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:

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.

Exponents and Loops

The repeat block is a loop that repeats the blocks inside it a certain number of times. For example, the program below causes the Finch to move as follows: forward, turn, forward, turn, forward, turn. This script should make the Finch move in a rough triangle. Try out this program and tweak the wait times so that your robot moves in a triangle. You can attach a marker to the Finch so you can see it draw the shape.

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.


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:


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:


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

This robot changes its appearance as the temperature changes: