Concept: Collect Data (NYSCSDF Standard CT.2)
Tool: Micro:bit - MakeCode
A micro:bit is a small, programmable microcontroller designed to introduce coding and computational thinking. It features sensors, buttons, an LED display, and wireless communication capabilities, making it a versatile tool for STEM learning.
To collect data, the micro:bit uses built-in sensors such as:
Accelerometer – Detects motion, tilt, and shakes (e.g., for step counting).
Temperature Sensor – Measures ambient temperature.
Light Sensor – Detects changes in light levels.
Compass (Magnetometer) – Tracks direction and magnetic fields.
Data collected by the micro:bit can be displayed on its LED matrix, stored in variables, or transmitted to other devices for analysis.
For this activity, we will be focusing on using the Micro:bit’s accelerometer to count the amount of “steps” taken.
Step It Up! Turning Micro:bits into Tiny Personal Trainers
Objective:
Educators will use micro:bit’s accelerometer to collect the amount of steps taken in a given time.
Materials:
Computer with internet access
Access to MakeCode
Task:
Program micro:bit to collect the amount of “steps” you take in 30 seconds.
Instructions:
Activity Steps
Click on the Step Counter project and select the purple Start Tutorial button.
Follow the instructions to complete the project.
Click the Shake button for 30 seconds. How many “steps" did you take?
Reflection
How can you visualize the collected step data using tools such as graphs, spreadsheets, or external displays?
Could you use micro:bit’s accelerometer sensor for another project?
What are other technologies that are part of our daily lives that are similar to our micro:bit Step Counter?
Add your thoughts to our shared reflection journal.
Concept: Iterative Design Process(NYSCSDF Standard CT.10)
Tool: Ozobot Simulator
Today we are going to explore the iterative design process by using the Ozobot Simulator to code a shape all while enhancing the creativity and efficiency of your program.
Iterative Design with Ozobot
Objective:
To understand and apply the iterative design process using the Ozobot simulator to solve a problem.
Materials:
Computers or tablets with internet access
Access to the Ozobot Simulator
Task:
Create a program to make Ozobot trace a larger square using the simulator.
Instructions:
Introduction to the Iterative Design Process
The Iterative Design Process is creating a product step by step, where you keep improving it each time you try!
Steps in the iterative design process:
Planning: Define the project plan and objectives
Analysis and design: Analyze and design the product
Implementation: Implement the design
Testing: Test the product
Evaluation and review: Evaluate and review the product
Watch this video explaining how to use the simulator.
Create a basic path using the blocks to create a larger square (2x2) compared to the video tutorial showing a 1x1.
Run the simulation with your program.
Was your program successful?
What did you struggle with? What went well?
Make modifications to your program (if necessary) to create the large square (2x2).
Was your program successful?
What did you struggle with? What went well?
Make additional modifications to your program so that there are less steps.
What blocks did you end up using?
How did your modifications make your program more efficient?
Enhance your program! Add a little bit of pizzazz! Think about adding lights or different movements to your square.
Once your program is complete, generate the link and share it here with your thoughts. Here are directions on how to generate the shareable link.
Add your thoughts to our shared reflection journal.
Concept: Decomposition (NYSCSDF Standard CT.4)
Tool: Code.org - Hello World:Space
Code.org offers multiple lessons and activities you can share with your students. The Hello World series provides students the opportunity to become familiar with block based coding and introduce the features available in Code.org’s Sprite Lab.
Title: Decomposition with Code.org’s Hello World
Objective: Educators will use decomposition techniques to develop a simple program of their own by identifying and organizing the steps needed to achieve a desired outcome.
Materials:
Computer or tablet with internet access
Code.org account
**Please refer to the Code.org email that was sent on 3/3 for your account information.**
Task:
Complete Code.org’s Hello World: Space lesson.
Instructions:
Introduction to Decomposition
Decomposition is like breaking a big problem into smaller, easier pieces. Just like when you clean your room, you might first pick up your toys, then make your bed, and finally organize your books. In coding, we do the same thing! When we want to create a computer program, we split it into smaller steps or tasks. This makes it simpler to understand and build, just like it’s easier to clean your room when you take it one step at a time!
As we code our way through space, using Code.org’s Hello World: Space lesson, observe how this self-paced activity has you breaking down elements to solve a problem into a precise sequence of instructions.
Activity Steps
Log into Code.org and complete the Hello World: Space lesson that is assigned.
**Please use your assigned student code.org login for this.**
Reflection
During the lesson, when did the task require you to break it down into smaller steps?
How did breaking down a complex problem into smaller, manageable parts help you approach the coding process?
What strategies did you use to identify the key components of a problem to decompose it effectively?
Add your thoughts to our shared reflection journal.
Concept: Variables (NYSCSDF Standard CT.7)
Tool: Code.org - Code your own sports game
Code.org offers multiple lessons for educators to easily share with their students. Their Create your own sports game lesson covers many computational thinking standards but does have a unique focus on utilizing variables.
Variable Victory: Score Big in Your Custom Sports Game!
Objective:
Educators will be able to demonstrate their understanding of variables by designing and coding a custom sports game, utilizing variables to track a player’s score.
Materials:
Computer with internet access
Code.org Account
**Please refer to the Code.org email that was sent on 3/3 for your account information.**
Task:
Complete Code.org’s Create your own sports game lesson.
Instructions:
Introduction to Variables
A variable is a symbolic name that is used to keep track of a value that can change while a program is running.
Activity Steps
Log into Code.org and complete the Create your own sports game lesson that is assigned.
**Please use your assigned student code.org login for this.**
You may stop after completing Level 7.
Reflection
What variable is being used to track the progress of the game?
What challenges did you encounter when building the game?
How do you think you could remix this game to go along with your classroom content?
Add your thoughts to our shared reflection journal.
You did it! You completed week #3 of March Badgeness. Now it’s time to earn that badge!!
Reflection
This week, you expanded your knowledge of foundational coding concepts while exploring the Ozobot Simulator, using Make Code to program your virtual Micro:bit, and participated in a few Code.org lessons. As you reflect on what you’ve learned and your experiences with each activity, please fill out this Google Form to earn your badge.