Finch Spirals

When the Finch's two motors move at the same speed, it moves in a straight line. When they move at different speeds, it moves in a circle.

Write a program that makes the Finch move in a circle with the left wheel at 60 and the right wheel at 15. What is the approximate radius of the circle? You may want to attach a marker to the Finch as shown in DrawBot.

Modify your program so that the left wheel moves at 60 and the right wheel moves at 50. What is the radius of the circle now?

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:

Finch Polygons

This activity assumes that you have completed How Far Will the Finch Turn?. Make sure you have already done that activity before you start.

You have an equation that relates wait time to the angle that the Finch turns. In this activity, you will use this equation to write a program that makes the Finch draw a polygon. The user will be able to choose how many sides the polygon will have!

Your program must 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!

Monitoring with the Finch

In this project, you will use the Finch to monitor the light level and temperature in your classroom. You will start by monitoring these variables over a one minute period, and then you will modify your program to monitor them over 24 hours.

Write a program that meets the following requirements:

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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