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Cross Curriculum themes & General capabilities Explicit subject specific concepts and skills
- Literacy, the use & understanding of NESA key - Research Arduino and the possible designs that
glossary terms (i.e. elaborate, reflect, evaluate) can be created, Start looking at coding.
Quality Teaching Elements (lesson focus) Highlight the appropriate areas
Intellectual Quality 1.1 Deep knowledge 1.4 Higher-order thinking
This refers to pedagogy focused on producing deep understanding of important, 1.2 Deep 1.5 Metalanguage
substantive concepts, skills and ideas. Such pedagogy treats knowledge as something understanding 1.6 Substantive communication
that requires active construction and requires students to engage in higher-order 1.3 Problematic
thinking and to communicate substantively about what they are learning. knowledge
Quality Learning Environment 2.1 Explicit quality 2.4 Social Support
This refers to pedagogy that creates classrooms where students and teachers work criteria 2.5 Students’ self-regulation
productively in an environment clearly focused on learning. Such pedagogy sets high and 2.2 Engagement 2.6 Student direction
explicit expectations and develops positive relationships between teacher and students 2.3 High Expectations
and among students.
Significance 3.1 Background 3.4 Inclusivity
This refers to pedagogy that helps make learning more meaningful and important to knowledge 3.5 Connectedness
students. Such pedagogy draws clear connections with students’ prior knowledge and 3.2 Cultural knowledge 3.6 Narrative
identities, with contexts outside of the classroom, and with multiple ways of knowing all 3.3 Knowledge
cultural perspective. integration
How the quality teaching elements you have identified are achieved within the lesson.
2.2 Engagement The use of personal articulation and introduction of the work ahead with the aid of
PowerPoint slides and discussions.
2.6 Student Set out clearly the direction and expectation of what the students are to do and complete
direction and what they are aiming to achieve (with the help of the relevance table.
3.3 Knowledge The goals of the lesson are to build upon the possible already familiar knowledge students
integration have from previous lessons in the design and technology course.
Time Teaching and learning actions Organisation Centred
T/S
0 Before students enter the room: Teacher: T
- Make certain the class is clean and organised, and that - Class hazard examination
hazards are non-existent. - Turn on computers
-Turn all computers on for students to log on and use (reduce - Prepare and Display PowerPoint.
load time in class time). - Prepare Arduino examples.
- RESOURCE: Teacher to display PowerPoint presentation to - Prepare project design brief.
introduce themselves, and state class rules. Large font - Ask students to form a line in front of
accommodation for L.S (Au). the door.
- PLAN B: If PowerPoint is unusable, aim to verbally
demonstrate your introduction. Student:
- RESOURCE: Teacher is to have slides ready to demonstrate
the possibilities and relevance of Arduino. Large font - Line up.
accommodation for L.S (Au).
- RESOURCE: All resources are uploaded to school server. Resources:
- PLAN B: Have printouts of all resources ready. - Computers
- RESOURCE: Have a box of Arduino components and parts - Projector
ready for students to look at. - Internet access
- RESOURCE: Have an enlarged font print for L.S (Au). - Printouts of all resources
- RESOURCE: Have print outs of additional work and tasks. - School server
- PowerPoint presentation
- Whiteboard and markers
- Arduino components
5 Lesson Introduction Teacher: T/S
- Students to make their way into the
- Students may enter in an orderly and quiet fashion. Specify classroom and sit down quietly.
2 at a time. - Mark roll and Head Count.
- Display and Present PowerPoint
- Teacher to immediately mark the roll and do a head count - Display and Present teacher
check. introduction
- Display and Present lesson goals
- NOTE: Students are to be verbally made aware that the - Display and Present subject info
content that follows is of new context. - Encourage students to ask questions
- Check time
- 5 Minute activity: Teacher and Subject introduction. - Display and Present relevance table
- Encourage students to achieve their
- RESOURCE: Teacher to flick through PowerPoint slides and best and assure them about their
spend a minute per slide. future.
- Encourage students to ask questions
>> While reading off slides and talking, walk around the - Check Time
classroom, keeping your face insight of J.W (H).
Student:
>> Teacher introduces lesson goals, brief description of - Proceed into classroom quietly.
qualifications, education, contact info (email and office - Ask questions
room), hobbies and favourite sporting teams and car brand.
>>Information on the D&T subject and what student should Resources:
expect to learn and gain over the next year. - Projector
>> Specify routine for class rules, expectations and - PowerPoint presentation
consequences – Need for routine – L.S (Au). - Class Roll
- Print out
- NOTE: Teacher to ask students if there are any questions.
- Types of Arduino.
- NOTE: Teacher to ask students if there are any questions.
- Common Functions
- NOTE: Teacher to ask students if there are any questions.
Resources:
- N/A
Reflection
What have I learned about the teaching and learning process when preparing this lesson?
I have learnt that preparation is key, as lesson plans are intensive and require care when
planning. It is important to integrate relevant outcomes and reflect high levels of creativity,
with preparation for the unknown is important in being prepared and thoughtful for the
students’ learning. Differentiation is important in the process, and must be fair and flexible,
and provide the appropriate level of challenge and engage students in meaningful ways.
Other considerations
Complete the table below by inserting the AISTL graduate standards that you are
demonstrating and indicates the evidence from this lesson that should comply with the
standard.
WHS
What are the key risk issues that may appear for and need to be reduced/eliminated in this
lesson? Using your syllabus and support documents as well as other WHS policy- Outline
the key WHS considerations that are to be applied in this lesson?
- Computer use for long periods of time may cause Repetition Strain Injury (RSI), thus various
mediums and tasks have been slotted in to break up the use of computers to reduce RSI risk.
- Check with school IT department and their internet restrictions to guarantee access to the
required content for lesson completion (printouts in case of unforeseen issues)
- Typical hazards in classrooms (uneven flooring, chairs in the way, electrical cables and
chords, desk corners and edges etc.)
[I Like To Make Stuff]. (2015, November 10). What’s an Arduino // Maker101 [Video File].
Retrieved from https://www.youtube.com/watch?v=_h1m6R9YW8c
[Zeno Modiff]. (2018, January 1). Top 10 Best Arduino Projects [Video File]. Retrieved
from https://www.youtube.com/watch?v=vuA5Y1gaQcg
[I Like To Make Stuff]. (2015, December 23). Arduino Programming Part 1 // Maker 101
[Video File]. Retrieved from https://www.youtube.com/watch?v=9KAdz3M0uKs
[I Like To Make Stuff]. (2015, December 23). Arduino Programming Part 2 // Maker 101
[Video File]. Retrieved from https://www.youtube.com/watch?v=scySICLlhsk
[I Like To Make Stuff]. (2015, December 23). Arduino Programming Part 1 // Maker 101
[Video File]. Retrieved from https://www.youtube.com/watch?v=mNrZMsJm-e0
Resources Attached:
You must list all the resources that you have created or found in this space.
Fix the following lines of code so that they will be able to run without any errors:
Cross Curriculum themes & General capabilities Explicit subject specific concepts and skills
- Intellectual Understanding, Critical and Creative - Building a deeper understanding of coding and
thinking, ICT, Literacy & numeracy, the use & starting to code and use Arduino together for
understanding of NESA key glossary terms (i.e. basic projects.
elaborate, reflect, evaluate)
How the quality teaching elements you have identified are achieved within the lesson.
40 - Students are made aware that they may access the internet
if they are having difficulties and need assistance with coding
or building Arduino boards, and for nothing else, or else the
class rules will be restated.
- In the last 5 minutes, have students save work, log out and
shutdown computers, pack up but remain seated, return any
unused paper handouts and return Arduino components and
parts.
Resources:
- N/A
Reflection
What have I learned about the teaching and learning process when preparing this lesson?
I have learnt that I must think ahead an entire term to plan out each lesson, and to build a
scope on the key ideas and objectives aimed to teach across the term. One must consider
every student’s needs and capabilities when lesson plans are being created, that it takes
more than just one pass to get the lesson plan where it needs to be for use. Creating the
resources is less time consuming then setting out the lesson plan, but both are a challenge
that is achievable and enjoyable.
Other considerations
Complete the table below by inserting the AISTL graduate standards that you are
demonstrating and indicates the evidence from this lesson that should comply with the
standard.
WHS
What are the key risk issues that may appear for and need to be reduced/eliminated in this
lesson? Using your syllabus and support documents as well as other WHS policy- Outline
the key WHS considerations that are to be applied in this lesson?
- Students are placed in to paired groups and may not get along and cause issues, but this is
reduced as students paired themselves based on a shared aspect, their birthday month.
- Typical hazards in classrooms (uneven flooring, chairs in the way, electrical cables and
chords, desk corners and edges etc.)
- Check with school IT department and their internet restrictions to guarantee access to the
required content for lesson completion (printouts in case of unforeseen issues)
- Computer use for long periods of time may cause Repetition Strain Injury (RSI), thus various
mediums and tasks have been slotted in to break up the use of computers to reduce RSI risk.
Greaves, L., & Walker, Shannon. (2012). Practising positivity in the classroom: A teachers
guide to positive behaviour support. Albert Park, Vic.: Teaching Solutions.
Kearns, K. (2012). Supporting education: The teaching assistant's handbook. Frenchs Forest,
N.S.W.: Pearson Australia.
Resources Attached:
You must list all the resources that you have created or found in this space.
Arduino Mini Project 1:
/*
AnalogReadSerial
Reads an analog input on pin 0, prints the result to the Serial Monitor.
Graphical representation is available using Serial Plotter (Tools > Serial Plotter menu).
Attach the center pin of a potentiometer to pin A0, and the outside pins to +5V and ground.
http://www.arduino.cc/en/Tutorial/AnalogReadSerial
*/
/*
Fade
This example shows how to fade an LED on pin 9 using the analogWrite()
function.
The analogWrite() function uses PWM, so if you want to change the pin you're
using, be sure to use another PWM capable pin. On most Arduino, the PWM pins
are identified with a "~" sign, like ~3, ~5, ~6, ~9, ~10 and ~11.
http://www.arduino.cc/en/Tutorial/Fade
*/
/*
Blink
Turns an LED on for one second, then off for one second, repeatedly.
Most Arduinos have an on-board LED you can control. On the UNO, MEGA and ZERO
it is attached to digital pin 13, on MKR1000 on pin 6. LED_BUILTIN is set to
the correct LED pin independent of which board is used.
If you want to know what pin the on-board LED is connected to on your Arduino
model, check the Technical Specs of your board at:
https://www.arduino.cc/en/Main/Products
http://www.arduino.cc/en/Tutorial/Blink
*/
// the setup function runs once when you press reset or power the board
void setup() {
// initialize digital pin LED_BUILTIN as an output.
pinMode(LED_BUILTIN, OUTPUT);
}
/*
DigitalReadSerial
Reads a digital input on pin 2, prints the result to the Serial Monitor
http://www.arduino.cc/en/Tutorial/DigitalReadSerial
*/
/*
ReadAnalogVoltage
Reads an analog input on pin 0, converts it to voltage, and prints the result to the Serial Monitor.
Graphical representation is available using Serial Plotter (Tools > Serial Plotter menu).
Attach the center pin of a potentiometer to pin A0, and the outside pins to +5V and ground.
http://www.arduino.cc/en/Tutorial/ReadAnalogVoltage
*/
/*
Blink without Delay
Turns on and off a light emitting diode (LED) connected to a digital pin,
without using the delay() function. This means that other code can run at the
same time without being interrupted by the LED code.
The circuit:
- Use the onboard LED.
- Note: Most Arduinos have an on-board LED you can control. On the UNO, MEGA
and ZERO it is attached to digital pin 13, on MKR1000 on pin 6. LED_BUILTIN
is set to the correct LED pin independent of which board is used.
If you want to know what pin the on-board LED is connected to on your
Arduino model, check the Technical Specs of your board at:
https://www.arduino.cc/en/Main/Products
http://www.arduino.cc/en/Tutorial/BlinkWithoutDelay
*/
// Generally, you should use "unsigned long" for variables that hold time
// The value will quickly become too large for an int to store
unsigned long previousMillis = 0; // will store last time LED was updated
void setup() {
// set the digital pin as output:
pinMode(ledPin, OUTPUT);
}
void loop() {
// here is where you'd put code that needs to be running all the time.
// check to see if it's time to blink the LED; that is, if the difference
// between the current time and last time you blinked the LED is bigger than
// the interval at which you want to blink the LED.
unsigned long currentMillis = millis();
if (currentMillis - previousMillis >= interval) {
// save the last time you blinked the LED
previousMillis = currentMillis;
/*
Button
Turns on and off a light emitting diode(LED) connected to digital pin 13,
when pressing a pushbutton attached to pin 2.
The circuit:
- LED attached from pin 13 to ground
- pushbutton attached to pin 2 from +5V
- 10K resistor attached to pin 2 from ground
This example code is in the public domain.
http://www.arduino.cc/en/Tutorial/Button
*/
void setup() {
// initialize the LED pin as an output:
pinMode(ledPin, OUTPUT);
// initialize the pushbutton pin as an input:
pinMode(buttonPin, INPUT);
}
void loop() {
// read the state of the pushbutton value:
buttonState = digitalRead(buttonPin);
/*
Debounce
Each time the input pin goes from LOW to HIGH (e.g. because of a push-button
press), the output pin is toggled from LOW to HIGH or HIGH to LOW. There's a
minimum delay between toggles to debounce the circuit (i.e. to ignore noise).
The circuit:
- LED attached from pin 13 to ground
- pushbutton attached from pin 2 to +5V
- 10 kilohm resistor attached from pin 2 to ground
- Note: On most Arduino boards, there is already an LED on the board connected
to pin 13, so you don't need any extra components for this example.
http://www.arduino.cc/en/Tutorial/Debounce
*/
// the following variables are unsigned longs because the time, measured in
// milliseconds, will quickly become a bigger number than can be stored in an int.
unsigned long lastDebounceTime = 0; // the last time the output pin was toggled
unsigned long debounceDelay = 50; // the debounce time; increase if the output flickers
void setup() {
pinMode(buttonPin, INPUT);
pinMode(ledPin, OUTPUT);
void loop() {
// read the state of the switch into a local variable:
int reading = digitalRead(buttonPin);
// save the reading. Next time through the loop, it'll be the lastButtonState:
lastButtonState = reading;
}
Bonus - Arduino Mini Project 9:
/*
Input Pull-up Serial
void setup() {
//start serial connection
Serial.begin(9600);
//configure pin 2 as an input and enable the internal pull-up resistor
pinMode(2, INPUT_PULLUP);
pinMode(13, OUTPUT);
void loop() {
//read the pushbutton value into a variable
int sensorVal = digitalRead(2);
//print out the value of the pushbutton
Serial.println(sensorVal);
// Keep in mind the pull-up means the pushbutton's logic is inverted. It goes
// HIGH when it's open, and LOW when it's pressed. Turn on pin 13 when the
// button's pressed, and off when it's not:
if (sensorVal == HIGH) {
digitalWrite(13, LOW);
} else {
digitalWrite(13, HIGH);
}
}
Bonus - Arduino Mini Project 10:
*
State change detection (edge detection)
Often, you don't need to know the state of a digital input all the time, but
you just need to know when the input changes from one state to another.
For example, you want to know when a button goes from OFF to ON. This is called
state change detection, or edge detection.
This example shows how to detect when a button or button changes from off to on
and on to off.
The circuit:
- pushbutton attached to pin 2 from +5V
- 10 kilohm resistor attached to pin 2 from ground
- LED attached from pin 13 to ground (or use the built-in LED on most
Arduino boards)
http://www.arduino.cc/en/Tutorial/ButtonStateChange
*/
void setup() {
// initialize the button pin as a input:
pinMode(buttonPin, INPUT);
// initialize the LED as an output:
pinMode(ledPin, OUTPUT);
// initialize serial communication:
Serial.begin(9600);
}
void loop() {
// read the pushbutton input pin:
buttonState = digitalRead(buttonPin);
// turns on the LED every four button pushes by checking the modulo of the
// button push counter. the modulo function gives you the remainder of the
// division of two numbers:
if (buttonPushCounter % 4 == 0) {
digitalWrite(ledPin, HIGH);
} else {
digitalWrite(ledPin, LOW);
}
}
Lesson Plan
Cross Curriculum themes & General capabilities Explicit subject specific concepts and skills
- Intellectual Understanding, Critical and - Carry out an Arduino project with design
Creative thinking, ICT, Literacy & numeracy, the awareness and purpose, interrelationship of
use & understanding of NESA key glossary terms design and technology, and the transference of
(i.e. elaborate, reflect, evaluate) design to new situations and contexts. While
analysing designed solution and identifying how
it was affected by technologies and tools used in
its development (Arduino hardware and
software).
Quality Teaching Elements (lesson focus) Highlight the appropriate areas
Intellectual Quality 1.1 Deep knowledge 1.4 Higher-order thinking
This refers to pedagogy focused on producing deep understanding of important, 1.2 Deep understanding 1.5 Metalanguage
substantive concepts, skills and ideas. Such pedagogy treats knowledge as something 1.3 Problematic 1.6 Substantive
that requires active construction and requires students to engage in higher-order knowledge communication
thinking and to communicate substantively about what they are learning.
Quality Learning Environment 2.1 Explicit quality criteria 2.4 Social Support
This refers to pedagogy that creates classrooms where students and teachers work 2.2 Engagement 2.5 Students’ self-regulation
productively in an environment clearly focused on learning. Such pedagogy sets high and 2.3 High Expectations 2.6 Student direction
explicit expectations and develops positive relationships between teacher and students
and among students.
Significance 3.1 Background 3.4 Inclusivity
This refers to pedagogy that helps make learning more meaningful and important to knowledge 3.5 Connectedness
students. Such pedagogy draws clear connections with students’ prior knowledge and 3.2 Cultural knowledge 3.6 Narrative
identities, with contexts outside of the classroom, and with multiple ways of knowing all 3.3 Knowledge
cultural perspective. integration
How the quality teaching elements you have identified are achieved within the lesson.
2.3 High Students are encouraged to take conceptual learning and apply them to real world
Expectations scenarios, while challenging themselves in an intellectual, physical and performance based
situation.
2.6 Student Set out clearly the direction and expectation of what the students are to do and complete
direction and what they are aiming to achieve (with the help of the relevance table.
3.3 Knowledge The goals of the lesson are to build upon the possible already familiar knowledge students
integration have from previous lessons in the design and technology course and combine their previous
knowledge with Arduino coding practices.
Time Teaching and learning actions Organisation Centred
T/S
0 Before students enter the room: Teacher: T
- Make certain the class is clean and organised, and that - Class hazard examination
hazards are non-existent. - Turn on computers
-Turn all computers on for students to log on and use (reduce - Prepare and Display PowerPoint.
load time in class time). - Prepare Arduino project printouts and
- RESOURCE: Teacher to display PowerPoint presentation to extension projects.
introduce today’s lesson, and state class rules briefly. Large - Prepare project design brief.
font accommodation for L.S (Au). - Ask students to form a line in front of
- PLAN B: If PowerPoint is unusable, aim to verbally the door.
demonstrate your introduction.
- RESOURCE: Teacher is to have slides ready to demonstrate Student:
the applications of today’s finished project.
- RESOURCE: All resources are uploaded to school server. - Line up.
- PLAN B: Have printouts of all resources ready.
- RESOURCE: Have a box of Arduino components and parts Resources:
ready for students to use in the lesson’s project objective. - Computers
- RESOURCE: Have an enlarged font print for L.S (Au). - Projector
- RESOURCE: Have print outs of additional work and tasks - Internet access
(i.e. bonus projects). - Printouts of all resources
- School server
- PowerPoint presentation
- Whiteboard and markers
- Arduino components
- Antibacterial wetwipes.
5 Lesson Introduction Teacher: T/S
- Students to make their way into the
- Students may enter in an orderly and quiet fashion. Specify classroom and sit down quietly.
2 at a time. - Mark roll and Head Count.
- Display and Present PowerPoint
- Teacher to immediately mark the roll and do a head count - Encourage students to ask questions
check. - Check time
- Encourage students to achieve their
- NOTE: Students are to be verbally made aware that the best and assure them about their
content that follows is of continuation from the previous future.
lesson where they expanded their knowledge, understanding - Encourage students to ask questions
and skill in Arduino construction and coding. - Check Time
- In the last 5 minutes, have students save work, log out and
shutdown computers, pack up but remain seated, return any
unused paper handouts and return Arduino components and
parts.
Resources:
- N/A
Reflection
What have I learned about the teaching and learning process when preparing this lesson?
As the lesson plan was being created, more ideas and thought was put into future lesson
plans, while the setup for those was the layout of this lesson. This lesson plan has shown me
how to plan for a main project placement in a lesson, and the benefit of this lesson is that it
can be expanded onto in the next lesson if the bonus work is not completed by advanced
students.
Other considerations
Complete the table below by inserting the AISTL graduate standards that you are
demonstrating and indicates the evidence from this lesson that should comply with the
standard.
- Typical hazards in classrooms (uneven flooring, chairs in the way, electrical cables and chords, desk
corners and edges etc.)
- Check with school IT department and their internet restrictions to guarantee access to the required
content for lesson completion (printouts in case of unforeseen issues)
- Computer use for long periods of time may cause Repetition Strain Injury (RSI), thus various mediums
and tasks have been slotted in to break up the use of computers to reduce RSI risk.
Greaves, L., & Walker, Shannon. (2012). Practising positivity in the classroom: A teachers
guide to positive behaviour support. Albert Park, Vic.: Teaching Solutions.
Kearns, K. (2012). Supporting education: The teaching assistant's handbook. Frenchs Forest,
N.S.W.: Pearson Australia.
Resources Attached:
You must list all the resources that you have created or found in this space.
Arduino Plant Moisture Meter Project Handout:
COMPONENTS:
CODE:
void setup() {
Serial.begin(9600);
//declare pin 3, 5,6 to be output:
pinMode(LED1, OUTPUT);
pinMode(LED2, OUTPUT);
pinMode(LED3, OUTPUT);
digitalWrite(LED1,1);
digitalWrite(LED2,2);
digitalWrite(LED3,3);
}
void loop() {
int sensorValue=analogRead(A0);
Serial.println(sensorValue);
if (sensorValue>=1000){
digitalWrite(LED1, HIGH); // Green LED on.
digitalWrite(LED2, LOW); // Yellow LED off.
digitalWrite(LED3, LOW); // Red LED off.
}
else if(sensorValue>=350 && sensorValue<950){
digitalWrite(LED1, LOW); // Green LED off.
digitalWrite(LED2, HIGH); // Yellow LED on.
digitalWrite(LED3, LOW); // Red LED off.
}
else if(sensorValue>=0 && sensorValue <350){
digitalWrite(LED1, LOW); // Green LED off.
digitalWrite(LED2, LOW); // Yellow LED off.
digitalWrite(LED3, HIGH); // Red LED on.
}
delay(500);
// wait 500 milliseconds before the next loop to start.
}
Arduino BONUS Project Handout:
/*
Ping))) Sensor
This sketch reads a PING))) ultrasonic rangefinder and returns the distance
to the closest object in range. To do this, it sends a pulse to the sensor to
initiate a reading, then listens for a pulse to return. The length of the
returning pulse is proportional to the distance of the object from the sensor.
The circuit:
- +V connection of the PING))) attached to +5V
- GND connection of the PING))) attached to ground
- SIG connection of the PING))) attached to digital pin 7
http://www.arduino.cc/en/Tutorial/Ping
*/
// this constant won't change. It's the pin number of the sensor's output:
const int pingPin = 7;
void setup() {
// initialize serial communication:
Serial.begin(9600);
}
void loop() {
// establish variables for duration of the ping, and the distance result
// in inches and centimeters:
long duration, inches, cm;
// The same pin is used to read the signal from the PING))): a HIGH pulse
// whose duration is the time (in microseconds) from the sending of the ping
// to the reception of its echo off of an object.
pinMode(pingPin, INPUT);
duration = pulseIn(pingPin, HIGH);
Serial.print(inches);
Serial.print("in, ");
Serial.print(cm);
Serial.print("cm");
Serial.println();
delay(100);
}
Education is a vital means to help pupils interact and understand effectively with new
technology, with Design and Technology making a key involvement to this as it provides an
abundance of opportunities for students to study the principles of electronics and
communications technology, and design. Whether at home, in public or at school, students
interact with technology daily, and centennials are predicted to be the most tech savvy
generation so far and there is no inkling of it slowing down.
Since students interact with such a wide range of technologies so often, they might take
these opportunities for granted, as not many know how, where, why and what their
electronics and tech are made of. This is what I am aiming to fix in these lesson plans;
starting anyways. By teaching students that all their electronics are simple at their core,
that coding is like the language they speak at home, they may build a deeper knowledge of
their everyday tech.
I start off lesson one by using it as an introductory lesson to wet their taste buds in the
world of design and technology, by introducing them to Arduino. I chose Arduino because it
is open source, readily available, easy to use, guides are of abundance on the web, and it is
a possible hobby that can teach students about tech, design, electronics, problem solving,
conceptualization, troubleshooting etc. All of which are key elements of design.
Arduino was introduced step by step in explaining the hardware aspect of the product, with
the guide of images and physical models. This helps students grasp the information literally
in their hands and allows them to conceptualize what would have been pure information
download to them. By using visuals and models, students can learn faster, adapting their
enjoyment to education and joining the physical world to their intellectual knowledge. After
all, society is going in the direction of VR (Virtual Reality), but why not use actual reality in
the class room as a teaching strategy to build a students’ deep knowledge and
understanding, resulting in self-motivation.
With Arduino’s hardware shown, I moved on to software, specifically coding, and Arduino’s
coding is simple enough to learn quickly but still challenges student down their education.
The great this about coding is that it is better than speech language, in that a sequence to
do one action in a script can be achieved through thousands of different ways; in other
words, coding with Arduino allows students to express their thinking methods and allows
the teacher to see how the students react, think and problem solve an issue. This makes
Arduino an invaluable educational tool for teachers, students and parents., as there is no
age limit.
Lesson two started off where one left off, some light debugging of codes to get the
students’ minds flowing for the tasks ahead, and I set them up into group to not only build
their communications and teamwork skills; important in industrial design. I did this also to
reduce Arduino cost, share responsibility of tasks and increase productivity of Arduino
construction and coding. Each pair took turns at building the hardware from the handouts
provided and input the coding in to run the hardware for Arduino. However, I didn’t make it
that easy for them, I did place errors and missing characters within a few lines of code in
each task, which means that student can’t just copy and paste the work. This means that
they must go through each line of code to debug the script, building their coding
awareness, problem solving skill increase and creative problem solving is boosted and there
are more ways around coding errors than what is on the paper. This allows another method
for the teacher to gain insight into student progression, level of learning, understanding and
their rationale of thinking.
This is coupled with bonus tasks, providing students with extra work when the necessary
tasks are completed ahead of the class. This extra work is more challenging, requires more
problem solving, code error running and is on a higher level of performance, with student
not having enough time to complete in class, and thus can be used as homework for next
class, with an extra bonus problem include just in case of completion by an unexpected
gifted and talented student.
The final lesson, number 3, is along the similar ‘lines’ of lesson 2, however incorporates a
real world use and problem that can be solved simply with Arduino and allows student to
create and implement the creation at home if wanting to. The Arduino Moisture Plant
Meter is a creation to help detect when the moisture levels in the soil of a plant are low,
medium or high, thus letting the students know if they need to water the plant. This is a
cross curriculum project as it teaches student the basic aspects of agriculture, and that it is
a precise science in keeping plants and food from becoming dehydrated on farms.
The Arduino displays the moisture content through three LEDs, red means low moisture,
yellow means medium and green means healthy. This teaches the student the aspect of
design called colour theory, where colours to humans have certain meaning, influences and
make us have reactions both physically (red equals stop) and mentally (blue equals calm).
As a bonus to that lesson I included a project called Ping Sensor, which if the students
complete, can be used as a motion, object and distance sensor, opening many possibilities
for future creations.
Within my lesson plans I include many notes on print outs, and adjustments for not only if
things don’t go to plan, but also strategies for improving the education of students with
special needs. I place J.W with deaf/hearing impairment in my lesson plan and adjusted to
them by offering direct line of the teacher talking, large font on projector, subtitles on class
videos and the ability to read off the computers with the class. L.S was added with Autism
spectrum disorder and the lessons were adjusted by offering handouts with enlarged fonts,
simplified sentences, computer screen to read off and zoom in on work and aim to follow a
set regime in lessons; starting and finishing lessons the same way each time.
I have learnt much through planning these lessons, and that it is about planning, time
management, expecting the unexpected, sequencing events and being creative in the way a
lesson is constructed and in what it consists of. I believe the lessons I have planned can be
used with some adjustment in a real-world classroom.
Luke Ranieri
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