuits, giving references to the Piper worlds they just finished that explored this new concept. Assign peer leaders to either document or summarize their group’s ideas. Provide prompts to help them get started:
    • What do we know about it?
    • How do we know that we know it? How did we demonstrate knowledge?
    • What got in the way of learning it?
    • What helped with learning it?
    • How can this knowledge be applied to a real-world engineering problem?

Evaluate

At the end of this lesson, have student take the Summative Assessment.

Extension (could require another class period): Students use their pictures (or the one you provide) and sketch the circuits made for the Return to the Cheeseteroid and label all the parts. Provide the circuit diagram symbols, rulers, and instructions on how to draw one. They should draw circuit diagrams for each circuit, labeling all the parts.
PHASE RESOURCES

Career Connections

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Environmental Engineer: Salary $96,530/yr

StoryMode Map

Below is a map of the StoryMode Planets

Graphic Organizer

Lesson 2.4 DOWNLOAD
Phase 2 DOWNLOAD

Term Glossary


Parallel Circuit A type of electrical circuit where the components are connected in separate branches, so the electrical current splits and flows through multiple paths. This means that if one path is broken or turned off, the other paths can still carry electricity, allowing the rest of the circuit to continue working.

Electrical Current Electrical current is the flow of electric charge through a circuit.

Ground Pin A ground pin is a connection point in an electronic circuit that provides a common return path for electrical current. It helps complete the circuit by allowing excess electricity to flow safely away, which helps prevent damage to the circuit and keep everything working correctly.

View Full Glossary

Standards Alignment


We are excited to be aligned with the following standards.


Concepts Standards

Computing Systems: Devices

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

Computing Systems: Hardware & Software

CA 3-5.CS.2 Demonstrate how computer hardware and software work together as a system to accomplish tasks. (P4.4)

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

Computing Systems: Troubleshooting

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

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.

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)

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

Make observations to provide evidence that energy can be transferred from place to place by sound, light, heat, and electric currents.

Apply scientific ideas to design, test, and refine a device that converts energy from one form to another.

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

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).

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)

Waves and their Applications in Technologies for Information Transfer

Connection to the Nature of Science: Science knowledge is based upon logical and conceptual connections between evidence and explanations.

Integrate qualitative scientific and technical information to support the claim that digitized signals are a more reliable way to encode and transmit information than analog signals.

Digitized signals (sent as wave pulses) are a more reliable way to encode and transmit information (inputs and outputs).

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

Optimizing the Design Solution Different solutions need to be tested in order to determine which of them best solves the problem, given the criteria and the constraints.