ATL Handbook PDF
ATL Handbook PDF
ATL Handbook PDF
A Handbook
1
DISCLAIMER
The content in this handbook has been curated &
collated from various online sources and is purely &
solely for academic, education purposes. We do not
intend to infringe on any copyrights.
ACknowledgement
This Handbook is the outcome of the support of the numerous
people who have contributed, reviewed and suggested changes to it
over a long period of time.
Team of subject experts and makers - Ms. Shyda Rana, Ms. Astha
Sharma, Mr. Sohil Patel, Ms. Puneet Sardana; Atal Innovation Mission
Team at NITI Aayog Mr. R Ramanan, Dr. C. Muralikrishna Kumar, Dr.
Ayesha Chaudhary, Varsha Dandapani, Mr. U.K. Sharma; the team
at Foundation for Innovation & Collaborative Education Raghav
Ankur, Poornima Phadke, Girish KS, Jonathan Rajiv, Ravi Chugh, Amit
Tuteja, Nagesh Singh; Innovation Coaches at Atal Tinkering Labs -
Viraj Gandhi, Vinay Babu Ulli, Akshay Chawla, Anip Sharma, Ronak
Jogeshwar, Bhavik Khurana, Bhvaneswari Arjunan, Rashi Nigam,
Pravin Prajapati, Ashish Srivastava; the entire team at Intel and its
implementing partners Kishore Balaji, Anshul Sonak, Shweta
Khurana, Sharon E Kumar, Saloni Singhal, Anoop Rawat, Shray Singh,
Shipra Chowdhary and Anuj Duggal.
3
INDEX
INTRODUCTION
About the book
Who is the audience for this book?
How to use this book?
Suggested role of a facilitator
Suggested facilitation techniques
Suggested logistics arrangements for ATL sessions
CONTENT OVERVIEW
CONTENT GUIDE
Module I - Digital Literacy
Module II - Ideation
Module III - Design Thinking
Module IV - Computational Thinking
Module V - Physical Computing
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INTRODUCTION
Atal Tinkering Labs (ATLs) are designated 1500 sqft. spaces, with state-of-the-art facilities, set aside for
creating something new, a space for innovating and providing solutions for problems faced by individuals
and communities.
One of the larger aims of the ATLs is to create a pool of talent that is future ready, by introducing and
exposing young innovators to essential world skills; to get them to think out of the box, and break
boundariesand make something unique in the process!
On a broader canvas, the objective is to help instil a maker spirit in young people, by providing
opportunities for working outside the classroom, using hands-on experimentation and collaboration with
the latest technology, and designing it to provide much needed solutions. The program aims to bring the
do-it-yourself culture to the forefront, encourage and motivate students to become solution providers and
get engaged in self-learning that will not only lead to the development of higher order thinking skills, but
may eventually lead to discoveries, innovations and inventions.
The aim of this book is to provide the user - teachers & students with content which has been curated and
collated as per the aim of the ATLs. The expectation is that schools can make use of this content as it is,
and refer to it to begin with their tinkering journey. This content is not completely exhaustive; rather it aims
to provide a direction to lead the students and teachers towards exploring their own interests & passion,
raising their upper limits and creating multiple paths for further enhancement of their existing skill sets.
The assumption is that users will continue to add more content in their labs in their quest for learning new
things, and discovering novel concepts as they proceed to different levels.
The core guiding principles for this content are being objective and ensuring clarity of concepts along with
providing ample hands-on activities for practical know-how.
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How to use this book?
This book and its content have been collated and designed keeping in view that it can be used both in a Do
It Yourself (DIY) mode by students and in facilitator mode by teachers.
The objective is to give complete freedom to the students to run through the learning material on their
own at their own pace, and also give the know-how to the teacher to take them through each and every
aspect of the content. Towards this dual aim:
All presentations have speaker notes that can be used both by teachers and students to understand
the concepts
All PPTs, activity cards and reference links have been provided in a soft copy format also, along with
this book for easy access
Planning - ability
Passion to learn to plan and coordinate
Being an Effective
ATL Faciltator
A facilitator could be any one from the school - the designated ATL incharge teacher and/or the
Innovation Coach.
The ATLs have been envisaged to be the hub for innovation, invention, making, tinkering and giving shape
to ideas that solve local and global problems using technology. All this requires direction, resources
physical and otherwise, guidance and support at each and every step. Considering this is a novel concept
and being initiated for the first time, it asks for a change in the mindset and openness to look at things and
ideas differently. This also makes it imperative to provide necessary support to bring in these changes and
make the program a success. The content has been designed and curated towards this very objective - to
help teachers/facilitators to ignite a passion for learning, ideating and creating among students.
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The expectations from facilitators are to:
Communicate the essence of the ATL program - vision, mission and framework.
Include participants from different backgrounds and with diverse interests. Innovation in the classroom
will follow naturally.
Respect and accept students experience as core to innovative thinking - helping to innovate for
contextual issues to further global ones.
9
Suggested logistics arrangements
for sessions
We suggest arranging and providing for the following things to get optimum results from the
learning sessions.
Classroom/lab with audio and video equipment for showcasing videos and PowerPoint*
presentations
Internet access for all students as per the requirement of the content/sessions
Basic stationery - pens, pencils, markers, post-it notes, and necessary equipments as
mentioned in each module
Print outs of all the activities to be conducted to be in place before the sessions
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CONTENT OVERVIEW
The content has been divided into modules; each module helps to build a specific skillset and takes
students closer to the overall objective of acquiring the appropriate skills and becoming a tinkerer a
creator, a maker - in simple words, a solution provider.
DIGITAL LITERACY
MODULE I
This module is aimed to help understand the basics of using computers and
becoming digitally safe
IDEATION
MODULE II
In this module, the objective is to help in generating multiple ideas for a problem
DESIGN THINKING
MODULE III
The content of this module would help in the process of refining ideas and giving
them a proper shape
COMPUTATIONAL THINKING
MODULE IV Here the participants would get an overview of all the different kinds of hardware
and software - sensors, boards etc. that can be used to convert the idea into a
prototype
PHYSICAL COMPUTING
MODULE V
This module will help in the hands-on/DIY activities explain how the ideas
generated can be made into a real-time project
Each of the modules has its own set of learning objectives and learning outcomes with a set of activities
and resources for reference. Details of each of the modules are shared in a later section in this book.
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IMPLEMENTATION OF
THE ATL PROGRAM
The Atal Tinkering Lab is a novel concept for our country. While there have been similar activities by some
schools and organizations, the efforts and coverage have been sporadic and more individualistic in nature.
With the Atal Innovation Mission (AIM) and the setting up of Atal Tinkering Labs in more than 500 schools
across the country, the objective is to provide this opportunity to a much wider audience. The expectation
is to have an impact on the entire education system in the country and lead our future citizens towards
joining the global workforce as tech creators armed with skills for the future.
Towards this objective and expectation, it is essential to integrate the concept of Atal Tinkering Labs within
our formal school education system. Considering that education follows a set path in our country, all of us
together will have to identify transacts between the existing system, and the necessary and optimal flow of
this new concept of tinkering.
1. ATL is for all class/grade VIXII students. Students from other grades/classes can also be exposed to
ATL as per the discretion of the school.
2. All students must be briefed about ATL (basic Information along with a scheduled visit to the ATL in
the school)
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STEPS FOR IMPLEMENTATION
Step I - Rolling out the action plan
The first stage in the implementation process is to create a plan and arrange for necessary resources
needed to make the plan successful. This would involve the following:
i. Please refer to the plan document created by your school management/Principal/ATL in-charge
(if not done yet please refer to the plan document for establishing the ATL in the Operation Manual.
A snapshot of the same has been given below for your reference.)
School Name
City
State
Functional Areas:
3. Decide/identify technical resource
1. Physical space allocation/identification
tools and materials
2. Human resource allocation for ATL 4. Design a focused and feasible time table
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Recommended process
Utilize zero periods/class teachers periods for dedicated sessions for tinkering
If there are no zero periods, please discuss and try to get them included in the time table in such a
way that as and when needed, large numbers of students can undergo training/orientation
Use block periods for continuous lab sessions this would help provide the students ample time to
work at a stretch
Make a time table for after-school hours for school students and similarly, students from other
schools
ii. Work on your existing school time table and make time for tinkering - for ATL. There should be
predefined hours in a week when students would be allowed and expected to either visit the lab
and/or be part of orientation sessions in their classroom itself. This would help to bring in regularity
and uniformity.
iii. Orient and train teachers other than the ATL in-charge
The ATL in-charge single-handedly may not be able to manage and would need support from other
teachers to:
Thus, it is imperative to involve other teaching staff also provide them with the overall perspective and
importance of the program and prime them to support by setting the expectations from the beginning
itself.
Towards this aim, NITI Aayog will be sharing more information on the training plan for the selected
teachers of the school.
14
Step II - Enrolling students in Atal Tinkering Labs
By now, your school has:
Now the next step is to get the main beneficiaries of the program on board get students to join the
tinkering lab become part of it and start using the facility as has been envisaged. In general, all the
students of the school in certain grades have to be oriented. While this has been mandated, there may still
be a need for spreading awareness through various options. (To know more please refer to the Information
Management section in the ATL Operation Manual)
For students from the community outside of school, a sustained focused effort has to be made by the ATL
Advisory Committee, spearheaded by the ATL in-charge. (To know more please refer to the Information
Management section in the ATL Operation Manual)
Recommended process
Student identification and nomination needs to be a continuous process, and teachers will play a key
role in it Self-registration can be one of the options, post which the ATL in-charge along with other
teachers can discuss and decide Open communication between parents and teachers throughout the
process is important
Interesting sessions to be organized in the lab to generate curiosity towards the program and get the
students attracted to make optimum use of the lab
Collaborate with NGOs working in the locality to identify, mobilize, and convince students and parents to
allow their wards to get enrolled
Seek help of local government bodies in identifying meritorious candidates or those with scientific bent
of mind
Prepare a separate time table for them for vacations and weekends to conduct block sessions as may be
decided mutually
The next stage would be to integrate the program within the formal education scenario.
15
INTEGRATION OF THE ATL
PROGRAM IN SCHOOLS
Now lets look at integrating the program in a school set-up.
With the aim to help in making the labs functional and to support the school, we recommend the following
four level approaches:
Suggested process/ways
Organise six sessions of one hour per batch spanning over introduction, orientation, ATL visit,
pre-ideathon, idea generation and introduction to concept of design thinking
Responsibility of this level lies with the class teacher and/or teachers selected by school
authorities/Atal Advisory Committee
Suggested process/ways
Select students from the previous level on the basis of interest, previous experience, ideas generated,
and students nominated by the teachers will join in at this level
Organise two sessions of two hours per week for eight weeks and/or as per the time table decided by
the school authorities/Atal Advisory Committee
Students at this level will be introduced to computational thinking and will revisit the concept of design
thinking along with DIY activities
Responsibility of this level lies with the designated ATL in-charge teacher and/or teachers selected by
school authorities/Atal Advisory Committee
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Level 3 - Tinker Lab
This level would have small size batches - 30 each from different age groups. These students will work in
the lab with the ATL in-charge working on specific ideas and projects.
Suggested process/ways
Select students from the previous level on the basis of aptitude, interest, previous experience, passion,
mindset, willingness, inequality facing, and ideas generated will join in at this level
Students at this level will be revisiting the concepts of design thinking, computational thinking, and
understand the concept of physical computing along with DIY activities
This level may have at least three batches/cohorts based on age group; these students will work in the
ATL for at least three months - Junior batch (12-14 years), Middle batch (14-16 years), Senior batch
(16-18 years)
All sessions will take place in the ATL under the guidance of ATL in-charge/Innovation Coach with
support from external mentors and local maker communities
Suggested process/ways
All sessions will take place in the ATL under the guidance of ATL in-charge/Innovation Coach with
support from external mentors and local maker communities
Students would be working on real-time projects and engage in active prototyping on their own
and/or in partnership/with support from other government programs AIMs Incubators, other higher
education universities, maker spaces, industry partners etc.
These students can participate in external/internal competitions, challenges, innovation festivals etc.
Each of these levels depicts a different set of competencies; requires different skillsets; needs different
type of activities and various lengths of time duration.
For each level, a participation certificate can be given to all the students by the school. A template may be
provided by NITI Aayog. More details will be shared later.
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Tinkering Levels
1 2 3 4
Goal Inspire and ignite passion Take participants from zero to Elevate the level of students Enable youth facing
tinker skills from Tinkerer to Maker inequality to grow from
Maker to Innovator and show
Community Impact (Tech
Creation to Tech Usage)
Aptitude for innovation mind-set
Audience All school children Interested students Select students - batches of 30 Self-motivated students
(Grades VI-XII) interested in students to work in lab., working on their own
tinkering minimum of three batches to
be conducted in a year
Duration One month (flexible as per Two months. (flexible as per Three months per batch of 30 Open ended - may overlap
the school schedule) the school schedule) students with local festivals, grand
challenge/showcases
Ownership School teachers ATL in-charge teacher ATL in-charge supported by Students
external mentors and maker
communities
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ALIGNMENT OF CONTENT WITH
TINKERING LEVELS
The next step now is to align our content to these levels:
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LEARNING MODULES FOR
ATAL TINKERING LABS
The main beneficiary of the Atal Tinkering Lab program is the children - the students. The entire program
has been built for them and thus, it is imperative that the first activity should include an introduction of the
program for them.
Towards this aim, we suggest making use of the first session to make them aware about the program -
about the Atal Tinkering Lab Atal Innovation Mission using a brief presentation detailing its background,
objectives and expectations; give them an understanding of its importance; and to provide an overview of
what is tinkering, and encourage them to become part of this journey of innovation and invention.
Please refer to Introduction to ATL A presentation about ATL labs - first introduction for students
provided in the pen drive
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Module I - DIGITAL LITERACY
To enhance students knowledge and skills in Would have understood the basics of computers,
working with computers & other devices and learnt how to use basic computer applications
for collaboration like presentation, word processing,
To introduce them to the basics of internet and spreadsheets and multimedia applications
how to be safe while using it
Would have become adept at using internet search,
To make students computer literate, thereby email and various social media platforms and will be
enabling them to create and innovate using able to communicate, collaborate and create things like
technology resumes, flyers, invitations, budgets etc. through
hands-on activities
It includes knowledge, skills, and behaviour involving the effective use of digital devices such as
smartphones, tablets, laptops and desktop PCs for purposes of communication, expression, collaboration
and advocacy. While digital literacy initially focused on digital skills and stand-alone computers, the focus
has now shifted to network devices including the internet and social media.
We recommend you to not confuse digital literacy with its earlier versions of computer literacy and digital
skills. Computer literacy refers to knowledge and skills in using traditional computers, such as desktop PCs
and laptops whereas digital skills is a little more contemporary term and includes the practical abilities in
using digital devices, such as laptops and smartphones.
https://en.wikipedia.org/wiki/Digital_literacy
1
21
For the ATL initiative to be successful, it is imperative that the students have a prior knowledge or a
certain degree of digital literacy as future projects would involve a lot of activities that would need them
to use computers proficiently. In one of the later modules, they would be exposed to programming and
connecting other technical components together to create projects and prototypes, and thus it is essential
for them to have a working knowledge of using computers.
In order to determine the level of Digital Literacy in the class, we suggest asking students the following set
of questions:
Have you heard about the internet? Have you used it before?
Do you know how to create an email ID? Do you have an email ID?
Based on the responses, we would suggest you to share the details of the Online Digital Literacy Module.
The internet opens several opportunities that you would never be able to avail otherwise. You can see
places you have never travelled to, communicate with friends across the globe, get information on
anything anytime, and create an online reputation that allows you to present yourself as you desire to be
seen by the world. However, with all of these come risks. You may stumble across a website that displays
inappropriate content, your email or social networking account could be hacked and misused, someone
could misinterpret what you posted and respond with hurtful comments, or you could be embarrassed by
photos or information that gets associated with your online profile. It is therefore very important to know
how you can avoid risks and keep yourself safe on the web.
This curriculum will make you aware of the benefits and dangers of using the internet; nurture a strong
character through cyber wellness values; familiarize you with types of cyber threats, consequences and
protective measures; prepare you to make responsible and informed decisions in cyberspace.
Please refer the students to the link for Digital Literacy - https://easystepsonline.intel.com/
Please refer the students to the Digital Wellness curriculum in the pen drive
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Module II - IDEATION
To introduce students to the concept of ideation Would have started to think over and above the
everyday activities
To encourage them to think out of the box, look at
the world around them, identify problems and think Would know how to generate multiple ideas to
of potential solutions solve one problem statement
About Ideation
Ideation is the creative process of generating, developing, and communicating new ideas. These ideas can
be understood as a basic element of thought that can be visual, concrete, or abstract.
The process of coming up with an idea that can be turned into something valuable is called ideation.
These are some of the simplest definitions for Ideation on the internet. For our purposes, we can further
simplify it as:
Ideation is the first step towards tinkering - this is the step where a student will/should start thinking -
about a new idea, a new concept, or a new solution to an existing or new problem.
The whole idea is to start thinking. Once the students become responsive and start sharing ideas,
ask them to concentrate on, and identify one problem statement - any problem/issue that they would
like to work on.
Feedback Generate
Note for the facilitator ideas
2
https://en.wikipedia.org/wiki/Ideation_
(creative_process)
Select
Find solutions potentially
to the problem good dea
Execute
the idea
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Module III - DESIGN THINKING
To introduce and expose the students to the concept Would have understood the concept of design
of Design Thinking, thinking and its application for problem solving
To enable them to practice and identify design Would have been exposed to various phases of
opportunities through various phases with the help of Design Thinking, getting a deeper understanding
hands-on activities of each one of them with real-time activities
The process of Design Thinking (DT) is opposite to this kind of traditional teaching. While teaching DT,
students are encouraged to explore real-world problems without easy solutions. They are expected to take
charge of their own learning, work together in teams rather than individually and understand that there are
no right answers to the greatest of challenges/problems.
In simple words - Design Thinking is a method for practical, creative resolution of problems, and creation
of solutions. It is a form of solution-based or solution-focused thinking with the intent of producing a much
needed/required solution for a problem.
While the approach to teach DT may be different we can find similarities in the way it is practiced. It doesnt
differ much from the scientific method which is taught and used in schools under various subjects. Just
like a science or a maths problem, DT also begins by stating a hypothesis and then, through various inputs,
suggestions, and permutations and combinations that move toward forming a model or theory. The main
difference is that inputs/suggestions in a DT process are all aimed towards solving the identified problem
or filling the identified gap in a service/model/product etc.
It includes building up ideas, with few, or no, limits at a stretch during a brainstorming session. This helps
reduce fear of failure in the participant(s)/students and encourages the process of input and participation
from all. The outcome of such a brainstorming phase is what we commonly refer to as thinking out of the
box.
For the purposes of tinkering & innovating toward the objectives of ATLs, the DT process can be defined
through five distinct stages: empathize, define, ideate, prototype and test.
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Lets take a quick look at each of these stages
Please refer to the presentations that will take you through the process of Design Thinking and its various
stages in the pen drive provided along with the Activity Cards
25
Resources
To get some more inspiration, you may refer to the following:
https://www.youtube.com/watch?v=a7sEoEvT8l8
Design Thinking
https://www.youtube.com/watch?v=qyoZTUGzdGY
https://dschool-old.stanford.edu/sandbox/groups/designre-
An Introduction to Design Thinking Process Guide sources/wiki/36873/attachments/74b3d/ModeGuideBOOT-
by Stanford University CAMP2010L.pdf?sessionID=1b6a96f1e2a50a3b1b7c3f09e-
58c40a062d7d553
https://www.youtube.com/watch?v=Cll6AEzXh8c
https://www.youtube.com/watch?v=aPnTPK0c53w
How to brainstorm - individually/in a group
https://www.youtube.com/watch?v=GLpZ6RZHyoM
(resource for teachers)
https://www.youtube.com/playlist?list=PL6cG1WctJGLB-
Design Thinking for Kids (Playlist)
3Msassl6UPQ4yx_t2GLTG
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Module IV - COMPUTATIONAL THINKING
To help the students to develop their ideas into a robust Would have understood the concept of
step-by-step solution using adequate technology Computational Thinking and its application for
problem solving
To introduce them to the concept of Computational
Thinking - its key techniques/approaches Would know how to develop their ideas into
flowcharts, algorithms and convert them into
To give them an understanding of algorithms, programming language
flowcharts, sensors, development boards, programming
through hands-on/DIY activities and exposure to Would have undergone real-time
various resources hands-on projects using sensors, coding while
understanding their multiple applications
Thinking computationally is not programming. It is not even thinking like a computer! Simply put,
programming tells a computer what to do and how to do it. Computational thinking enables us to work out
exactly what to tell the computer to do.
For example, if you agree to meet your friends somewhere you have never been before, you would
probably plan your route before you step out of your house. You might consider the routes available and
which route is best - this might be the route that is the shortest, the quickest, or the one which goes past
your favourite shop on the way. Youd then follow the step-by-step directions to get there. In this case, the
planning part is like computational thinking, and following the directions is like programming!
Being able to turn a complex problem into one we can easily understand is a skill that is extremely useful.
In fact, its a skill you already have and probably use every day.
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Lets take a look at two more examples:
Example 1 Example 2
Lets say you need to decide what to do with your group of Another example might occur when playing a video-
friends. If all of you like different things, you would need to game. Depending on the game, in order to complete
decide: a level you would need to know:
What you could do What items you need to collect, how you can
collect them, and how much time do you have to
Where you could go collect them
Who wants to do what What is the best route to complete the level in the
quickest time possible
What have you previously done that has been a success
in the past What kinds of enemies are there and their weak
points
How much money you have and the cost of any of the
options From these details you can work out a strategy for
completing the level in the most efficient way.
How much time you have
Both of the instances above show how computational thinking has been used to solve a
complex problem.
3. Pattern recognition looking for similarities among and within problems (e.g.
knowledge of previous similar problems used)
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A closer look will show that you may have worked through some parts of these
techniques in Ideation and Design Thinking modules. Here is a quick snapshot:
If you can tie shoelaces, make a cup of tea, get dressed or prepare a meal, then you already know how to
follow an algorithm. In an algorithm, each instruction is identified and the order in which they should be
carried out is planned. Algorithms are often used as a starting point for creating a computer program, and
they are sometimes written as a flowchart.
If we want to tell a computer to do something, we have to write a computer program that will give
the computer step-by-step instructions on what we want it to do, and how we want it to do it.
This step-by-step program will need planning, and to do this we use an algorithm.
Computers are only as good as the algorithms they are given. If you give a computer a poor algorithm, you
will get a poor result. Algorithms are used for many different things including calculations, data processing
and automation.
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Representing an algorithm: Flowcharts
A flowchart is a diagram that represents a set of instructions. Flowcharts normally use standard symbols
to represent the different instructions. There are few rules about the level of detail needed in a flowchart.
Sometimes flowcharts are broken down into many steps to provide a lot of detail about exactly what is
happening. Sometimes they are simplified, so that a number of steps occur in just one step.
A simple program could be created to ask someone their name and age, and to make a comment based on
the program represented as a flowchart would look like this:
Start
YES
Output You are
Is age >=70
aged to perfection
NO
Output
You are a spring chicken Stop
Source: http://www.bbc.co.uk/education/guides/zpp49j6/revision/3
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Note for the facilitator
Please refer to the presentation on Computational Thinking - Flowcharts and Algorithms in the pen drive
provided
Please ensure all the participants/students solve the exercises given at the end of the presentation. Students
can be encouraged to come with problems and solutions for the same via flowcharts and algorithms.
Imagine a human body without its five basic senses. It will not be able to interact with its surroundings, and
it will not be able to produce any reaction. Similarly in the world of computers we have sensors to help
know the input/output for any selected process/program.
In the broadest definition, a sensor is an electronic component, module, or subsystem whose purpose is
to detect events or changes in its environment, and send this information to other electronics, frequently a
computer processor. A sensor is always used with other electronics, whether as simple as an electric light
or as complex as a computer.
Sensors come in variety of shapes and sizes, and they sense a very large variety of things, from heartbeats
to air pressure, from brightness to heat - there is a sensor to measure almost everything. And if there isnt
a sensor specific to your requirement, you can mix and match a variety of sensors to accomplish what you
need.
Actuators are basically things that produce an action. They are like the hands and legs of a person, and
they come in various forms and shapes. Electromagnets, relays, DC motors, servo motors etc. are a few
examples of commonly used actuators.
Please refer to the Computational Thinking presentation about sensors and actuators provided in the pen drive
Please ensure all the participants/students solve the exercises given at the end of the presentation. Students
can be encouraged to come with problems and solutions for the same via flowcharts and algorithms.
Understanding Circuits
This will help you to understand what are circuits and different kind of circuits.
In electronics, a circuit is a path between two or more points along which an electrical current can be
carried.
A circuit is a closed loop that electrons can travel in. A source of electricity, such as a battery, provides
electrical energy in the circuit. Unless the circuit is complete, that is, making a full circle back to the
electrical source, no electrons will move.3
http://www.qrg.northwestern.edu/projects/vss/docs/power/2-whats-a-circuit.html
3
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Note for the facilitator
Please ensure all the participants/students solve the exercises given at the end of the presentation. Students
can be encouraged to come with problems and solutions for the same via flowcharts and algorithms.
Resources
To get some more inspiration, you may refer to the following:
http://www.build-electronic-circuits.com/free-electronic-circuits/
http://www.dummies.com/programming/electronics/how-to-build-a-
simple-electronic-circuit/
Basic Electricity: Current, Resistance and Ohms Law
https://www.youtube.com/watch?v=NfcgA1axPLo
Basic Tutorial on Introduction to Circuits by Khan Academy (Tutorial)
https://www.youtube.com/watch?v=3o8_EARoMtg
There is a course on Circuit Physics by Khan Academy. Its very good
All about Circuits for beginners. (Playlist for Circuit Physics Course)
https://www.khanacademy.org/science/physics/circuits-topic
How to Use Breadboard
https://www.youtube.com/watch?v=6WReFkfrUIk
Paper Circuit (How to do it)
https://www.youtube.com/watch?v=BwKQ9Idq9FM
Build your own USB charger - a step-by-step guide
http://www.build-electronic-circuits.com/wp-content/uploads/2017/
lm/How-To-Build-A-Portable-USB-Charger.pdf
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Brief Description Resource URL
https://www.electrical4u.com/sensor-types-of-sensor/
All about Sensors https://www.engineersgarage.com/articles/sensors
https://www.youtube.com/watch?v=q1xNuU7gaAQ
https://www.youtube.com/watch?v=6hfOvs8pY1k
Whats an Algorithm?
https://www.youtube.com/watch?v=Da5TOXCwLSg
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Module V - PHYSICAL COMPUTING
To provide hands-on experience of basic coding, Would have understood the basics of computers,
using sensors for various activities and getting to and learnt how to use basic computer applications
work with microcontroller boards for collaboration like presentation, word processing,
spreadsheets etc.
Physical computing takes a hands-on approach, which means spending a lot of time building circuits,
soldering, writing programs, building structures to hold sensors and controls, and figuring out how best to
make all of these things talk to each other and give the desired output. Smart automotive traffic control
systems, factory automation processes, washing machines, fitness equipment found in homes, offices and
industry these are all things that make use of physical computing.
In essence, this is the stage where all that we have learnt in the previous module will be used and put
together to finally reach the objective of making a prototype and/or working project.
Design thinking - generated ideas - identified problems - used flowcharts/algorithms to depict the
problems etc.
Sensors
Circuits
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Note for the facilitator
Please refer to the following presentations and activity cards provided in the pen drive
- Presentation - Physical Computing Lets get to know boards - will give you an overview of different types of
boards
- Presentation - Physical Computing Getting Started Guide Part 1 - will take you through the process of
programming a board
- Presentation - Physical Computing Getting Started Guide Part 2 - a mini book for learning to program a
board with simple DIY activities
- Presentation - Physical Computing Getting Started Guide Part 3 - will take you through the process of
connecting sensors with board
- Activity cards 1 5 - each of the activity card will give an understanding of how to work with a different
set of sensors - LDR, Flex, Water Level, Soil Moisture, MQ Gas Sensors; each has a step-by-step process to
follow and get the desired output
Please ensure all the participants/students solve the exercises given at the end of the presentation.
To take you further in your journey to become an innovator, listed below are five sample activities that are
completely DIY. Its time to be completely on your own and make something. These activities should be
able to help you to do just this.
Heart Monitor Test Measure heartbeat using a pulse sensor and Genuino 101*
Water Quality Test Detect water quality to make sure people drink clean water
Happy Tinkering!
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Resources
To get some more inspiration you may refer to the following
https://www.youtube.com/watch?v=TAlsEZEcSis
Physical Computing
https://www.youtube.com/watch?v=8npwSASQqyk
https://www.youtube.com/watch?v=grU7eNPBRxk&list=PLT6rF_I5kkn-
Arduino Getting Started
Pf2qlVFlvH47qHvqvzkknd&index=1
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Brief Description Resource URL
http://www.instructables.com/tag/type-id/category-technology/chan-
Get inspired with series of ideas of DIY
nel-arduino/
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LIST OF ALL RESOURCES IN SOFT COPY FORMAT
5 Ideation An Introduction
Ideation
6 A set of questions
7 An Introduction
8 Different Stages of Design Thinking
Design Thinking
9 Activity Cards for Design Thinking
10 List of online resources for self-learning
11 Understanding algorithms and flowcharts
12 Understanding Sensors & Actuators and their applications
Computational Thinking
13 Understanding Circuits
14 List of online resources for self-learning
15 Lets get to know boards
16 Getting Started Guide Part 1
17 Getting Started Guide Part 2
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2017 Intel Corporation. Intel and the Intel logo are trademarks of Intel Corporation in the U.S. and/or other countries.
*Other names and brands may be claimed as the property of others.
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