Finch Alarm Clock

This activity was created by Dianne O'Grady-Cunniff of Charles County Public Schools.

Alarm clocks are too easy to turn off. Create a program that will use the robot as an alarm clock. When the alarm goes off, the robot will move around, flash its light, and make noise. The robot won’t stop until it's put on its tail facing upwards. To see a real-world example of such a robot, check out this video.

Your program should do these things:

Finch Song

This activity was submitted by Nora Blasko of Great Mills High School.

You can use the Finch to play a song! Choose a song from this website and make the Finch play your song using its buzzer! If you need help converting the notes to letter names, use the picture below. This picture also tells you the frequency in Hertz of each note.

Finch Traffic Light

This activity was submitted by Nora Blasko of Great Mills High School.

It's late at night and the corner traffic signal has broken down. 
You can earn big money hiring your robot out for the evening if the Finch can demonstrate the ability to follow the correct pattern for the corner traffic light.

Finch Pen

In this activity, you will use the Finch to draw on the computer screen!

Start by writing a program that uses the Finch accelerometer to move a sprite on the screen. The x and y positions of the sprite should be controlled by two different acceleration values. You may need to use math operator blocks to scale the acceleration values.

Remote Control I

In this activity, you will use the keys on your computer to control the Finch. This means that the Finch will operate by remote control, rather than acting on its own (autonomously).

Your program should make the Finch do these things:

Simon Says II

In this activity, you will make a Finch version of the game Simon Says. The Finch will give the user random commands and count how many the user successfully follows.

Start by creating a list called PossibleOrientations. Store the following Finch orientations in this list: Beak Up, Beak Down, Level, Upside Down, Left Wing Down, and Right Wing Down. You should also declare a variable to hold the user’s score.

Your program should meet the following requirements:

How Far Will the Finch Turn?

This activity was developed in collaboration with Brian Johnson of Lakeside Junior High School in Springdale, AR.

As you have learned to make the Finch move and turn, you have varied the speed of the motors and the wait time. You may have spent some time trying to choose exactly the right wait time to make your Finch turn a particular angle. In this activity, you will use math to find an easier way to make your Finch turn whatever angle you chose!

Programming with Gestures

In this project, you will create a way for young children to program the Finch. The Finch will have two modes. In the recording mode, a child can tilt the Finch in different directions. Your program will save this sequence of tilts in a list. In the play mode, the Finch will translate the sequence of tilts into a sequence of movements.

Finch Pong II

For this activity, you will be using the program you wrote for Finch Pong I. If you didn’t complete that activity, do that now!

In Finch Pong I, you wrote a program with a ball sprite that fell at a random x position. The user controls a paddle with the Finch and tries to catch the ball. In this activity, you will make the game more complex by making the ball bounce and moving the ball horizontally as well as vertically. You will also increase the speed of the ball as the user plays.

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