1 of 88

Goldberg Gator�Engineering Explorers�Summer Camp 2022

Program Leader Trainings

Training #1

2 of 88

Introductions

Names, School, Camp

Names, School, Camp

Names, School, Camp

Names, School, Camp

Names, School, Camp

Names, School, Camp

Name, Role, School, Teaching Area

Undergraduate Leaders

Teacher Leaders

Names, School, Camp

Names, School, Camp

Names, School, Camp

Names, School, Camp

Names, School, Camp

Names, School, Camp

3 of 88

Camp Dates

Names, School, Camp

Names, School, Camp

Names, School, Camp

4 of 88

Training Goals

  • Understand the purpose and goals of the camp
  • Understand the role of the facilitator for the camp
    • Be able to guide students through the activities and help them acquire the skills the activity teaches
    • Understand the purpose of the icebreakers and what to focus on
    • Facilitate group work and critical thinking
  • Review the program activities to understand purpose, leader, and student roles
  • Practice Micro:bit activities to be able to troubleshoot with students during the camp

4

5 of 88

Camp Goals

5

Students will gain experience with computer science in a variety of real-world applications.�

Students will be able to solve a real-world problems using computational thinking and practices.�

Students will develop an increased interest for knowledge of how computational thinking is utilized to solve real-world problems.�

Diverse students will engage in practices that mirror the real world of work for scientists and engineers.

Students will be mentored in this program by like near-peers and industry mentors

Empower students to pursue a career in computer science

6 of 88

Camp Overview

6

This camp is an exciting opportunity to spend a week engaging in real-world engineering design projects using Micro:bits and sensors. Students will have opportunities to work with local industries and near-peer and like mentors in the field.

  • Day 1: Getting to know each other, computational thinking, and programming basics
  • Day 2: Completing a design challenge to build, modify and extend code to create new programs to solve a problem
  • Days 3-5: Design, prototype, engineer, and present a technological solution to a real-world problem

Week Overview

Skills and Concepts

  • Computational Thinking
  • System Thinking
  • Coding and Programming
  • Process Mapping
  • Solving Real-World Problems
  • Collaborating
  • Troubleshooting/Debugging
  • Constructive Feedback
  • Project Management
  • Real-World Communication Practices

7 of 88

7

Introductions

Programming Basics

Applications

Micro:bit Pet

Design Challenge

Technical Design Challenge: Empathize, Define, Ideate, Prototype 1, Test, & Refine

Technical Design Challenge: Prototype 2, Test, Refine,

Final Design

Final Design Pitch Presentations

BBC Micro:bit

Full Day Model

8 of 88

General Overview of Daily Schedule

8

Welcome

Computational Thinking

Ice Breaker

Programming Activities

Design Challenges

Lunch and Outside Playtime

Programming Activities

Design Challenge

Continued

Wrap Up & Recap the Day

7 – Hour Day 8 AM – 3 PM

9 of 88

Training Schedule

9

Date

Overview of program  

Camp Day 1

    • Introduction into coding and Micro:bit

Date

Camp Day 2

    • Designing Micro:bit Pet and extensions

Date

Camp Days 3-5

    • Technical Design Challenge 

Date

Open support 

10 of 88

Training Plan 

10

Introduce

Introduce the Activity

Review

Review what students and instructors are doing in each activity

Practice

Practice all activities

Understand

Understand topic and goals

Complete

Complete selected activity

11 of 88

Monday

11

Programming Basics

Coding Applications

Icons & Strings

Debug

Loops

Logic

Programming Language

Micro:bit & MakeCode

Computational Thinking

Process Mapping

Program a Game

Data Collection

Introductions

Build Foundation

12 of 88

Icebreaker 1:

12

Purpose

    • Introductions
    • This teaches students that computers work by following direct instructions, even when it does not make sense

Students

    • Have students sort themselves by their birthdays without talking 
      • Allows them to introduce themselves
    • Have students draw a picture from the instructions that you give exactly. 

Instructors

    • Give instructions for first activity 
    • Give the students instructions on how to draw a picture of some form (ex a house using multiple steps, or a star)
      • Repeat 1-2 times with students giving directions on what to draw

Camp Time: 40 min   Training Time: 5 min

13 of 88

Introductions:

  • Briefly go over the norms of group work 
    • Express the camps expected norms (can be found in the activity guide also):
      • Ask questions
      • Be present
      • Treat others with respect
      • Share your thoughts
      • Keep an open mind
      • Do your part
      • Treat technology and tools with care
      • Listen with intent

Camp Time: 20 min Training Time: 2 min

13

14 of 88

Small Group Activities:

14

Process Mapping

Goal is for the students to learn and understand process mapping and how it connects to programming

Students

Have students map out their morning routines step by step

Have students then map out how to make a peanut butter and jelly, being very specific and stating each step

Have students share these maps and see the differences between each person's processing

Instructors

Facilitate activity by expressing the reason for why each step is important to explain and how it translates to computer programming

Camp Time: 30 min Training Time: 10 min

Inputs

Outputs

Decisions

Actions/

Steps

Process Map Key

The start of your process

The end result of your process

The steps in the process: how to get from the start to the end

Questions or choices that can change the flow of the process

Show the direction of the steps in the process

15 of 88

Small Group Activities:

  • Micro:bit Name Badge
    • Goal is for the students to learn the basics of Micro:bits and basic coding skills
  • Students
    • Have students make a process map for their name badge including forever loop and pauses
    • Have students code their basic name badge
    • Have students download their code and show their name badge
    • Have students add more to their name tag such as sounds or more icons
  • Instructors
    • Show the students the code blocks and point out the ones they may need to use for the activity
    • Walk students through how to download code onto the Micro:bit
    • Show the students more complex examples, including input and output codes (ex. noise, flashing, etc.) 

Camp Time: 30min Training Time: 5 min

15

16 of 88

Small Group Activities:

  • Understanding Logic
    • Goal is for the students to understand the logic of code using computational thinking
  • Students
    • Have students create a process map of an if/then code for the ice cream scenario where it is a variable and depending on the value the micro:bit displays an icon
      • Students will need to make a variable labeled "ice cream" for this code
  • Instructors
    • Explain the usage use of if/then codes and explain the use for an ice cream variable that students will code 
    • Have students code a basic example and then a more complex example with a higher range of numbers (ex. 0-2 versus just ice cream=1)

Camp time: 30 min Training Time: 8 min

16

17 of 88

Small Group Activities:

  • Troubleshooting and Debugging 
    • Goal is for the students to understand coding and processes and be able to identify where the code when wrong
  • Instructors
    • Give students the "bugged" example and have them copy the "bugged" code and try to load it onto Micro:bit
  • Students
    • Identify the "bug" and solution to fix it
      • Repeat this twice with both examples given in the Activity Guide

Camp Time: 30 min Training Time: 8 min

17

18 of 88

Small Group Activities:

  • Problem Solving 
    • Students are introduced on how to solve a problem like a computer using computational thinking
  • Students 
    • Have students brainstorm ideas of problems or situations that a computer can solve, identify the type of problem listed and create a process map. 
  • Instructor
    • Give students the instructions and assist when needed. 

Camp Time: 20 min Training Time: 3 min

18

19 of 88

Coding Applications:

19

Creating Rock, Paper, Scissors Game

Students can use their coding knowledge to program a micro:bit to play a game of rock, paper, scissors game against it

Students

Have students create a process map 

Have students follow the process map to create the program

Have students play against the micro:bit

Have students add different lights or flashes during the game

Repeat playing the game

Instructor

Guide students through the program requirements

Assist students when needed 

Camp Time: 60 min Training Time: 30 min

Pick Random

Rock, Paper, Scissors

Shake to Start

Show Different Icons

Play Rock, Paper, Scissors

Actions Process Map

Show Countdown to start game

20 of 88

Rock Paper Scissors

Process Mapping

  1. Review the process map for the ACTIONS we created for the Micro:bit to play Rock, Paper, and Scissors.
    • Recall the process map symbols
    • What is the input? What is the output?
    • Which actions do you think need to happen to get the end result?
  2. Create a process map for the CODE you will need to make the actions happen
    • What kinds of code blocks will you need?
    • What kind of input do you want use to start the game?
    • What is the sequence the code needs to run in?
    • How could you use Logic to make different actions happen based on different inputs?

Program Requirements

  1. Micro:bit needs a countdown to start playing the game – just like you say “Rock, Paper, Scissors, Shoot!”
  2. Micro:bit needs to randomly choose between Rock, Paper, or Scissors
  3. Micro:bit needs to display an icon for Rock, Paper, or Scissors
  4. Micro:bit needs an input to know when to start the game

Add More to the game!

Micro:bit needs to have at least one of the following:

  • Different number of flashes for each of the Rock, Paper, or Scissor icons
  • Play different tones for Rock, Paper, or Scissors
  • Display different lights or flashes of lights for Rock, Paper, or Scissors

Code It!

  1. Use the MakeCode editor to map out code to play rock, paper, and scissors.
  2. Test your code periodically using the simulator or Micro:bit to identify any bugs or test your sequence.

Pick Random

Rock, Paper, Scissors

Shake to Start

Show Different Icons

Play Rock, Paper, Scissors

Actions Process Map

Show Countdown to start game

D1A3.1 S

21 of 88

Rock Paper Scissors

Process Mapping

  1. Review the process map for the ACTIONS needed for the Micro:bit to play Rock, Paper, and Scissors.
    • Recall the process map symbols
    • What is the input? What is the output?
    • Which actions do you think need to happen to get the end result?
  2. Create a process map for the CODE you will need to make the actions happen
    • What kinds of code blocks will you need?
    • What kind of input do you want use to start the game?
    • What is the sequence the code needs to run in?
    • How could you use Logic to make different actions happen based on different inputs?

D1A3.1 S

22 of 88

Coding Applications

  • Collect Light Intensity Data and Create an Automatic Light
    • Students will use coding knowledge to collect light intensity data, they will collect, plot and analyze data to establish a relationship between light intensity and distance. 
  • Students
    • Students will create a process map and use that to code to collect and graph data.
    • Students will then measure from multiple distances to collect and record data. They will take the data and create a chart using a line graph.
  • Instructors
    • Explain the goals and instructions
    • Assist when needed

Camp Time: 75 min Training Time: 30 min

22

23 of 88

Goldberg Gator�Engineering Explorers�Summer Camp 2022

Program Leader Trainings

Training #2

24 of 88

Tuesday

24

Design a Micro:bit Pet

    • Design Thinking Process

Design a Micro:bit Pet Extension

    • More Advanced Programming

Technical Design Challenge

    • Mentor Presentations
    • Design Teams

*Design Challenge theme to be determined from either mentors or donor

Design Challenges

25 of 88

Design Cycle

25

Stanford Design Thinking Model

26 of 88

Designing Micro:bit Pet

  • Goals
    • Students will understand the design challenge, will use the design thinking process to identify users' needs and create a design plan. Students will execute the programing skills learned and map out the actions and functions of the design. 
  • Students
    • Have students will find a partner and interview them to attain what kind of pet their partner wants
    • Have students to define their design criteria and ideate Micro:bit pet designs. 
    • Have students receive feedback from their partner on their ideas
    • Have students create  prototype 1 and receive feedback on the protype.
    • Have students create prototype 2 and receive feedback on second prototype.
    • Have students finalize design and create the Micro:bit Pet
    • Have students present the pet and create an adoption advertisement on FlipGrid

26

27 of 88

Designing Micro:bit Pet

  • Instructors
    • Outline the goals and instructions for the activity 
    • Guide timing for the students and ensure they are on the right track with their pets
    • Assist when students are stuck

Camp Time: 225 min Training Time: 20 min

27

28 of 88

Micro:bit Pet Overview

Empathize

Define

Ideate

Ideate Test & Refine

(Leader & Student)

Prototype 1

Prototype 1 Test & Refine

(Student)

Prototype 2

Prototype 1 Test & Refine

(Student)

Final Design

Adoption Advertisement

Extension Activities

    • Communicate - Bluetooth
    • Movement - MicroServo
    • Sensor - Accelerometer
    • Sensor - Ultrasonic Detector

Refinement Tracker Between Ideate, P1, P2, Final Design

29 of 88

Empathize

Define

Ideate

Test & Refine (Feedback)

With students you will take each step of the design cycle at a time – the activities are mapped in the activity guide.

To optimize time in the training, we will review a group of them together

You will then go into Breakout Rooms to work with a partner on the cluster of steps

30 of 88

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Empathize: Get to know your product users

Before you start designing a Micro:bit pet, you need to learn what its future owner would like in a robot pet. Interview your partner to learn about the kid of pet they would like to have designed for them.

What kind of pets does your partner want? (an Animal? Insect?)

>

What are the attributes they would like in their pet?

Looks:

Size:

Emotions:

Movements:

Sounds:

How does the owner want to interact with their pet?

Designer Name:

Pet Owner Name:

D2A2 S

31 of 88

User Problem Statement: *Pet Owner Name* needs a pet that…..

Which Micro:bit inputs and features do you need to use? (Buttons, LEDs, Accelerometer, etc.)

>

What are the required tools and materials needed for the project?

(Add-ons to Micro:bit: buttons, lights, paper, tape, drawing tools, etc.)

>

Are there any constraints to the design based on resources?

>

Are there any other details you need to ask the other team about for their pet?

>

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Define: the design criteria for the product

Designer Name:

Pet Owner Name:

D2A2 S

32 of 88

Draw 4 versions of what the Micro:bit pet could look like based on the interview. Label the parts of the pet.

Draw what each of the actions (emotions, sounds, etc.) will look like. Note in the drawing which inputs would start each of the actions.

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Ideate: Brainstorming the initial design

Designer Name:

Pet Owner Name:

D2A2 S

Printed

33 of 88

Group Leader Checkpoint: Get feedback from another group leader in the room. Make any design changes after the feedback.

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Test and Refine: Feedback from users to make refinements

Designer Name:

Pet Owner Name:

Group Leader Name:

D2A2 S

34 of 88

Ideate User Feedback: Get feedback from your partner (the user). Make any design changes after the feedback.

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Test and Refine: Feedback from users to make refinements

Designer Name:

Pet Owner Name:

Feedback Partner Name:

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

D2A2 S

35 of 88

Prototype

36 of 88

Instructions:

  1. Grab a blank sheet of paper and label it: PROTOTYPE 1 with your name at the top
  2. Create 2 process maps for the (1) ACTIONS of the Micro:bit pet and the (2) CODE you are going to use to create the pet. Label the process maps.
  3. Begin building a prototype of your Micro:bit pet based on the design ideas you came up with in the ideate stage.
  4. Add any additional resources you may have used to the DEFINE page of the design plan.
  5. Answer the questions on the REFINEMENT page to track the changes in your design

Design a Micro:bit Pet

Prototype: Building and testing different designs

PROTOTYPE 1

Design Plan – Micro:bit Pet

Actions Process Map

Code Process Map

Example Paper

Name

Prototype 1

D2A2 S

Set Up on Blank Paper

37 of 88

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Refinement: Making and tracking changes to the design

Designer Name:

Pet Owner Name:

Stage

What stayed the same from your previous design? How does it support the problem statement?

What changed from your previous design? How does it support the problem statement?

Ideate to Prototype 1

>

>

Prototype 1 to Prototype 2

>

>

Prototype 2 to Final Design

>

>

D2A2 S

38 of 88

Prototype 1 User Feedback: Get feedback from your partner (the user). Make any design changes after the feedback.

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Test and Refine: Feedback from users to make refinements

Designer Name:

Pet Owner Name:

Feedback Partner Name:

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

D2A2 S

39 of 88

Instructions:

  1. Grab a blank sheet of paper and label it: PROTOTYPE 2 with your name at the top
  2. Create 2 process maps for the (1) ACTIONS of the Micro:bit pet and the (2) CODE you are going to use to create the pet. Label the process maps.
  3. Begin building a prototype of your Micro:bit pet based on the design ideas you came up with in the ideate stage.
  4. Add any additional resources you may have used to the DEFINE page of the design plan.
  5. Answer the questions on the REFINEMENT page to track the changes in your design

Design a Micro:bit Pet

Prototype: Building and testing different designs

PROTOTYPE 2

Design Plan – Micro:bit Pet

Actions Process Map

Code Process Map

Example Paper

Name

Prototype 2

D2A2 S

Set Up on Blank Paper

40 of 88

Prototype 2 User Feedback: Get feedback from your partner (the user). Make any design changes after the feedback.

Design Plan – Micro:bit Pet

Design a Micro:bit Pet

Test and Refine: Feedback from users to make refinements

Designer Name:

Pet Owner Name:

Feedback Partner Name:

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

D2A2 S

41 of 88

Instructions:

  1. Grab a blank sheet of paper and label it: FINAL DESIGN with your name at the top
  2. Create 2 process maps for the (1) ACTIONS of the Micro:bit pet and the (2) CODE you are going to use to create the pet. Label the process maps.
  3. Begin building a prototype of your Micro:bit pet based on the design ideas you came up with in the ideate stage.
  4. Add any additional resources you may have used to the DEFINE page of the design plan.
  5. Answer the questions on the REFINEMENT page to track the changes in your design

Design a Micro:bit Pet

Prototype: Building and testing different designs

Final Design

Design Plan – Micro:bit Pet

Actions Process Map

Code Process Map

Example Paper

Name

Final Design

D2A2 S

Set Up on Blank Paper

42 of 88

  • Create a flyer advertisement using Word or PowerPoint to showcase the pet you designed for adoption. 
  • The advertisement has to have the following information:

Description

    • A written description of the Micro:bit pet to create vivid images for the reader. 
      • Use facts, specific information that can be proven, in the description.
    • Describe how to interact with the pet
      • Which inputs to use

Special Attributes and Features

    • Provide an example of something you think people would want to know about your Micro:bit pet.
    • Write an explanation to connect the design of your pet to the wants and needs of the users.

Picture

    • Image of your Micro:bit Pet

Personal Story

    • Write a personal anecdote, a short story, about an experience you have with the Micro:bit pet.

  • AFTER you create the flyer for the Micro:bit pet you designed,  create an advertisement for the Micro:bit pet.
  • The presentation should include you talking about:
    • Introduce the problem statement
    • Introduce the Micro:bit pet
      • Description of the pet
      • How to interact with the pet
      • Special attributes
    • Why you should adopt this pet
      • A personal story/anecdote
    • How it met the owner’s wants and needs
    • A challenge you had to overcome when designing the pet from ideas to real-life

Adoption Advertisement

D2A2 S

43 of 88

Description

  • Write a description of the Micro:bit pet to create vivid images for the reader.
  • Use facts, specific information that can be proven, throughout the description.

  • How to interact with the pet
    • Which inputs to use

Personal Story

  • Write a personal anecdote, a short story, about an experience you have with the Micro:bit pet.

Picture

Special Attributes and Features

  • Provide an example of something you think people would want to know about your Micro:bit pet.
  • Write an explanation to connect the design of your pet to the wants and needs of the users.

Adoption Advertisement

Pet Name:

___________________

D2A2 S

Set Up on own PowerPoint slide

44 of 88

Extension Activities

  1. Communicate - Bluetooth
  2. Movement - MicroServo
  3. Sensor - Accelerometer
  4. Sensor - Ultrasonic Detector

45 of 88

Designing Micro:bit Pet Extension

  • Bluetooth Communication
    • Students will gain more practice on advanced programing with the Micro:bit
  • Students
    • Have students create a process map for a walkie talkie usage
    • Have students use the process map to create a basic code
    • Have students expand on this code and communicate with another student
  • Instructor
    • Facilitate activity by giving instructions
    • Ensure each group is on a different frequency 
    • Assist when needed

Camp Time:30 min Training Time: 10 min

45

46 of 88

COMMUNICATE

Using the Bluetooth function (radio) of the Micro:bit, work with a partner to have your Micro:bit pets talk with each other.

Things to consider:

  • Need to have matching radio numbers (provided by group leader)
  • Need to send “strings” as inputs for different actions
  • Process map your actions and codes
  • Add loops and logic to support your actions

Micro:bit Pet Talk Process Map

Actions

Code Essentials:

Hear message from other radio

Push Button

Message sent

Audio sends to other radio

Talk into Radio

Design a Micro:bit Pet

Extend Challenge: Design a way for your Micro:bit pets to communicate, move, or sense its surroundings

Design Plan – Micro:bit Pet

Designer Name:

Pet Owner Name:

D2A3 S

47 of 88

Designing Micro:bit Pet Extension

  • Movement with Servo Motor
    • Students will gain more practice on advanced programing with the Micro:bit
  • Students
    • Students will create a process map and then use to map to code the servo motor
    • Have students experiment with different coding to create more motion and more advanced movement
  • Instructor
    • Facilitate activity by giving instructions
    • Assist when needed

Camp Time:30 min Training Time: 10 min

47

48 of 88

MOVEMENT

Using a Servo Motor program the Micro:bit to move when commanded.

Things to consider:

  • Servo Motor write locations are 0-360
  • Wire the Servo correctly
  • Make sure you are programming the correct pin
  • Servo Motors work best in Pins 0-3

Micro:bit Pet Move Process Map

Actions

Code

Reset

Push Button (Input)

Action Complete

Motion 2

Motion 1

Design a Micro:bit Pet

Extend Challenge: Design a way for your Micro:bit pets to communicate, move, or sense its surroundings

Design Plan – Micro:bit Pet

Designer Name:

Pet Owner Name:

D2A3 S

49 of 88

Designing Micro:bit Pet Extension

  • Reaction to Sensors- Ultrasonic Detector
    • Students will gain more practice on advanced programing with the Micro:bit
  • Students
    • Students will create a process map and then use to map to code the  ultrasonic detector
  • Instructor
    • Facilitate activity by giving instructions and help add the sonar extension 
    • Assist when needed

Camp Time:30 min Training Time: 10 min

49

50 of 88

SENSOR

This sensor is built into the Micro:bit and detects when the Micro:bit experiences different types of motion.

Things to consider:

  • Check the threshold and direction of the accelerometer sensor

Micro:bit Pet Movement Process Map

Actions

Code

Else: be happy

Input

(Movement)

Senses and reacts to motion

Show Reaction

Design a Micro:bit Pet

Extend Challenge: Design a way for your Micro:bit pets to communicate, move, or sense its surroundings

Design Plan – Micro:bit Pet

Designer Name:

Pet Owner Name:

D2A3 S

51 of 88

SENSOR

This sensor is external to the Micro:bit and detects distance from the sensor.

Things to consider:

  • The units for the detector distance
  • The threshold for the detector

Micro:bit Pet Distance Detector Process Map

Actions

Code

Else: be happy

Input

(Distance < 2 in.)

Senses and reacts to something being close or far

Show Sad Reaction

Design a Micro:bit Pet

Extend Challenge: Design a way for your Micro:bit pets to communicate, move, or sense its surroundings

Design Plan – Micro:bit Pet

Designer Name:

Pet Owner Name:

D2A3 S

52 of 88

Goldberg Gator�Engineering Explorers�Summer Camp 2022

Program Leader Trainings

Training #3

53 of 88

Technical Design Challenge

53

54 of 88

Technical Design Challenge Overview

Design Challenge Introduction, Team Creation, Roles, Norms, Project Management (Kanban)

Empathize (Interview)

Define

Ideate

Ideate Test & Refine

(Mentor & Peer)

Prototype 1

Prototype 1 Test & Refine

(Mentor & Peer)

Present Prototype 1

Progress Check (Gallery Walk)

Update Kanban Board

Prototype 2

Prototype 2 Test & Refine

(Mentor & Peer)

Final Design

Final Design Plan Presentation

Progress Check (Jigsaw Design Plan)

Kanban Update

Final Design Prep

Create Pitch Presentation

Present

Refinement Tracker Between Ideate, P1, P2, Final Design

S groups = 4

55 of 88

Design Challenge

55

Introduction Day

    • Students will understand the design challenge and how the engineering design process works
    • Students will learn how to interview to gather information, teamwork, and project management

Students

    • Students will listen to the mentor presentations and learn about their experiences
    • Students will create teams of 4, team roles, and team norms
    • Students will produce four design ideas and present them 
    • Students will create a kanban board

Instructors

    • Explain the challenge and make sure students are on the right track
    • Walk through the worksheets with the student

Camp Time: 60 min

56 of 88

Design Team Member Names:

Team Roles and Norms

As a team, discuss what roles are important for the success of your design task and assign the roles to the members.

List the norms that you want your team to follow during the whole design process.

Team Norms:

  1. Write Norms for working together
  2. Remember our group Norms

Role

Team Member

Lead Designer

Interview the user, inform the engineers and programmers to users, interface back with the user, lead design brainstorming, provide feedback for prototypes

Lead Engineer

Work with the designer to make something that will actual work, identify the actions and technology needed for the design, process maps the actions

Lead Programmer

Create the code to use the technology and program any actions, process map the code

Lead Communicator

Interview the user, Run Kanban Board, check on tasks, make sure everyone is documenting and communicating, lead on the design pitch and progress presentations

Whole Group

Construct prototypes

D2A4 S

57 of 88

Design Group Kanban Board.

  • Team members decide which tasks are assigned to who and create sticky notes for each task and place them under To Do column.
  • At the end of each day, each member moves the sticky notes to the corresponding column.

Name

To Do

In Progress

Testing & Refining

Complete

Johnny

Sally

Task 1

Task 2

Task n

Task 1

Task 2

Task n

58 of 88

Whole Group Kanban board.

At the end of each day, students will move sticky notes containing specific tasks to the corresponding stage of the design process.

Interview mentor.

Define design criteria.

Brainstorm about design ideas.

Talk to mentor about design ideas and get feedback.

Talk to another group about design ideas and get feedback.

Build and test prototype 1.

Talk to mentor about prototype 1 and get feedback.

Talk to another group about prototype 2 and get feedback.

Build and test prototype 2.

Talk to mentor about prototype 2 and get feedback.

Talk to another group about prototype 2 and get feedback.

Present prototype 1.

Present prototype 2.

Build and test final design.

Talk to mentor about final design and get feedback.

Talk to another group about final design and get feedback.

Present final design.

Sample sticky notes to provide to students.

59 of 88

Wednesday

59

Empathize

(Interview User)

Define

(Determine Product Needs)

Ideation

(Brainstorm)

Prototype Version 1

Mentor Feedback

Peer Feedback

Refine

Check-In: Present Refined Prototype 1

(Gallery Walk)

Design Cycle

60 of 88

Design Challenge

60

Icebreaker-Sorting Networks

    • Students will use their team working skills and computational thinking to solve a problem. 

Students

    • Students will make pairs, pairs will step into the box drawn, introduce themselves, and decide which letter or number comes before (right) or after (left) the box. Then students will repeat this process until the the end is reached. 

Instructors

    • Ensure that the students are continuing moving and asisst when stuck

61 of 88

Design Challenge�Cont.

61

    • Students will go through the cycle of engineering design process and experience a rapid prototyping testing challenge 

Design Challenge Continued 

    • Have students interview their mentor to get to know more information about the design process and the design needs. 
    • Have students define the design criteria and needs. 
    • Have students brainstorm 4 versions of the design and names for them 
    • Students will receive feedback form their mentor and another design team.
    • Students will build prototype 1 and receive feedback 
    • Students will refine their initial prototype and present their prototype in a gallery walk 
    • Students will update the Kanban board 

Students

    • Assist students in creating their model when needed 

Instructors 

Camp Time: 310 min

62 of 88

Technical Design Challenge

For this training, your “problem” is that I (and maybe you) continue to sleep through my alarm and need to create a more aggressive alarm clock.

You will be put into pairs and go through the design process up to an initial prototype.

63 of 88

User Design Request

  • Help! My alarm clock no longer wakes me up, I sleep with the television on, and the alarm sounds are no longer jarring enough to wake me up. This is hindering my work as I am always late and having to rush. I can’t keep missing my morning events.

  • This is a personal example to understand the goals of the design challenge. Students will have industry related ‘problems’ to design solutions for.

64 of 88

Empathize: Get to know your product users

Interview your mentor to get information about your design plan.

Choose a mentor who is working for a company focusing on designs like yours.

Design Team Member Names:

Design Attributes

What are the attributes of your design?

  • Looks:

  • Size:

  • Emotions (if any):

  • Movements (if any):

  • Sounds (if any):

  • How can the users interact with the design (if possible)?

Get to know the intended users

  • Who are the intended users of your design?

>

  • What are the needs of the users?

>

Purpose of the design

  • What is the purpose of your design?

>

  • How will your design help the intended users (if applicable)?

>

D3A2 S

65 of 88

User Problem Statement: *User* needs a way to…..

Which Micro:bit inputs and features do you need to use? (Buttons, LEDs, Accelerometer, etc.)

>

What are the required tools and materials needed for the project? (Add-ons to Micro:bit: Servo motors, external buttons, sensors, lights, paper, tape, etc.)

>

Are there any constraints to the design based on resources?

>

Are there any other details you need to ask the mentors about the design materials and constraints?

>

Design Team Member Names:

Define: Set design criteria for the product

D3A2 S

66 of 88

Design Team Member Names:

Ideate: Brainstorm initial designs

Draw 4 versions of what your design could look like based on the interviews. Label the parts of the design.

Draw what each of the actions (sensors, movements, etc.) will look like. Note in the drawing which inputs would start each of the actions.

Brainstorm a few names for your product:

D3A2 S

Printed

67 of 88

Ideate Mentor Feedback: Get feedback from your mentor or teacher. Identify and make any design changes after the feedback.

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

D3A2 S

Test and Refine: Feedback to make refinements

REPEATED FOR PEER FEEDBACK

68 of 88

Prototype: Build and test different designs

PROTOTYPE 1

Design Team Member Names:

D3A2 S

Instructions:

  1. Grab a blank sheet of paper and label it: PROTOTYPE 1 with your name at the top
  2. Create 2 process maps for the (1) ACTIONS of the Micro:bit and the (2) CODE you are going to use to create the design. Label the process maps.
  3. Begin building a prototype of your design based on the ideas you came up with in the ideate stage.
  4. Add any additional resources you may have used to the DEFINE page of the design plan.
  5. Answer the questions on the REFINEMENT page to track the changes in your design

Actions Process Map

Code Process Map

Example Paper

Names

Prototype 1

Set Up on Blank Paper

69 of 88

Stanford Design Model

Empathize

Define

Ideate

Test & Refine (Feedback)

Prototype

70 of 88

Prototype 1 Mentor Feedback: Get feedback from your mentor or teacher. Identify and make any design changes after the feedback.

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

D3A2 S

Test and Refine: Feedback to make refinements

REPEATED FOR PEER FEEDBACK

71 of 88

Refinement: Making and tracking changes to the design

D3A2 S

Stage

What stayed the same from your previous design? How does it support the problem statement?

What changed from your previous design? How does it support the problem statement?

Ideate to Prototype 1

>

>

Prototype 1 to Prototype 2

>

>

Prototype 2 to Final Design

>

>

72 of 88

  1. Present your User Problem Statement and users
  2. Show and demonstrate your prototype
  3. When presenting, show and explain the following:
    • The actions process map showing your prototype’s intended function.
    • The program (codes and sequence) on your MakeCode editor.
    • How your designs changed from ideate to prototype 1
    • What are your next steps?
  4. Move the sticky notes on the Kanban board to show where you are on your Design Challenge and what needs to be done to complete it.

Progress Check In: Present Prototype 1

Design Team Member Names:

Present your prototype to the whole group. Use the following to guide your presentation.

Presentation

73 of 88

What I like about the design

What I have questions about

Set Up on Chart Paper

74 of 88

Goldberg Gator�Engineering Explorers�Summer Camp 2022

Program Leader Trainings

Training #4

75 of 88

Thursday

75

Prototype Version 2

Mentor Feedback

Peer Feedback

Refine

Final Product Design

Begin Final Product Build

Check-In: Present Prototype 2 to Final Build Ideas

Design Cycle

76 of 88

Design Challenge

  • Design Challenge Continued 
    • Students will go through the cycle of engineering design process and experience a rapid prototyping testing challenge 
  • Students
    • Students will build prototype 2 and receive feedback 
    • Students will refine their prototype and begin a final design plan and presentation
    • Students will create a jigsaw design plan 
    • Students will update the Kanban board 
  • Instructors 
    • Assist students in creating their model when needed 

Camp Time: 360 min

76

77 of 88

Prototype: Build and test different designs

PROTOTYPE 2

Design Team Member Names:

D3A2 S

Instructions:

  1. Grab a blank sheet of paper and label it: PROTOTYPE 2 with your name at the top
  2. Create 2 process maps for the (1) ACTIONS of the Micro:bit and the (2) CODE you are going to use to create the design. Label the process maps.
  3. Begin building a prototype of your design based on the ideas you came up with in the ideate stage.
  4. Add any additional resources you may have used to the DEFINE page of the design plan.
  5. Answer the questions on the REFINEMENT page to track the changes in your design

Actions Process Map

Code Process Map

Example Paper

Names

Prototype 2

Set Up on Blank Paper

78 of 88

Prototype 2 Mentor Feedback: Get feedback from your mentor or teacher. Identify and make any design changes after the feedback.

What I like about the design

>

Questions I have about the design

>

What I do not like about the design

>

I want the creator to know…

>

For Design Group - Identify Refinements

What I agree with about the feedback:

>

What I disagree with about the feedback:

>

What is going to change about the design in the next version:

>

D3A2 S

Test and Refine: Feedback to make refinements

REPEATED FOR PEER FEEDBACK

79 of 88

Prototype: Build and test different designs

Final Design

Design Team Member Names:

D3A2 S

Instructions:

  1. Grab a blank sheet of paper and label it: Final Design with your name at the top
  2. Create 2 process maps for the (1) ACTIONS of the Micro:bit and the (2) CODE you are going to use to create the design. Label the process maps.
  3. Begin building a prototype of your design based on the ideas you came up with in the ideate stage.
  4. Add any additional resources you may have used to the DEFINE page of the design plan.
  5. Answer the questions on the REFINEMENT page to track the changes in your design

Actions Process Map

Code Process Map

Example Paper

Names

Final Design

Set Up on Blank Paper

80 of 88

Design Team Member Names:

Present your plan for your final design to the whole group. Use the following to guide your presentation.

Progress Check In: Present Final Design Plan

  1. Present your User Problem Statement and users
  2. Show and demonstrate your prototype
  3. When presenting, show and explain the following:
    • The actions process map showing your prototype’s intended function.
    • The program (codes and sequence) on your MakeCode editor.
    • How your designs changed from Prototype 1 to prototype 2 to Final Design
    • What are your next steps?
  4. Move the sticky notes on the Kanban board to show where you are on your Design Challenge and what needs to be done to complete it.

D3A2 S

Presentation

81 of 88

Progress Check In: Present Final Design Plan

Jigsaw – Each member of your design group will break off into a new group. You will represent your design group in your new small group. Each design group representative will present their design update and receive feedback.

What I like about the design

What I do not like about the design

Questions I have about the design

What I like about the design

What I do not like about the design

Questions I have about the design

What I like about the design

What I do not like about the design

Questions I have about the design

What I like about the design

What I do not like about the design

Questions I have about the design

D3A2 S

Printed

82 of 88

Friday

82

Complete Final Product Build

Develop Design Product Pitch Presentation

Showcase product & design process

Feedback From Audience

Celebrate!

Professional Presentation

83 of 88

Final Design Prep

  • Students have time to finalize their designs after the jigsaw feedback and before creating their pitch presentations.

84 of 88

  • Create Pitch Presentation with your design team
  • Create a 5-minute pitch presentation to showcase their final design. They will use the following points as a guide for their presentation. Each student will be assigned one of the talking points below:
    • Introduce the problem statement, Introduce the Product: Name, the users, the purpose (Communicator)
    • How does your product meet the user’s needs? Demonstrate what your final product can do. (Designer)
    • Explain how the designs changed from the ideate, prototype stages 1 and 2, and the final design? (Engineer)
    • What was the biggest challenge or barrier your group had to overcome while moving from ideas on paper to a final product? (Programmer)
    • What could be improved about the product? (Communicator)
  • We will then hold a “pitch competition” where each design team will present their design products and receive votes.

Present Final Design

Design Team Member Names:

Present your final design to the whole group. Use the following to guide your presentation.

Design Name: _______________

D3A2 S

85 of 88

Final Design Presentation Rubric Chart

Product Name:

Category

Rating 1-5 (1 lowest, 5 highest)

The final product has a clear purpose.

The final product meets the users needs.

There was a clear progression in product design from each of the design stages. (Ideate, Prototype 1, Prototype 2, Final Design)

The design team was able to identify and explain how they overcame a barrier in the design process.

The design team had a firm understanding of where future improvements could be made.

The pitch presentation was organized and easy to understand.

Total Points

______/30 points

D3A2 S

86 of 88

Design Rubric

 

Capstone

Milestones

Benchmark

4

3

2

1

Empathize

Define Design Criteria

Demonstrates the ability to construct clear and accurate design criteria with evidence of all relevant factors including design users, purpose, attributes and requirements to build the design.

Demonstrates the ability to construct clear and accurate design criteria with evidence of most, but not all relevant factors including design users, purpose, attributes and requirements to build the design

Begins to demonstrate the ability to construct clear and accurate design criteria with evidence of all relevant factors, but design requirements are incomplete.

Demonstrates a limited ability in constructing design criteria or defining relevant factors.

Identify and Propose Design Ideas

Proposes one or more design ideas that indicates a deep comprehension of the needs of the user.

Proposes one or more design ideas that indicates a superficial comprehension of the needs of the user.

Proposes one design idea that is “off the shelf” rather than individually designed to address the specific needs of the users.

Proposes a design idea that is difficult to evaluate because it is vague or only indirectly addresses the needs of the users

Test and Refine Design

Evaluation of design is deep and elegant (for example, contains thorough and insightful explanation) and includes, deeply and thoroughly, all of the following: user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Evaluation of design is adequate (for example, contains thorough explanation) and includes the following: user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Evaluation of design is brief (for example, contains thorough explanation) and includes some of the following: user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Evaluation of design is superficial and lacking explanation of one or more of following: user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Final Design Presentation/Implementation

Presents and desmonstrates the final design in a manner that addresses thoroughly and deeply multiple factors including all fo the following: user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Presents and desmonstrates the final design in a manner that addresses thoroughly and deeply multiple factors including some of the following: user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Presents and desmonstrates the final design but ignores relevant contextual factors such as user needs, reviews feedback from mentor and peers, examines doability of solution, and weighs impacts of solution.

Did not present nor demonstrate the final design.

87 of 88

Design Challenge

87

Design Challenge Continued 

Students will go through the cycle of engineering design process and experience a rapid prototyping testing challenge 

Students

Students will create final design and a pitch presentation

Students will pitch their design and receive feedback

Instructors 

Assist students in creating their model when needed 

Camp Time: 360 min

88 of 88

Technical Design Challenge Topics

  1. Create a product that senses the speed of an object and have lights correlate to the speed
  2. Create a product that when a certain temperature is reached a fan is turned on
  3. Create a product that take a signal from a different Micro:bit and uses that signal to change a stoplight to red or green