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SUMMER CAMP

PIPERBOT,LET’S BUILD A FULLY FUNCTIONING COMPUTER!

YES PIP! AND I BET WE CAN EVEN LEARN TO USE ARTIFICIAL INTELLIGENCE!

2025

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7-8

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Base Station

  • Getting Started
  • Blink
  • Traffic Light
  • Traffic Light PCBA
  • Speech Command
  • Pose Detect

Beam Break

  • Beam Break
  • Car Race

Robotics

  • Walker Race
  • Walker Dance
  • Walker Detect
  • Game Controller
  • DJ Piperbot
  • Disco Dazzler
  • Walker Controller
  • Canyon Slide
  • Runaway Rover
  • Rover Sensor Steering
  • Rover Controller

Piper Computer Kit

  • Mars
  • Cheeseteroid
  • Chameleon Giant
  • Color Coded
  • Post No. 34 ½
  • Security Zone
  • Terra-Sense
  • Ther-Mood-Stat

BUILD. LEARN. INVENT.

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PART 1:

PIPER MAKE BASE STATION

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BASE STATION

BUILD HERE

MAKE.PLAYPIPER.COM

CODE HERE

WHAT IS PIPER MAKE?

Piper Make is an interactive platform for learning electronics and coding. It helps you build real-world circuits while using block-based coding or Python.

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BASE STATION

ASSEMBLY

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I WILL I WILL BE ABLE TO IDENTIFY AND ASSEMBLE THE KEY COMPONENTS OF THE PIPER MAKE BASE STATION, INCLUDING THE MICROCONTROLLER, BREADBOARD, AND WIRING SETUP.

BASE STATION ASSEMBLY

I KNOW I'M SUCCESSFUL WHEN I CAN CONNECT THE BASE STATION, POWER IT ON, AND CONFIRM IT’S READY FOR PROGRAMMING IN PIPERCODE.

SUCCESS

CRITERIA:

Learning

INTENTION:

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REBUILDING BEGINS NOW. YOUR BASE STATION IS YOUR LIFELINE.

SYSTEMS OFFLINE.

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Get out your kit, and complete your component inventory check.

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The Base Station has a Raspberry Pi Pico microcontroller, a small but powerful computer that:

    • Controls all your circuits
    • Has special pins called GPIO
    • Works like a Minecraft command block
    • Runs your code instructions

BASE STATION CONTROL CENTER

MICROCONTROLLER

It is like the BRAINS of ROBOTS

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BREADBOARD

    • Rows are connected horizontally
    • Power rails run vertically
    • No soldering needed - just plug and play
    • Perfect for testing and experimenting!

OUR WIRING WORKSPACE

Think of it like a Minecraft crafting table

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GRAB YOUR BLUEPRINT!

WHEN FINISHED YOUR BASE STATION WILL LOOK LIKE THIS WHEN YOU ARE CODING

CLOSE YOUR BASE STATION UP TO KEEP YOUR COMPONENTS TOGETHER AS WELL AS PROTECT YOUR BREADBOARD AND PICO

You’ll find all the instructions you need to build your Piper Make Base Station in your kit

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TIME TO BUILD

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MISSION

GETTING STARTED

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I WILL I WILL BE ABLE TO IDENTIFY AND ASSEMBLE THE KEY COMPONENTS OF THE PIPER MAKE BASE STATION, INCLUDING THE MICROCONTROLLER, BREADBOARD, AND WIRING SETUP.

Learning

INTENTION:

GETTING STARTED

I KNOW I'M SUCCESSFUL WHEN I CAN CONNECT THE BASE STATION, POWER IT ON, AND CONFIRM IT’S READY FOR PROGRAMMING IN PIPERCODE.

SUCCESS

CRITERIA:

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HEAD TO THE PIPER MAKE PLATFORM AT

MAKE.PLAYPIPER.COM

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FIND THE FIRST MISSION NAMED “GETTING STARTED”

CLICK ON START UNDER THE BUILD TAB and COMPLETE THE MISSION

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CLICK ON START UNDER THE CODE TAB

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IT MOVES THROUGH CIRCUITS AND NEEDS A COMPLETE PATH TO WORK.

WHAT IS ELECTRICITY?

Electricity is the flow of electrons. It powers everything from lights to computers!

WHERE DOES ELECTRICITY COME FROM?

    • Batteries (like in a remote or phone).
    • Power plants that send electricity through wires to homes.
    • Solar panels and wind turbines that generate electricity from nature.

Look around the room—what objects do you think use electricity?

How do you think electricity reaches those objects?

TURN AND TALK:

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WHY IS CIRCUITRY IMPORTANT?

💡 CIRCUITS ARE USED IN PHONES, COMPUTERS, CARS, AND SMART HOME DEVICES.

💡 LEARNING TO BUILD AND CODE CIRCUITS HELPS YOU UNDERSTAND AND CREATE TECHNOLOGY.

💡 THESE SKILLS ARE USED BY ENGINEERS, INVENTORS, AND SCIENTISTS TO SOLVE REAL-WORLD PROBLEMS!

    • Where have you seen circuits in real life?
    • What devices around you might use circuits and coding?

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MISSION

BLINK

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I WILL BE ABLE TO WRITE A PROGRAM THAT MAKES AN LED BLINK ON AND OFF AT DIFFERENT SPEEDS.

LEARNING

INTENTION:

BLINK

I KNOW I'M SUCCESSFUL WHEN I SEE THE LED BLINKING AND CAN CHANGE HOW FAST OR SLOW IT BLINKS.

SUCCESS

CRITERIA:

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1

HEAD TO MAKE.PLAYPIPER.COM

FIND AND START THE BLINK MISSION

2

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LED stands for Light Emitting Diode.

HOW DOES AN LED WORK?

    • Power flows from positive (anode) to negative (cathode).
    • If the legs are connected correctly, electricity flows through the LED.
    • Inside the LED, energy is released as light when electrons jump across a special material.

But if you flip the legs...

    • The current won’t flow and the LED won’t light up, because a diode blocks reverse flow
    • A resistor is needed to prevent burning out the LED.

WHAT IS AN LED?

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Why is one side of your LED long?

The long lead is called the anode, and it represents the positive (+) side of the circuit.

The short lead is called the cathode, and it represents the negative or GROUND (-) side of the circuit.

CURRENT OUT

CURRENT IN

DIODES ONLY LET ELECTRICITY FLOW IN ONE DIRECTION.

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MISSION: BLINK

CODING CHALLENGE

CHANGE THE BLINK SPEED TO FLASH FASTER OR SLOWER.

CODE AN SOS MESSAGE USING BLINK PATTERNS (MORSE CODE).

BLINK TWO LEDS IN AN ALTERNATING RACE PATTERN.

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MISSION

TRAFFIC LIGHT

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I WILL BE ABLE TO PROGRAM A TRAFFIC LIGHT SEQUENCE USING THE PCB ADD-ON AND CONTROL WHEN THE RED, YELLOW, AND GREEN LIGHTS TURN ON.

I KNOW I’M SUCCESSFUL WHEN MY TRAFFIC LIGHT FOLLOWS THE CORRECT STOPLIGHT PATTERN AND EACH LIGHT TURNS ON AT THE RIGHT TIME.

TRAFFIC LIGHT

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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1

HEAD TO MAKE.PLAYPIPER.COM

FIND AND START THE TRAFFIC LIGHT

2

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CHANGE TIMING FOR EACH LIGHT COLOR

PROGRAM A NIGHT MODE WHERE YELLOW BLINKS.

ADD "MALFUNCTION MODE" WHERE ALL LIGHTS FLASH.

MISSION: TRAFFIC LIGHT

CODING CHALLENGE

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LET’S PREPARE OUR TRAFFIC LIGHT CIRCUIT FOR PRODUCTION-INTO ONE ASSEMBLED PIECE, THAT WE CAN USE ON MARS!

BREADBOARDS ARE GREAT FOR BUILDING… BUT THEY’RE NOT STORMPROOF!

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FIND AND START THE TRAFFIC LIGHT PCBA MOON

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I WILL BE ABLE TO CONNECT A PCBA (PRINTED CIRCUIT BOARD ASSEMBLY) USING JUMPER WIRES AND REUSE MY BREADBOARD FOR A NEW DESIGN.

PCBA TRAFFIC LIGHT

I KNOW I’M SUCCESSFUL WHEN I’VE CONNECTED MY TRAFFIC LIGHT PCBA, LOADED THE CODE, AND TESTED THE WORKING STOPLIGHT WITH NO LOOSE WIRES.

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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Use the wooden spacer and screws from your Base Station kit to mount your PCBA

Use the diagram to match GPIO pins to the PCBA

Import the traffic light code and test!

BUILD AND CODE

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✔ CREATE A MASTER TIMER THAT COORDINATES BOTH LIGHTS

✔ ADD LOGIC SO BOTH LIGHTS NEVER SHOW GREEN AT THE SAME TIME

ADD A CROSSWALK TIMER OR SOUND EFFECT!

MISSION: PCBA TRAFFIC LIGHT

CODING CHALLENGE

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MISSION

SPEECH COMMAND

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I WILL BE ABLE TO MAKE MY PROGRAM RESPOND TO SPECIFIC WORDS I SAY OUT LOUD.

SPEECH COMMAND

I KNOW I'M SUCCESSFUL WHEN MY VOICE INPUT CAUSES SOMETHING TO HAPPEN, LIKE TURNING ON A LIGHT.

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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Write a short story or comic where Piperbot the robot and Pip the mouse compare how they experience their environment.

PIPERBOT, HOW DO YOU SENSE THE WORLD?

ACTIVITY:

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1

HEAD TO MAKE.PLAYPIPER.COM

FIND AND START SPEECH COMMAND

2

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RECOGNIZE TWO DIFFERENT SPEECH COMMANDS.

BUILD A "SIMON SAYS" VOICE GAME.

CREATE A VOICE-CONTROLLED BRANCHING STORY

MISSION: SPEECH COMMAND

CODING CHALLENGE

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MISSION

POSE DETECT

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I WILL BE ABLE TO USE A WEBCAM AND CODE TO DETECT DIFFERENT BODY POSES AND TRIGGER ACTIONS BASED ON THOSE MOMENTS.

POSE DETECT

I KNOW I’M SUCCESSFUL WHEN MY CODE RECOGNIZES SPECIFIC POSES AND CAUSES DIFFERENT OUTPUTS, LIKE SHOWING A MESSAGE OR TURNING ON A LIGHT.

📷 AI Body Pose

Recognition

Using Camera

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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1

HEAD TO MAKE.PLAYPIPER.COM

FIND AND START POSE DETECT

2

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PIPERBOT LEARNS FROM LOTS OF DATA!

Thousands of pictures are shown to an machine language model.

The model starts recognizing patterns in faces and poses to make predictions.

Now, Piperbot can guess what emotion or movement is happening — just like Pip!

PIP LEARNS FROM EXPERIENCE!

He watches people’s faces and notices patterns.

Over time, he learns:

      • Smiles mean happiness 😊
      • Frowns mean sadness 😟

Machine Learning = Teaching a computer

to recognize patterns by showing it examples

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RECOGNIZE TWO DIFFERENT POSES

MAKE A POSE MEMORY MATCHING GAME.

TRIGGER ACTIONS BASED ON POSES (LIGHTS, SOUNDS, OR PRINTS).

MISSION: POSE DETECT

CODING CHALLENGE

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BEAM BREAK

ASSEMBLY

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MISSION

BEAM BREAK

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I will be able to use Beam Break sensors and code to track how fast a car moves between two points.

I know I’m successful when I can start a timer when the first beam is broken and stop it with the second, then use that data to measure the car’s speed.

BEAM BREAK

🚗 Speed, Sensors, and Daring Escapes

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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HOT WHEELS

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HEAD TO MAKE.PLAYPIPER.COM

CHOOSE THE MOTION EXPEDITION TELEPORT

1

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FIND AND START THE BEAM BREAK MISSION

2

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Are you receiving a ZeroDivisionError?

    • Check the wiring between your sensor and the Pico.
    • Check to make sure your track is not covering the sensor

. ARE YOU CONCERNED THAT YOUR SENSOR IS NOT WORKING? LET’S TEST IT!

    • Open a new project in Creative Mode and use the Beam Break Sensor Test Code. Once uploaded, send your car down the track and your Yellow LED should light up. You can also test this by placing your finger in front of the emitter sensor.

TROUBLESHOOTING

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MISSION

CAR RACE

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HEAD TO MAKE.PLAYPIPER.COM

CHOOSE THE MOTION EXPEDITION TELEPORT

1

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FIND AND START THE CAR RACE MISSION

2

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MISSION: CAR RACE

CODING CHALLENGE

🔴 SPEED LEADERBOARD WITH VISUAL FEEDBACK:

Display fastest time so far and show different colors (e.g., green for fastest, red for slowest) using LEDs.

🟢 BASIC LAP TIMER:

Start a timer at Beam 1 and stop it at Beam 2, then show the time on screen.

🟡 COMPARE TWO CARS:

Run two different cars through the system and compare times to find out which one is faster.

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ROBOTIC WALKER

ASSEMBLY

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BUILD TIPS

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MISSION

WALKER RACE

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I will learn to program servo motors to turn to specific angles, using them as outputs to coordinate the Walker’s legs so it can walk like a dog.

I know I’m successful when the Walker walks in a coordinated gait at different speeds and crosses the finish line faster than its previous attempts.

WALKER RACE

🦾 Command, Compare, and Race the Walker

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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HEAD TO MAKE.PLAYPIPER.COM

CHOOSE THE ROBOTICS EXPEDITION TELEPORT

1

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FIND AND START THE WALKER RACE MISSION

2

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WIRE UP YOUR WALKER'S SERVO MOTORS

AS SHOWN HERE:

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BALANCE AND RACE YOUR WALKER USING COINS OR WEIGHTS TO REACH THE FINISH LINE WITHOUT TIPPING.

ADD A RACE START BUTTON,LED COUNTDOWN,OR WIN CONDITION USING TIMERS OR SENSORS.

EDIT SERVO ANGLES OR DELAY TIMING IN CODE TO MAKE YOUR WALKER MOVE FASTER AND MORE SMOOTHLY.

MISSION: WALKER RACE

CODING CHALLENGE

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MISSION

WALKER DANCE

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I will design a sequence of servo angles and timing commands so the Walker can perform a coordinated dance routine.

I know I’m successful when the Walker moves each leg and body joint in the correct order and rhythm—hitting each programmed “step” smoothly—and completes the full dance routine on command without stalling or misalignment.

WALKER DANCE

🎵 Choreograph, Code, and Groove the Walker Dance

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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HEAD TO MAKE.PLAYPIPER.COM

CHOOSE THE ROBOTICS EXPEDITION TELEPORT

1

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FIND AND START THE WALKER DANCE MISSION

2

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SKIP STEP 2

IF YOUR WALKER IS ALREADY WIRED

AS SHOWN HERE:

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MISSION

WALKER DETECT

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I will program the Walker to use onboard sensors to detect obstacles or markers and adjust its motion to navigate around or toward them.

I know I’m successful when the Walker senses objects in its path—using distance or light sensors—halts or changes direction as programmed, and can follow a detected line or target without collision.

WALKER DETECT

🔍 Detect, Navigate, and Dodge with the Walker

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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HEAD TO MAKE.PLAYPIPER.COM

CHOOSE THE ROBOTICS EXPEDITION TELEPORT

1

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FIND AND START THE WALKER DETECT MISSION

2

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EDIT SERVO ANGLES OR DELAY TIMING IN CODE TO MAKE YOUR WALKER MOVE FASTER AND MORE SMOOTHLY.

MISSION: WALKER DETECT

CODING CHALLENGE

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CONTROLLER

ASSEMBLY

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MISSION

GAME CONTROLLER

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I will build and program a game controller by using tools, applying key electronics concepts, and creating, organizing, testing, and debugging code that uses loops, events, variables, and conditionals.

I know I’m successful when my game controller is assembled correctly, my code uses loops, events, variables, and conditionals, and my program responds to inputs with the correct outputs—showing expected behavior without errors.

GAME CONTROLLER

🎧 Build a working game controller and play retro arcade gamest

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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MISSION

DJ PIPERBOT

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I will use the Game Controller inputs and a “pitch value” variable to program Piperbot to play specific musical notes and create a short tune.

I know I’m successful when pressing buttons on the Game Controller sends the correct pitch values to Piperbot’s buzzer—resulting in distinct notes—and Piperbot plays a recognizable melody or beat sequence without errors.

DJ PIPERBOT

🎧 Define, Play, and Remix Tunes with DJ Piperbot

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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Pressing different buttons plays different note durations (e.g., eighth notes, quarter notes, or half notes).

Add an LED sequence that lights up in time with each note (for example, turn on a light when a note starts, then turn it off when the note ends).

Design a two-button “duet mode” where one button changes the pitch and the other changes volume or tempo—experiment until you can “perform” a simple melody with dynamic lights and sound!

MISSION: DJ PIPERBOT

CODING CHALLENGE

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MISSION

DISCO DAZZLER

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I will learn how to program the game controller to control lights on our prototype circuit using the controls that are available to me.

I know I’m successful when the lights are reacting in the manner and sequence I am entering using the controls on the game controller.

DISCO DAZZLER

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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MISSION

WALKER CONTROLLER

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I will map Game Controller inputs to Walker servo commands so that pressing buttons sends the correct movement instructions to Piperbot’s legs.

I know I’m successful when each Controller input causes the Walker to perform the corresponding action—walking forward, backward, turning left, or turning right—without any delays or incorrect leg movements.

LEARNING

INTENTION:

SUCCESS

CRITERIA:

WALKER CONTROLLER

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Add a “speed toggle” button that switches between slow walk and fast run gaits.

Program diagonal button combos to make the Walker perform a “pivot” or “sidestep” motion.

Integrate onboard LEDs: have the LEDs change color or blink differently depending on whether the Walker is walking straight, turning, or stopped.

MISSION: WALKER CONTROLLER

CODING CHALLENGE

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MISSION

CANYON SLIDE

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I will use a distance or light sensor to detect the “canyon edge” marker and program the Walker (or Rover) to adjust its leg/ wheel speeds so it can descend the canyon slope smoothly without tipping over.

I know I’m successful when the sensor reliably senses the canyon edge or slope marker, and Piperbot modifies its movement (slows down, lowers its center of gravity by adjusting leg angles, or shifts wheels) to descend safely instead of running off too fast.

CANYON SLIDE

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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Calibrate the sensor threshold so the robot can handle slight variations in the canyon marker’s distance or reflectivity.

Add an “emergency brake” routine: if the sensor reading goes beyond a critical threshold, the robot must immediately stop all motors and retract legs/wheels.

Incorporate a “celebration light” at the bottom of the canyon: after a successful descent, trigger a flashing LED pattern or play a short buzzer melody.

MISSION: CANYON SLIDE

CODING CHALLENGE

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I will map Game Controller inputs to Walker servo commands so that pressing buttons sends the correct movement instructions to Piperbot’s legs.

I know I’m successful when each Controller input causes the Walker to perform the corresponding action—walking forward, backward, turning left, or turning right—without any delays or incorrect leg movements.

LEARNING

INTENTION:

SUCCESS

CRITERIA:

WALKER CONTROLLER

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ROBOTIC ROVER

ASSEMBLY

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MISSION

RUNAWAY ROVER

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I will program the Rover to drive forward until it detects an obstacle (using a bumper switch or ultrasonic sensor) and then automatically reverse and turn away to “run away” from the obstacle.

I know I’m successful when the Rover moves forward on its own, senses an object in its path, and reliably executes the reverse-and-turn maneuver without getting stuck or misreading the sensor.

RUNAWAY ROVER

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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Adjust the “runaway distance” so the Rover starts to reverse at two different ranges (e.g., a “near miss” and a “close call”), altering its behavior accordingly (slow back-up vs. quick retreat).

Add a “trail marker”: have the Rover drop a virtual breadcrumb (e.g., blink an LED once) each time it reverses so you can visually track where it ran away from obstacles.

Program a random-turn algorithm so the Rover doesn’t always turn the same direction when reversing—give it a 50/50 chance to turn left or right.

MISSION: RUNAWAY ROVER

CODING CHALLENGE

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MISSION

ROVER SENSOR STEERING

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I will program the Rover to read sensor data (e.g., ultrasonic or IR) continuously and adjust its wheel speeds so it steers around obstacles on its own.

I know I’m successful when the Rover drives forward without joystick input, constantly checks sensor readings, and smoothly turns left or right to avoid objects—maintaining forward motion without collisions.

ROVER SENSOR STEERING

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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MISSION

CONTROLLER + ROVER

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I will combine the Game Controller inputs with Rover motor controls so that pressing buttons drives the Rover’s wheels—forward, backward, and turning—under manual control.

I know I’m successful when each button press on the Controller instantaneously makes the Rover drive forward, reverse, pivot, or spin in place, matching exactly what I input without lag or misalignment.

CONTROLLER + ROVER

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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CREATE A “DRIFT TURN” FEATURE:

when two specific buttons are held simultaneously, the Rover should pivot around one wheel to simulate a skid-turn.

Implement a “turbo mode” button that doubles the Rover’s speed while held down (and returns to normal when released)

Add a battery-check routine: display (via LEDs or serial print) the Rover’s current battery level whenever any button is pressed, so you know when to recharge before your next drive.

MISSION: CONTROLLER + ROVER

CODING CHALLENGE

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PART 2

PIPER COMPUTER KIT

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MISSION

ASSEMBLY

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LEARNING

INTENTION:

ASSEMBLY

SUCCESS

CRITERIA:

I KNOW I'M SUCCESSFUL WHEN I SEE THE COMPUTER TURN ON AND CAN NAME MOST OF THE PARTS ON THE COMPUTER AND IDENTIFY IF THEY ARE AN INPUT OR AN OUTPUT.

I WILL BE ABLE TO BUILD A WORKING COMPUTER AND UNDERSTAND THE PARTS, PIECES, AND COMPLEXITIES.

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Let’s take a look at how the Piper Computer Kit is built!

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LET’S BUILD!

THIS IS A GREAT TIME TO PLUG IN ALL YOUR BATTERIES TO THE CHARGER

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MISSION

DISCOVER ELECTRONICS

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LEARNING

INTENTION:

DISCOVER ELECTRONICS

SUCCESS

CRITERIA:

I KNOW I'M SUCCESSFUL WHEN THE CIRCUITS THAT I HAVE BUILT PERFORM TASKS TO SOLVE THE CHALLENGES IN MINECRAFT STORYMODE CORRECTLY.

I WILL BE ABLE TO INTERPRET ENGINEERING INSTRUCTIONS AND TROUBLESHOOTING TO BUILD CIRCUITS OUT OF INPUTS, OUTPUTS, A BREADBOARD AND JUMPER WIRES.

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STORYMODE

Story Mode makes computer engineering feel like an exciting adventure, where each planet is a big project and each moon is a fun mini-game.

When you start playing, some planets and moons are locked—kind of like levels in a video game that need to be unlocked by completing challenges.

As you explore, you get to build circuits, solve puzzles, and understand how computers work, all while having fun.

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StoryMode:

MARS

Help PiperBot and Pip build real buttons to help explore the Martian surface!

PROJECT GUIDE

🛠Essential Skill: Completing Circuits, Breadboarding

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In this level, I will learn about electrical currents, conductivity and circuits which will be the basis for the rest of your missions going forward.

LEARNING

INTENTION:

LEVEL I: MARS

I know I’m successful when I touch two wires together to make my character move, and then connect the wires to a button.

SUCCESS

CRITERIA:

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StoryMode:

CHEESTEROID

Help Piperbot learn a new jumping function to get out of the Cheeseteroid maze!

PROJECT GUIDE

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I will complete a circuit using an input that will allow me to jump in the Minecraft game.

LEARNING

INTENTION:

STORYMODE: CHEESTEROID

I know I’m successful when the yellow button successfully works as a jump button.

SUCCESS

CRITERIA:

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MISSIONS

EXPLORE WITH SENSORS

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I will explore how sensors help us understand the world around us by using code to measure light, color, motion, temperature, and more—just like real scientists and engineers!

LEARNING

INTENTION:

I know I’m successful when I connect and use the different sensors correctly, wrote code that made my sensors work how I wanted, and used the data I collected to describe events and spot patterns.

SUCCESS

CRITERIA:

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MISSION OVERVIEWS

  • MISSION: CHAMELEON GIANT
    • Deepen science disciplinary knowledge associated with waveforms. You will explore visible light, how light enters our atmosphere, and deepen your understanding of how color is detected in the human eye.
  • MISSION: COLOR CODED (Project Guide)
    • Learn about how waves are part of the universe and build on the use of the color sensor.

  • MISSION: POST NO. 34 ½
    • Make observations and/or measurements of an object’s motion to provide evidence that a pattern can be used to predict future motion.

  • MISSION: SECURITY ZONE (Project Guide)
    • Deepen your knowledge of an object’s motion to provide evidence that a pattern can be used to predict future motion.

  • MISSION: TERRA-SENSE (Intro Slides)
    • Deepen understanding of the states of matter by examining in detail how the movements of particles affect phase change in matter.

  • MISSION: THER-MOOD-STAT (Project Guide)
    • Deepen understanding of temperature, forms of energy, and quantitative/qualitative data.

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MAKE-A-THON

INVENT WITH LEARNED SKILLS

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MAKE-A-THON

I KNOW I'M SUCCESSFUL WHEN MY TEAM IS ABLE TO DRAW A PROTOTYPE OF OUR INVENTION AND DECIDE WHAT HARDWARE AND ELEMENTS OF CODE IT WOULD USE.

I WILL BE ABLE TO USE CREATIVITY AND TEAMWORK TO SOLVE REAL-WORLD PROBLEMS AND GAIN CONFIDENCE IN PRESENTING MY IDEAS TO OTHERS.

LEARNING

INTENTION:

SUCCESS

CRITERIA:

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MAKE-A-THON

The goal of this event is to help you think about how you can use what you've learned about building, coding, and designing to solve problems in your own life and community.

It’s your chance to be an inventor and make something that matters to you and the people around you!

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STEP 1: IDENTIFYING COMMON PROBLEMS

As a class, brainstorm some problems that you, your family, or our community experience.

We’ll write all of our ideas down during this open brainstorming session and then select the top options.

Good questions to think about to get us started are:

  • What is the most frustrating part of your day? Why?
  • What is one thing about school that you wish was a little easier?

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STEP 2: FORMING TEAMS

Select the problem that you want to tackle and split into groups.

STEP 3: INVENTING SOLUTIONS

Break down the problem first, into the steps that make it a problem. See the example from a real student on a common problem she was facing!

What type of invention could help?

This group decided that they wanted to measure the TIME the door is open and set an alarm when the door was open for too long:

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STEP 4: DETAIL THE CREATION

Draw out what the invention would look like. What pieces of technology would it use? What elements of coding would be helpful?

For this group, they were asked – “How would you measure the fridge door being open? What piece of technology did you use before to measure distance?

What would you like the CONDITIONS to be to trigger the alarm?”

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STEP 5: SHARE YOUR CREATION!

Present your invention to you classmates. Everyone in your group should have a speaking part!

Share your thought process, what you found the easiest, and what you found the most challenging about this project.

We always love to hear about your creations at Play Piper! Feel free to email us at hi@playpiper.com for a chance to be featured in our newsletter. Attach any drawings or pictures you have!

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