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

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

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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 4

Lesson 4.3

Phase 4: Lesson 4.3

Redesign a Stoplight


45 - 60 mins

Grades 3 - 8

INTRODUCTION
In this lesson, students will use what they have learned about the design thinking cycle to redesign a stoplight for Mars. Throughout this lesson, students are encouraged to engage prior knowledge from previous lessons to help them design, prototype, test and present their solution.

GETTING STARTED

Lesson Materials


Piper Computer Kit

Learning Objectives

The goal of this phase is to empower students to begin elaborating on their first stages of learning in engineering, computer literacy, design, coding, and programming. Students are challenged to design and create their own solution to a real-world challenge and explore making.
Students will:
  1. Explore then explain the role of empathy in user-centered engineering and game design.
  2. Describe a maker and/or growth mindset and how it is essential to DIY projects like a Piper kit.
  3. Solve a real-world problem using Piper.
  4. Understand and explore the engineering design cycle.
  5. 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.

Lesson Preperation

  • Suggested student-to-kit ratio is 2:1 up to 3:1. Students form new teams or are in the same teams as before.
  • Make sure Piper Computers are built, functioning, and batteries are charged for the Raspberry Pi (and the speaker, in a Piper Computer Kit v1).
  • 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.
  • Plan how much time is left for students to work on their project.
  • Need help getting started facilitating open-ended project-based learning through making? Check out the resources through Maker: Ed.

PIPER 5E INSTRUCTIONAL MODEL

Engage

Introduction (5 Minutes)
  • Slides 2 - 3 help set up the entire lesson.
  • We want students to think about their experience during this Stoplight phase. Have the class watch the video embedded in Slide 3 LA Control Center.
  • Think about your experience with PiperCode Project: Stoplight during Phase 3.
  • Consider the following questions:
    • What are some things to consider when working with stoplights?
    • How do you think he controlled the grid?

Explore

Stoplight Design Challenge (90% of class time)

In Lesson 3.2, students learned about how loops and sequences can be used to program one stoplight. In this challenge, students will be designing a plan for a four-way traffic stoplight.

Students should think back to their experience with the Stoplight project. The Phase 4 Graphic Organizer can help students track their work.

Slides 4-7 can help guide students.

Explain

Sharing Out Ideas (10 Minutes)

Before the learners dive into creating prototypes, have them pause and share out their initial designs to the whole group.

*Facilitating and guiding learners through documentation and reflection of these personal projects helps reinforce computer science learning around determining potential solutions to solve simple hardware and software problems using common troubleshooting strategies, as well as the practices of creating, testing, and refining computational artifacts, after developing and using abstractions (CA CS 3-5.CS.3 P6.2; P4 through 6)

Elaborate

Los Angeles Traffic Control Center (5 Minutes)

Students can learn more about the Automated Traffic Surveillance and Control (ATSAC) System at Los Angeles’ Traffic Control Center. This video clip describes how Los Angeles Department of Transportation is trying to solve their traffic problem using ATSAC.


Use slide 3 to show students a video describing the ATSAC.

Evaluate

Reflection Activity (5% of Class Time) Empathy (designing for a user):
  • Who is the target user for your design?
  • What are their needs, preferences, and challenges?
  • How can your design address these needs and solve their problems?
  • How might the user interact with your design? What are their expectations?
  • How can you incorporate user feedback into your design process?

Slide #8 can guide the class in reflecting on the lesson experience.


PHASE RESOURCES

Career Connections

Civil Engineer: Salary $88,050/yr
Fashion Designer: Salary $76,700/yr
Advertising Executive: Salary $131,870/yr
Sound Engineer: Salary $59,430/yr

Graphic Organizer

Phase 4 DOWNLOAD

Term Glossary


Game Design The process of planning and creating a video game, including its rules, characters, levels, and how it looks and plays.

Invent To create something new that hasn’t been made before. In STEM fields, it involves designing and building new devices or technology to solve problems or improve how things work.

Maker Someone who builds or creates things, often using tools, electronics, or crafts.

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)

6-8.CS.1 Design modifications to computing devices in order to improve the ways users interact with the devices. (P1.2, P3.3)

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

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 projects that combine 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.10 Compare and refine multiple algorithms for the same task and determine which is the most appropriate. (P3.3, P6.3) (Sensor Explorer lessons)
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 Culture

3-5.IC.20 Discuss computing technologies that have changed the world, and express how those technologies influence, and are influenced by, cultural practices. (P3.1)

6-8.IC.20 Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options. (P7.2)

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

Data and Analysis

3-5.AP.10 Compare and refine multiple algorithms for the same task and determine which is the most appropriate. (P3.3, P6.3) (Sensor Explorer)


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.