STEM in Practice AISWA SAMPLE. with KodeKLIX. Def ine Plan Model Test Ref lect Improve EXTENSION ACTIVITIES

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EXTENSION ACTIVITIES STEM in Practice with KodeKLIX Def ine Plan Model Test Ref lect Improve www.ais.wa.edu.au kodeklix.com Peter Crosbie Jan Clarke

EXTENSION ACTIVITIES TABLE OF CONTENTS E E EXTENSION ACTIVITIES Expanding and experimenting on the concepts introduced in the Core Activities 1a Controlling a servo motor: keypad Page 6 1b Controlling a servo motor: keypad and sound Page 8 1c Controlling a servo motor: multiple keypad buttons Page 10 1d Controlling a servo motor: light sensor (LDR) and sound Page 11 2a Controlling motor direction: two switches Page 13 2b Controlling motor speed: KodeKLIX speed block Page 15 3a Controlling motor speed: variable resistor (slider) Page 16 3b Controlling motor speed and direction: variable resistor (slider) Page 18 4a Ultrasonic sensor: sensing objects Page 19 4b Ultrasonic sensor: sounder Page 21 5a Microphone sensor: sensing sound Page 23 5b Microphone sensor: flashing LED Page 25 6a Display matrix: bitmap display Page 27 6b Display matrix: bitmap and switch Page 29 6c Display matrix: text screen Page 31 6d Display matrix: two screens Page 32 7a RFID sensor (Radio Frequency Identification): sound for tag Page 34 7b RFID sensor: servo motor Page 36 AISWA 2018 Peter Crosbie and Jan Clarke: KodeKLIX Support Materials PAGE 3

ACTIVITY CODING CONTROLLING A SERVO MOTOR: KEYPAD AND SOUND 1b B 2 3 4 15 20 70 107 403 CPU 5 2 1 1 1 1 1 1 1 BASIC CIRCUIT COMPONENTS PICTURE DIAGRAM B2 C1 Snap CPU C2 KEYPAD M B7 C4 CIRCUIT DIAGRAM AISWA 2018 Jan Peter Clarke Crosbie and and Peter Jan Crosbie: Clarke: KodeKLIX Support Materials PAGE 8

MAIN IDEA This circuit and code builds on extension activity 1a. A speaker is added to the circuit to indicate when the servo motor has moved. This would be helpful for example, if the circuit was designed to be a lock for a door and the sound would indicate the door lock is in place. The circuit 1. The SnapCPU requires power from batteries to work and a master switch for circuit protection. 2. The SERVO POT (107) has one of its pins connected to pin B2 (B6) on the SnapCPU by a flying lead. 3. KEYPAD is connected to C1 with flying leads and SPEAKER is connected to C4. 4. Build the circuit. Make sure the master switch is turned off. The code 1. The code is based on a loop command, multiple variable settings and an if, then, else decision command block. The loop will run forever. The number value you add will set the position of the servo motor. The number value you add for play note will set the note and duration from the speaker. 2. Two commands control the servo motor. Set servo initialises (wakes up) the servo motor. Set servopos moves the motor to a position when keypad number 10 is pressed and a note is played. 3. Write the code. The first set servopos value is 90 and the second set servopos value is 200. 4. Simulate the code before downloading to the SnapCPU. Test the circuit with the code 1. Download the code to the SnapCPU. 2. Turn the master switch to on and observe the servo motor. 3. Press and then release number 10 on the keypad. 4. The servo motor should repeatedly move to each position with a sound played at the first set servopos. 5. If the circuit does not work, check your circuit very carefully. Are the power connections correct? Are any components in the wrong place or wrong way around? If the circuit still does not work, ask your teacher for help. EXPERIMENTING 1. Experiment with the servo motor movement by changing the VALUE of the VARIABLE value for the keypad and servo position. 2. Experiment with the speaker sounds by changing the value of the note and duration of the sound. 3. Can you add speaker sounds for both servo motor positions? Note: You will need to download the code with new variable setting every time a change is made, to make the servo motor move to a new position. AISWA 2018 Peter Crosbie and Jan Clarke: KodeKLIX Support Materials PAGE 9

ACTIVITY CODING DISPLAY MATRIX: TWO SCREENS 6d D 2 3 6 14 15 402 70 CPU 5 3 1 1 1 1 1 1 BASIC CIRCUIT COMPONENTS PICTURE DIAGRAM B6 C1 Snap CPU C2 B7 C4 CIRCUIT DIAGRAM AISWA 2018 Jan Peter Clarke Crosbie and and Peter Jan Crosbie: Clarke: KodeKLIX Support Materials PAGE 32

MAIN IDEA This circuit and code builds on extension activity 6c. The circuit uses a dual display screen (402). Coding for the circuit uses the send KodeKLIX display text command block to display text across both screens. A switch provides an input for both display matrix screens. When the switch is pressed, information will be sent to the screens by using the send KodeKLIX display for each letter. The code 1. The code is based on a loop, if, then decision block a procedure ScrollMoveToLeft and set byte varb to the character (letter) you want to display. If the switch is pressed the information will be displayed. When the word has been displayed the screen is cleared using the send ClearScreen [all] command from the dropdown box. 2. The loop will continue running forever. 3. Each letter is sent individually to the display and moving from left to right across both screens starting in the right screen (HELP). 4. Write the code. 5. Simulate the code before downloading to the SnapCPU. Test the circuit with the code 1. Download the code to the SnapCPU. 2. Turn the master switch to on, and observe the screen. 3. The word HELP will not display until the switch is pressed. 4. A display should appear similar to the ticks made on the set display matrix block. 5. If the circuit does not work, check your circuit very carefully. Are the power connections correct? Are any components in the wrong place or wrong way around? If the circuit still does not work, ask your teacher for help. EXPERIMENTING Experiment with the display matrix by using another input. Create new words by using different set byte characters. Note: You will need to download the code with new variable setting every time a change is made. AISWA 2018 Peter Crosbie and Jan Clarke: KodeKLIX Support Materials PAGE 33