Physical Computing: Introduction to Arduino
This workshop has been developed as a result of a Digital Maker Collective collaboration between alumni artist in residence Rosie Munro Kerr and Chelsea BA Fine Art student Daniel Bandfield
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Physical Computing Lesson Plan
Structure:
10 to 12 people per lesson.
Time length: 3 hours
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Introduction
Talk about principles of the lesson topic - 15 minutes.
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Follow along demonstration
Demonstrate how to build something, while students replicate it - One hour.
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Problem/Task
Present a task for the students to work out themselves using the principles established, or give them the opportunity to make something using students initiative - One hour.
Lesson 1 – Introduction to Arduino
Equipment introduced
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Arduino Uno
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Button
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LED
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Capacitive Touch (not really equipment)
Principles explored
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Introduction to micro controllers and arduino uno.
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What is a micro controller and how is it different to a computer?
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What is it good at and what is it not good at?
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Brief overview of the internals of an arduino
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The Atmel atmega328p
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USB chip
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Pins: Digital and analog
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Power
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Basic common principles of code.
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Variables
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Functions
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Libraries
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Conditional Statements
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Loops
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Basic electronics principles.
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Volts, amps and ohms.
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LEDs
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Resistors
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Capacitance
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How to learn about physical computing.
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DO NOT need to memorise everything now.
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Everything is a google search away.
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Start with problem statement.
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Divide complicated problems into smaller, simpler problems.
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Demonstration
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Part 1: Blink an LED
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pinMode()
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digitalWrite()
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Serial functions
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Part 2: Blink an LED with a button
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Part 3: Register touch using capacitive touch and fruit
Task
Students can choose to either:
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Create a circuit in which a blinking LED blinks faster when someone is touching a fruit.
- Play around with the electronics and come up with their own circuit.