## Mood Ring Finch

This activity was contributed by the Institute for Computing Education at Georgia Tech.

A mood ring is a ring that changes color based on your body temperature. The idea behind the ring, which is explained in this video, is that your body temperature can be used to predict your mood. In this activity, you will use the Finch to predict mood in the same way!

## 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 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.

## Remote Control II

This activity was based on an exercise by Peter Meade.

In this activity, you will write a project that will enable someone to use the computer keyboard to control the Finch. Maybe you can even use your program to show the Finch to younger students at your school! For this project, the Finch should do the following:

## Accelerometers for Asteroids

This activity was created by Sean Stern of the NYC Academy for Software Engineering.

In this project, you will use the accelerometer to control a spaceship in the game Asteroids. The game starts when you click the green flag. Asteroids come from the top of the screen and move down. The player should try to avoid the asteroids by moving the ship using the Finch.

### Part 1: The Rules of the Game

In order to control the ship, we’re going to be using the accelerometer on the Finch.

## CricketBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

When the lights are low, the CricketBot uses its buzzer to chirp like a real cricket. The darker it is, the faster it chirps.  Full daylight makes it stop chirping.

For this project, the Finch should do the following:

## ShyBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

The ShyBot doesn’t like anyone getting too close.  When it senses someone is nearby, it changes the color of its beak, flashes its light faster, and beeps with higher notes.

For this project, the Finch should do the following:

## SquirrelBot

This activity was created by Tom Simpson at Heathwood Hall Episcopal School.

The SquirrelBot must stay alert for hungry birds of prey.  When he senses the dark shadow
of a hawk above him, he needs to take random evasive action to confuse the hungry bird. Program four different escape maneuvers to allow your SquirrelBot to survive another day.

The requirements for this project are as follows: