Day 1

Session 12: Conclusions and Connections

15 minutes

facilitator presentation

Purpose

This session is intended to provide a high level overview of the second chapter in the Unit 6 curriculum. An emphasis is placed on highlighting the progression within the unit as concepts build toward cumulative projects.

Objectives

  • Participants have been exposed to the essential content knowledge necessary to plan and implement Unit 6
  • Participants are able to access and use supporting project resources

Supplies & Prep

Room Setup:

  • Participants seated in pods

Facilitator Setup:

Teacher Materials:

Agenda

Unit Overview (5 minutes)

Chapter 2 Project (10 minutes)

Facilitation Guide

Unit Overview (5 minutes)

(1 minute) Context setting

  • Have participants turn to page 19 of the Curriculum Guide
  • Display the unit calendar and point out the lessons explored throughout the day.

Remarks

Today we have focused our curriculum investigation on Chapter 1. Chapter 1 is primarily focused on learning to program with hardware. Chapter 2 builds on this knowledge to focus on building physical prototypes.

(4 minutes) Chapter 2 Overview

Facilitator Instructions:

  • Display the “Chapter 2 Progression” slide from the slide deck
  • Provide a brief overview of each of the lessons in Chapter 2. (This is a high level overview intended to show how the overall chapter narrative. Participants should walk away understanding that each lesson builds towards the chapter project and that the main focus of the unit is programming with hardware.)
    • L10: Arrays and Color LEDs - Students learn how to access an element in a list and use the color LED array to individually control each color LED
    • L11: Making Music - Using the buzzer, students recognize an array as a list of elements that can be operated on sequentially.
    • L12: Arrays and For Loops - Students use a for loop to iterate over an array.
    • L13: Accelerometer - Students use the data event to continually update an element’s properties.
    • L14: Functions with Parameters - Students use parameters to generalize the purpose of a function.
    • L15: Circuits and Physical Prototypes - Students develop an interactive prototype that combines software and hardware.

Chapter 2 Project (10 minutes)

(3 minutes) Project Overview

  • Display the “Lesson 16 Slide”
  • Briefly go over the project overview
    • Overview: Designing a computing device that combines hardware and software requires a good deal of preparation. Starting with a clear plan can help you stay organized and identify issues ahead of time. A lot of work you do here will make it much easier to keep track of what you need to do once you begin creating your device, both the physical and software components.
  • The facilitator instructs participants navigate to Code Studio along with the facilitator (link is located in the slide deck) and shows participants how to find the resources available for this project (peer review doc, rubric, CS practices reflection, project guide, sample marked rubrics, sample peer review)

(7 minutes) Sample Projects

Facilitator Tip

As you share sample projects, you might also push participants to think about the different types of materials used in each sample project in a way that sparks thought into what materials they might have available for students to use for this project. Will students bring these materials to class? Will the school provide the materials?

The facilitator will share examples of student projects with the group. The facilitator may select to either use the examples provided in this agenda or substitute examples from his or her own students.

  • #HackAPumpkin Challenge: Middle school students use circuit playgrounds to create a themed pumpkin. Students design a theme and then code the circuit board to match with lights and sounds. Pie pumpkins are used so the carving is manageable in a block period. Pumpkins are submitted to the #HackAPumpkin challenge on twitter.


  • Circuit Stretch: This project was created by a seventh grade student. The app allows users to create a drawing using the circuit board or arrow keys on a computer. Users are able to reset their picture and start again. It replicates an etch a sketch. It is intended for any who would want to create a simple drawing on a computer.
    • Project Link
    • Note: If you are using the Maker App to demo this project, first use the above link to access this project in the web version of App Lab. Then remix the project. Once the project is remixed in the version on App Lab, you will be able to access the remixed version in your projects in the Maker App provided you are logged into the same account.