Model 2: Action Timer

Time is always frustrating!

Grade
5-7
Time required
1 double hour
Difficulty level
Model: easy, Programming: easy
Model type
Desktop device as timer for time games or measurements

MODEL DESCRIPTION / TASK

The pupils (SuS) plan and implement a timer for all types of games where time is of the essence. Three different countdown times can be set using three buttons. The selected time is confirmed by an LED lighting up briefly. The countdown is then started via another button. The remaining running time is indicated by the flashing of the respective LED. Shortly before the time, all three LEDs flash quickly and then go out. The action timer can now be restarted for the next game round.

EVERYDAY RELEVANCE

Variable time loops (hard, medium and soft for egg timers or tone sequence for a distance warning device or running times and acoustic output for sonar devices ...) as well as simple options for the output of detected processes have a strong reference to everyday life for the pupils. The topic could be integrated into prevocational orientation with regard to information technology professions. Here, time loops and the synchronization of times are required in almost all apps or types of software.

 
 

Key questions:

  • What function must a time fulfill? (Communication)
  • Which step sequences for controlling time loops must be taken into account? (critical thinking and collaboration)
  • How could the timer be optimized in terms of material savings and effectiveness? (creativity)

Subject reference

Computer sience
Basics of programming 
Sport
Measuring reaction times
Technology
Develop contructive solutions for technical problems, manufacturing and optimizing an object
Physics
Recording and displaying times

Lesson progression

Introduction phase

Classroom discussion (without App)

  • Query scenarios in which a timer is used.
  • Collect various timers from the pupils' everyday lives (optionally as real objects or on text cards).
  • Presentation of the task.
  • Discussion about possible/useful time intervals depending on the area of application. Reference to sensible times: z. e.g. egg timer 5/7/10 minutes, chess 1/2/5 minutes, activity 20/30/40 seconds

Assistance if necessary

  • Show sensors and actuators from the construction kit or timers from everyday life (egg timer, stopwatch), use presentation media if necessary.

Planning phase

Lesson discussion (with App)

  • The teacher specifies the procedure using the work steps in the app.

Partner or individual work (with app)

  • Pupils familiarize themselves with the app and download the corresponding task.

Optional partner or group work (without app)

  • Pupils sketch a possible system
  • Pupils discuss the results and agree on a design.
Construction phase

Partner or individual work

  • Pupils use the app to build the action timer. The app guides them through the program in small steps.
Programming phase

Partner or group work

  • Pupils write the program for the action timer. The app guides them through the program in small steps.
  • Help is provided in the app.
  • The program is transferred to the RX controller.
Experimentation and test phase

Partner or group work

  • The action timer is put into operation and tested.
  • Possible malfunctions in the function sequence must be found and eliminated. Help is offered in the app.
  • Possible optimizations can be made to the positioning of the buttons, the wiring or the programming.
Final phase

Discussion in plenary

  • Debriefing of the project in class.
  • Strengths and weaknesses of the solution are discussed.
  • Theoretical optimization possibilities for various application scenarios in everyday life are discussed.

Optional: Presentation and allocation of differentiations

  • The possibility of differentiation for fast pupils is offered in the app.

Competition

  • The use of the individual timers in a practical application, e.g. in an action game, can take the form of a small competition.

 

 

Information and notes

Methodical and didactic tips

 

Differentiation options

Depending on the desired application, the three usable running times of the Action Timer can be adapted to individual requirements, e.g. use as an egg timer (hard, medium, soft) or adapted playing times (e.g. for timed games, brain teasers and guessing games). The running times can be reprogrammed for this purpose.

Motivational aspects

Pupils are familiar with the problem of timing and possible resulting disputes in the course of a board game, as well as other possible uses of time measurements and their functions in everyday life. As a rule, the pupils themselves know that clear rules for timing have positive effects on social interaction.

Additional material

  • If necessary, use a real object in the form of an egg timer or a stopwatch to introduce the topic.
  • Optional drawing media (paper, white board or projection screen).

Functions of the model and their technical solutions


Function of the timer

 


Technical solution

 

Select the desired term (1,2 or 3)

 

 

Press one of the three buttons for the respective time loop


 

Confirmation of the selection made

 

Flashing of one of the three associated LED´s

 

Start of a timing process

 

 

Pressing the start button

 

Output of the countdown function

 

 

Flashing of the associated LED (every second)

 

Shortly before the set time expires

 

 

Rapid flashing of all three LED´s (half second cycle)

 

Expiry of the entered time

 

 

All three LED´s go out


Differentiation:
Adaption of the time loops to specify areas of application (e.g. egg timer)


Changing the time loop
 


Material  list

Material list for the basic circuit

 

Sensors

 

 

Function

 

4 buttons

 

 

Input

 

 

Actuators

 

Function

 

3 LEDs, yellow, green, red

 

 

Display

 

1 motor

 

 

Alarm transmitter

 

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