Ubiquitous computing
This list contains resources devoted to wearable technology, IoT, AR / VR, mobile application development, embedded applications, haptic computing, and human-computer interaction.
Electro fashion: sewable LED kits
This booklet is aimed at KS3 teachers that want to offer wearable technology projects. It covers the following topics, conductive thread, LEDs and resistors, stitched circuits and press stud switches. Each of the tasks require little or no electronics experience. The information can be used to plan lessons or can be printed out as student handouts.
10/6 The Mad Hatter’s hat
This is a crafting activity, that utilises the programming power of the BBC micro:bit to introduce wearable technology. The programming required is straightforward and would be suitable as a cross curricula activity on a super learning day, potentially with the support of the English or history department.
Design a personal heart monitoring system micro:bit
In this challenge, students are asked to consider the impact of people suffering from heart conditions, both to the individual and to wider society. They then generate ideas for using programmable systems to improve people’s health, and to monitor themselves.
A video introduces the idea of a heart rate monitor, and a link is made to other Faraday resources that would work well with this one. Some students will create their own design criteria from this process.
A prototype heart rate monitor is then created using a BBC micro:bit and appropriate input and output devices. The built-in accelerometer is used to detect the movement caused by heart beats, and the LED display is coupled with a beeper to output.
A sample program is included, built in the Touch Develop environment.
As an extension activity students are then challenged to integrate the device into a complete wearable product.
The Internet of Everything
This is a free course, hosted by the Open University. It is an introduction to the fundamentals of IoE, the benefits and the potential risks. The course is intended for students that have a basic appreciation of computer science and probably best used as a flipped learning activity for students aged 14 -18. There are quizzes at the end of each session, as well as a end-of-course assessment. Once enrolled, students progress can be tracked and they can gain a statement of participation for completing the whole course.
Introduction to App Inventor
An introductory resource to App Inventor for students aged 11- 14 years. App Inventor is a visual programming environment that allows students to build mobile apps for smartphones and tablets. This resource contains a teacher presentation and worksheet to support the students in their development of a simple 'spot the difference' game.
Sharon Scholes is the author of this resource.
App Inventor 2: Create your own Android Apps
An online book, written by one of the original creators of App Inventor. It is a comprehensive resource designed for students aged from 14 -16 with little or no programming experience. The book is organised into two distinct sections. The first, a series of tutorials that support students in the creation of increasingly complex apps. The section half, is a more formal guide to programming and computer science. The exercises in this book could be incorporated into a scheme of work or as reference material in a NEA or programming project.
Electronic handbag project
This resource can be used to support an electronic handbag project. There are four worksheets that cover the following topics:
- micro-controllers
- exh numbering for neopixels
- the ‘Internet of Things’
- conductive thread circuits
The worksheets are suitable for students aged 11 to 16, whom have little or no programming experience. The first three worksheets can be completed within 90 minutes. The last worksheet contains optional extension material.
David McAll is the author of the resource.