Create a Smart home with Calliope

Submitted by Katrin_Schuberth on Tue, 09/06/2020 - 17:38

General Info


Create a Smart home with Calliope
Abstract

Students get an impression of intelligent living with the support of technological solutions. They create their own Smart homes while combining to program sensors of Calliope and making creative boxes which represent a flat or a building. Thereby Calliope is a single board computer which is easy to handle. It has sensors that measure temperature, light, acceleration and motion, compass, or acoustic signals. The activity is suitable to introduce knowledge about electricity and programming as well as creativity while defining interior/exterior design of the homes.

The aim of “intelligent living” is to improve the quality of life, ensuring safety and making more efficient use of the energy.


Practice's Language
English
STEAM discipline
Science
Technology
Arts
Art Area/Topic
History
interior/exterior design, architectures
License
CC BY-NC-SA
Leading author of the practice
Maria Kruse
Author's occupation
Teacher
Author's organization
Primary school

Audience and Educational Framework


Audience competence
Beginner
Educational/EQF level
2
Age Range
8-10

Educational Details


Educational Subject
The activity was implemented in general knowledge lessons and manual training
Description of the practice

The activity was implemented in a primary school. It is a good opportunity to talk about modern living. In new houses or buildings already operating, panels have been preinstalled in order to control radiators, blinds or lights. Many people benefit from controlling their technologies at home with their own smartphones or use a voice controlled intelligent personal assistant. The MIN(K)T learning acitivity support its understanding and combines the basic aspects of electricity and programming.

The activity makes use of the Calliope mini-technology. Students learn how to code in a block programming environment. With a few commands, results are already visible, as the Calliope directly displays something: Tones, LEDs light up, display text, radio. It consists of different sensors (light, noices, temperature, position).

Step one is to illustrate a power circuit. For that students learn how to program a simple if-when-loop.

Step two is the integration of the light sensor and speakers, e.g. the light sensor measures the brightness. Those technologies can be combined with different situations of use.

  • Lightsensor: It can be an alarm system if a drawer of a cupboard is opened. It also can be an automatic light switcher which put lights in the room when it’s getting dark. You could also build a simple LED series circuit that switches on when there is movement or increasing darkness. Or music could be played. Or turn on the television.

Also talk about sustainable use (water consumption/electricity/heating), gradually the educator explains the variation of opportunities about the possibility of sensors: light sensor, temperature sensor, light sensor, acceleration and motion sensor, compass and microphone. The educator demonstrates together with students how to program.

  • Position sensor: While movement of the house (earth quick) an alarm can ring to protect people.
  • Temperature sensor: If it's getting cold, the heating can be turned on.
  • Pins: Programming pins means that they could show when plants need water.
  • Radio: Two Calliope "communicate" via funk and sending signals to turn on/off electrical devices.

Afterwards students choose two possibilities of programming and start to programm in combination with creating their Smart houses.

Sometimes, educator supported the pupils while programming, providing code snippets to choose from. 


Duration of practice realisation
10 hours
Difficulty
Medium
Educational Use
Partner work - two students work together

Learning Outcomes
  • Code for Calliope
  • Creative boxes which represent Smart home

Orientation/Focus
acquire new knowledge
develop new skills
attain attitudes
Learners acquire the fun of gaming computer games in a group. Further they are confronted directly with the different developmen
Life long learning, students awareness about what they know and what they're able to do
Delivery mode
Blended learning

Hardware/Software/Other Resources

For the creation of one Smart home you need:

  • 2 sets of Callliope
  • shoe box
  • craft materials
  • Calliope Ipad-App or
    Computer with USB and Windows 10 Open roberta (https://www.youtube.com/watch?v=ZwXIJurEj20)

Implementation

(where and how the practice was implemented)


Country that was implemented
Germany
Framework/οrganization that was applied to
The school was part of the project "Informatics Education and Technology in Primary Schools" initiated by the Lower Saxony Ministry of Education in 2017: https://www.infgsnds.de/doku.php
Audience size
25

Description, evaluation and lessons learned

The educator could implement the activity during formal school lessons. It was also possible to give marks for the product. One mark for a correct and coherent code and one mark for the originality and care of the smart homes. Students were involved for the evaluation of the smart homes. Students also were able to select their partners autonomously.

Working with mobile devices would facilitate the working atmosphere. In the current activity the class had to change rooms and work in the computer lab of the school. 

Thanks to the project the whole class received Calliope equipment: https://www.infgsnds.de/doku.php


Educational material/resources (file/URL) accompanying the practice


Educational material/resources
Blog article from the author Maria Kruse

License
CC BY-NC-SA
Educational Resource Type
presentation
Interactivity Type
active
Language

German


Rate this Practice

10 votes with an average rating of 4.5.

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