Evaluating the Kookaberry Rev 4.05

This page will provide you with information to assisting you to evaluate the Kookaberry using the items in the Evaluation Kit and resources from elsewhere in this website.

Although the platform is the Kookaberry, all of its functions (less accelerometer and wireless) can be replicated using the Raspberry Pi Pico. See the Technology Platforms page for further detail.

Also, whilst the text and visual MicroPython editors are currently only available after downloading to a PC or Mac, the visual editor (KookaBlockly) should be cloud-accessible by the end of 2025.

The Kookaberries in this evaluation kit are older versions (rev 4.05) using a STM32 chip which have since been superceded by a newer version using the Raspberry Pi RP2040 chip which offers significant hardware and firmware improvements.

Some years ago, Renee Noble, a distinguished Digital Educator and one of our keen supporters, gave an inspiring talk about how she took the journey to Kookaberry enlightenment in her role as a teacher of STEM subjects.  Her talk is available as part of the PyConline AU 2021 conference videos at this link: https://youtu.be/tTetLA0CZls.

Evaluation Kit

Two Kookaberries; batteries, connecting leads; and sufficient peripherals to demonstrate its functionality and potential.

Introduction to the Kookaberry

View the Tutorial-Getting Started. This will show you how to turn on your Kookaberry; name it; and use it wisely. View the Kookaberry Reference Guide for more detail.

Details of all of the Apps, Resources and Peripherals can be found at the AustSTEM Digital Learning Hub

Apps not requiring a peripheral

  • ReTimer: An app to test your reaction time
  • Rock, Paper, Scissors: This just your stock standard game…
  • Binary Numbers: This is a hands-on, practical demonstration of how to convert decimal numbers to binary and vice versa. Showing the decimal number next to the binary digit and observing that you just have to add them together if the bit is “1” to convert binary to decimal, has resulted in many “Ah..Hah” moments for both primary and secondary teachers.
  • Semaphore: This demonstrates the transmission and reception of icons and sounds over a digital network. Whilst tramnsmitting a sound (it is a fun experience) requires a buzzer, transmitting and receiving a “wave” does not require a peripheral
  • Lander: This is a game where you juggle thruster force and fuel to bring a lunar lander to rest on a small platform. It is harder than it seems.

Apps to use with the kit peripherals

The original purpose of the Kookaberry was to introduce an inexpensive microcontroller into Primary classrooms that was easy and quick to set up and did not require coding skills. See “The Kookaberry Story”  These apps, which can be downloaded from the Downloads menu or from this link, are representative of what is available and are fun to use. You do not have to download KookaSuite (which is where you will find the Kookaberry code editors) to work with them.

  • Buzzer(s)BalanceMe: a fun egg-and-spoon race. Semaphore: Demonstrate how digital systems represent and transmit data  [Outcome ST3-11DI-T of the NSW S&T(K-6) Syllabus] by sending Waves, Likes, and sounds over the Kookaberry’s packet radio.
  • LoudspeakerMoveMusic: This plays musical notes using gestures.
  • DHT11/22SenseDHT: This measures, logs, and transmits temperature (T) and relative humidity (RH)
  • Ambient Light sensorLightMe: This senses the level of the ambient light and, if too dark, switches on a light (LED).
  • Potentiometer/Fan Module/Push ButtonTutorial-Start your engines: Demonstrating analogue signals and logic in the context of starting a car when the petrol tank is full enough and the ignition button is pressed.
  • Crash Sensor (Micro-switch): Alarm: Can be used in many apps as substitute for Push Button to demonstrate the operation of a limit switch.

Datalogging and “Sense” Apps

The Kookaberry has a unique embedded datalogging functionality that allows a user to log and store measured data over time for later graphical analysis on a PC or Mac in either Excel or html (browser) form. Try it out for yourself using the Tutorial: Data Logging

A suite of environmental “Sense” apps using a variety of sensor has been developed to make full use of the Kookaberry’s datalogging functionality. A full list (undescribed) of downloadable app scripts can be found in this GitHub repositary but try these two out…

  • SenseDS18: This measures, logs, and transmits temperature (T) data using a waterproof DS18B20 sensor on a 1m three wire lead terminated in a jst connector. It can also easily be replicated in KookaBlockly.
  • SenseDHT: This measures, logs, and transmits temperature (T) and relative humidity (RH) data using either the popular DHT11 sensor or the slightly more expensive (but with better specifications) DHT22. This can also easily be replicated in KookaBlockly as demonstrated in the Learning Plan: Measuring temperature and relative humidity – KookaBlockly

Installing the code editing software.

Any MicroPython text code editor, such as the Thonny python IDE for beginners can be used to “see” and edit the code in the above apps, but the customised text and visual editors found in the KookaSuite folder have many advantages.

To load and edit MicroPython programmes on the Kookaberry and Pico platforms, the files and folders contained within KookaSuite will need to be downloaded and installed on your PC or Mac. Instructions can be found from the Download menu or at this link (same place)

Once KookaSuite has been installed, the editors and teachers’s window can be installed. For evaluation purposes, only the visual editor (KookaBlockly) needs to be installed [Note: for experienced python coders the KookaIDE text editor can be installed].

KookaBlockly Apps

MicroPython scripts created in KookaBlockly have an additional .kby added to the .py suffix (ie LightMe.kby.py). This allows them to be identified as KookaBlockly apps in the menu on the Kokkaberry’s screen. A description of how to run KookaBlockly can be found at this link

Other Interesting apps

  • Analogue: This demonstrates proportional control where an output is triggered when a threshold value is reached. It also demonstrates proportional servo control and the app description explains how a servo works.
  • Logic: This demonstrates the operation of the five Boolean logic gates (AND, OR, NAND, NOR, XOR) used by computers for mathematical computation. Although not normally introduced into the curriculum until Stage, their logic and applications are readily obvious at Stage 3.
  • BounceMe: This shows the acceleration waveform after a Kookaberry is dropped onto a soft surface. The normal acceleration is shown as going to zero in freefall and then the sudden acceleration and fade as it hits the surface. Press Button B for more than one second before starting the bounce to freeze the first 2 seconds on the screen.
  • MorseCode: Text messages can be created and listened to; just as a telegraph operators would have heard them at the turn of the 20th Century. They can also be exchanged between connected Kookaberries.

Tutorials & Learning Plans

  • Simulating “Continous” in the Digital World (PWM): This Tutorial describes Pulse Width Modulation (PWM) and how it’s principles can be demonstrated using the Kookaberry ecosystem. It also directs you to the Dimmer app where you can see the effect of varying the PWM duty cycle.
  • Introduction to Digital Systems: This Tutorial uses the Kookaberry to demonstrate the fundamentals of digital systems.
  • Food for Thought: Students will check each other’s lunch boxes for various categories of food on the Australian Guide to Healthy Eating. The number of items of food in each category are recorded using the Kookaberry buttons with the CountMe app and transmitted to the teacher’s Kookaberry running the ListenLog app for display and analysis.
  • Practice makes Perfect: Students will design and run an obstacle course whilst using the BalanceMe app with the aim of improving their balance and reducing their number of ‘drops’. The app emulates an egg and spoon, detecting, recording and transmitting time taken and number of drops.

Colour & Music

Kookaberry apps and Learning Plans/Tutorials have been developed to explore both music and colour. The ones currently described in the Learning Hub can be accessed by using the category filter in the relevant Index pages.

Here are two of them

  • Making Music:  Students will explore musical pitch and tune bottles using their Kookaberry running the MoveMusic app.
  • Pixel: This app illustrates how the colour pixels on TV and device screens work by varying hue (colour) and luminance (brightness) on RGB LED’s.
  • RGB: This peripheral is described in detail – including how it is controlled with a PWM signal. It also cotains lnks to colour mixing tutorials.
  • ColourMe: Demonstrates a colour wheel using NeoPixels for display and the Kookaberry’s tilt as control (not yet in Learn Hub but included on the Kookaberries in the Evaluation Kit)