A learning plan for the Kookaberry
This is a Digital Technologies project that recreates the preloaded LightMe app on the Kookaberry using the KookaBlockly visual programming editor
Overview
The LightMe preloaded app measures the level of ambient light and generates an output signal that can be used to light an LED when it falls below an adjustable threshold.
The full MicroPython code for the preloaded app can be inspected using the KookaIDE text- based editor, but its basic functionality can be recreated using KookaBlockly.
The underlying MicroPython code can be displayed as it is generated in KookaBlockly.
Practical Outcomes
Students will learn to create a customized app that is common in the real world.
Learning Outcomes
Students will use peripherals; position and format text on a screen; create and manipulate strings and variables; receive, transform, and transmit data; scale readings; and implement logic conditions and thresholds.
Prior Knowledge
Familiarity with visual programming editors such as Scratch, and with the following Tutorials
Teacher Resources
- STEM Journey Class Kit
- Windows PC or Mac
- KookaManager
Recreating the LightMe App
This embedded PowerPoint presentation describes the complete Project. To open in a new window in order to view it in full screen, click on the icon at the bottom right of the PowerPoint window
A pdf can be downloaded from the sidebar to the right
Apps used in this learning plan
Peripherals used in this learning plan
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