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PIPER COMPUTER

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

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PIPER MAKE

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

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EDUCATOR PORTAL

PIPER MAKE

BASE STATION CURRICULUM

Piper Make Base Station Playlist


SCOPE AND SEQUENCE

As shown below, there are 15 core lessons surrounding the Piper Make Base Station learning experience. The duration of each lesson depends on the grade and developmental level. Each lesson has been designed to accomplish the learning goals in a class period between 45-75 minutes.

The Piper Make Base Station curriculum can be reduced to as little as 10-12 days or extended to up to 20 or more days with open-ended project based design challenges. If short on time, educators can choose to skip the Make-a-thon.


Session 1
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Parts and Pieces
Check out your Base Station components and understand the functions of your inventory.
Session 2
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Getting Started
Students will set up a microcontroller and complete a basic circuit by touching two wires together.
Blink
Students will build a simple circuit using a microcontroller, LED, jumper wire, and resistor, and program the LED to blink by creating and testing code that uses sequences and loops. Through this activity, students will understand how hardware and software work together to control electronic components and apply foundational programming concepts to achieve a desired outcome.
Session 3
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Traffic Light
Learn to build and code a working traffic light.
Prototyping (PCBA Add-on)
Learn about how prototypes are the precursor to larger-scale manufacturing of electronics and hardware.
Session 4-5
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Reaction Game
Build and code a game that will test your reflexes.
Stopwatch
Build and code your own stopwatch to use in challenges to measure speed in real life.
Session 6
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Silly Stories
Learn to create your own silly stories with coding.
Tally
Learn to build and code a circuit that can count how many times you press a button.
Session 7
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Security Zone
Learn how to set off an alarm when an object breaches a set perimeter.
Ultrasonic Drum
Learn how to play the Distance Sensor as an instrument.
Session 8
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Guess My Number
Learn to code a game to guess a number from your Pico.
Speak Like A Machine
Learn to build buttons that will translate numbers to binary.
Session 9
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Resister Piano
Learn to create a piano using resistors.
Session 10-12
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Speech Command
Learn the basic principles of AI and build a program that responds to voice commands. Additionally, students will use the Pico to build a circuit that illuminates LEDs based on AI interaction.
Pose Detect
Learn about Machine Learning (AI), a subset of AI focusing on machines and very specific tasks.
Session 13-14
LESSON
MISSION OBJECTIVE
EDUCATOR GUIDE
Make-a-thon
The goal of this activity is to get students thinking about how they can apply what they have learned about engineering, coding, and design to their own lives and communities.