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Robotics expedition

Mission 6 of 8

Walker Detect


Intermediate

1 hour

Ages 8+
MISSION OBJECTIVE

Learn how to use feedback sensors to send commands to your robot.

And last up, it’s time for final judging. In this mission, you’ll make sure Walker doesn’t walk into the judging table by using the Ultrasonic Range Finder to detect when it’s up against an obstacle.

View student interface at make.playpiper.com


MISSION CHARACTERS

Piperbot

Pip

Adult Zomar
MISSION MATERIALS

Computer with USB port and Chrome or Edge browser
Piper Make Starter Kit
Piper Make Walker

MISSION RESOURCES

Learning Goals

  1. Students will learn how an ultrasonic range finder works to sense distance as a feedback sensor. 
  2. Students will reinforce their understanding of conditionals, how to use them in programming, and how they can affect actions.  
  3. Students will learn the term Boolean: a binary variable with two possible values called true or false, i.e., “do this or do that.”  
  4. Students are introduced to the term state variable, which is a variable that describes the current state of a system, i.e., sensing whether a true or false has happened.  
  5. Students will learn how to build and program feedback sensors as a binary input. 

Learning Activities

The following sections will contain step by step instructions for ELA, ELD and Math extensions directly related to this mission. Adjust the directions to fit your ELA, ELD and Math standards.

ELA Extension:

Math Extension: Detective Walker Pair students up or allow them to choose a partner. Students will connect time back to previous knowledge of fractions/decimals, or use this to introduce it.

  •  Partner A will be walking; Partner B will be giving commands. They will eventually switch roles. 
  • Connect back to the Walker Dance activity and ask them to describe what a half-step would look like for their Walker.  
  • They will then begin to figure out what a whole, ¾, ½, and ¼ step will look like for their partner.  
  • Have Partner B use tape, paper, or something similar as a marker to begin marking where a natural whole step is for Partner A. 
  • They will need to start using estimations and measurements to figure out each step, which will become their own unit of measurement.  
  • Have students use their initials as the unit of measurement. For example, Jesus Huerta would be 1JH as a whole step, ½ JH for a half step, and so on.  
  • Have students create a chart with their units of measurement that includes conversions to inches for each measurement.  
  • Digitize this into Google Classroom, or write it on a giant piece of butcher paper to display on the wall for future reference! 

Hardware Diagram

Code Diagram

Tutorial Steps

Blueprint

DOWNLOAD BLUEPRINT

Troubleshooting Tips


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ROBOTICS EXPEDITION RESOURCES

Material Library

SERVO
A servo, which is short for servomotor, is a special kind of motor that is used to control something by moving it. A simple motor moved by spinning continuously. A servo turns to a specific position and it uses gears to transform the high speed of the motor into more force so it can move things more easily.

The servo is connected using three wires: one for ground, one for power, and one for a signal that tells the servo motor what position to turn to. The Pico tells the servo what position to turn to by changing the width of the pulse that it is sending out. A pulse with a shorter "ON" time will turn to one side, and a pulse with a longer "ON" time will turn to the opposite side.

The motor inside of the servo turns very fast, but it is also weak - it cannot apply very much force. The gears inside the servo convert the motor's high speed and low force into a slower speed with more force.

Career Connections

Robotics Technician: Salary $60,570/yr
Automotive Engineer: Salary $95,300/yr
Civil Engineer: Salary $88,050/yr
Industrial Designer: Salary $75,910/yr

Standards Alignment

CSK12 Framework
  • CA 3-5.AP.17. Test and debug a program to ensure it accomplishes the intendedtask.
  • CA 3-5.CS.2. Demonstrate how computer hardware and software work together as a system to accomplish tasks.
  • CA 3-5.CS.3. Determine potential solutions to solve simple hardware and software problems using common troubleshooting strategies.
Math ELA
  • Grade 3: writing applications-2.1, 2.2;
  • Written and Oral English Language Conventions - 1.1, 1.2, 1.3, 1.7, 1.8
  • Grade 4: writing strategies-1.1, 1.2, 1.3, 1.10, Writing applications - 2.1
  • Grade 5: Writing strategies-1.1, 1.4, 1.5, 1.6; writing applications - 2.1
ELD
  • Grade 3: ELD.PI.A.3.1, ELD.PI.A.3.2, ELD.PI.B.3.5, ELD.PI.B.3.6, ELD.PI.C.3.10, ELD.PII.C.3.6
  • Grade 4: ELD.PI.A.4.1, ELD.PI.A.4.2, ELD.PI.B.4.5, ELD.PI.B.4.6, ELD.PI.C.4.10,ELD.PII.C.4.6
  • Grade 5: ELD.PI.A.5.1, ELD.PI.A.5.2, ELD.PI.B.5.5, ELD.PI.B.5.6, ELD.PI.C.5.10, ELD.PII.C.5.6