Close menu

Resources


PIPER COMPUTER

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

Educator Guides StoryMode Project Guides PiperCode Project Guides
PIPER MAKE

Teach fundamental STEM skills while providing a bridge to career connected learning.

Educator Guides
Best Practices Standards Glossary FAQ Educator Forum

EDUCATOR PORTAL

Close menu

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


YOU ARE HERE

Phase 3

Lesson 3.5

Phase 3: Lesson 3.5

Completing Additional PiperCode Projects


45 - 60 mins

Grades 3 - 8

INTRODUCTION
Extend student understanding with further practice in debugging, building games, and practicing computational thinking.

Although there is no assessment for this lesson, having students complete the Graphic Organizer table will allow for evaluation as they practice their new coding skills.
GETTING STARTED

Lesson Materials


Piper Computer Kit

Learning Objectives

The following Piper code projects have Project Guides for students to follow along and learn additional coding skills. Each one adds additional coding and electronics concepts. Encourage students to complete them in the sequence provided as they build in complexity and cover variables, loops, conditionals, and lists.

Lesson Preperation

  • Have craft materials ready for students to create an enclosure for their project or game electronics, but hold them until the students have completed the tutorials, completed the code, and the basic breadboard.

PIPER 5E INSTRUCTIONAL MODEL

Optional Project-Based Learning Opportunity

Now that you have used the 5E instructional model throughout these lessons, apply the same model to these projects. Use the PiperCode Project Guides and the CS and NGSS standards as your reference for generating questions to ask students as you walk the room observing their progress.

Example Questions
  • How is the code in this project different than the other projects?
  • (Point to a section of code), how does that code work?
  • If the pin connected to the button is set to off, what happens?
  • How do you know that you are checking the right pins? How does the code relate to the breadboard?
  • How do you win or beat the game? How is this commanded by the steps laid out in the blocks?
  • How is the game play defined by the code and timing of the button?
  • What is the significance of the “while” part of the block?
  • What sequences do you see in this code?
  • How do they command actions or what do you see as a result of the code sequence?
  • What events do you see in this code? What is triggering the event to happen?
  • What if we moved the lights or button to other spots on the breadboard? What would happen?
  • How does the block you attach to “If” affect the block attached to “do”? (Answer: you’re coding an event, where one circumstance triggers a light to act differently)

At the conclusion of each project, have students stop for an evaluation.

Go around the room to each team and have students demonstrate and explain their solution for the circuit built and the code created. Use the pictures in the Projects Guide’s breadboard components picture and code solution as your solution guides, and provide feedback and praise to each student.

(OPTIONAL): Have students add more to the PiperCode Ideas Map.
Have students document the project in their Piper Journal. Include Pseudocode, their block code, and a sketch of the circuit created. They should note any roadblocks and how they troubleshot solutions, or how they might build it differently in the next iteration. Evaluate their Piper Journals and teamwork with a rubric.


PHASE RESOURCES

Career Connections

Data Scientist: Salary $103,500/yr
Graphic Designer: Salary $58,910/yr
Software Developer: Salary $127,260/yr
Video Game Designer: Salary $83,240/yr

Graphic Organizer

Phase 3 DOWNLOAD

Term Glossary


Pseudocode An informal description of a computer program's or other algorithm's operating principles, written for a human to understand instead of a computer.

Current The measure of the flow of electricity. Specifically, how many electrons pass through a point in a conductor or wire in a given amount of time. Current is measured in units called Amperes, or Amps for short.

Software A set of instructions or programs that tell a computer or electronic device what to do. Software controls the hardware and makes it possible to perform tasks, play games, or run applications.

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:

Algorithms

Variables

Control

Modularity

Program Development

3-5.AP.11 Create programs that use variables to store and modify data. (P5.2)

3-5.AP.12 Create programs that include events, loops, and conditionals.

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

3-5.AP.14 Create programs by incorporating smaller portions of existing programs, to develop something new or add more advanced features. (P4.2, P5.3)

3-5.AP.17 Test and debug a program or algorithm to ensure it accomplishes the intended task. (P6.2)

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

6-8.AP.10 Use flowcharts and/or pseudocode to design and illustrate algorithms that solve complex problems. (P4.1, P4.4)

6-8.AP.11 Create clearly named variables that store data, and perform operations on their contents. (P5.1, P5.2)

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

6-8.AP.14 Create procedures with parameters to organize code and make it easier to reuse. (P4.1, P4.3)

6-8.AP.15 Seek and incorporate feedback from team members and users to refine a solution that meets user needs. (P1.1, P2.3)

6-8.AP.17 Systematically test and refine programs using a range of test cases. (P6.1)

6-8.AP.19 Document programs in order to make them easier to use, read, test, and debug. (P7.2)

Impacts of Computing and Social Interactions

3-5.IC.22 Seek and explain the impact of diverse perspectives for the purpose of improving computational artifacts. (P1.1)

6-8.IC.22 Collaborate with many contributors when creating a computational artifact. (P2.4, P5.2)

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

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)

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.