- Get clearly-written code with descriptions and comments in the code that explain each the code section
- The book comes with separate code files of one entire program at a time, as well as many diagrams and separate downloadable files that contain colored photos explaining steps in the book
- Kids can build multiple projects during the course of the book, and by the end, they will have working projects of their own
The mission of this book is to integrate technology with the tools that children already use for crafts so that they feel technology is an extension of their playtime. We use coding, sensors, and micro-controllers integrated with art and craft supplies, origami, and playdough. There are 10 fun-filled chapters that talk to children directly, and give clear instructions for non-technical parents too.
We use Arduino as the controller of choice due to its easy availability and large community. By the end of the book, children will comfortably be able to set up their Arduino, read and understand code, manipulate code, and ultimately write their own code for projects. They will also be able to use basic sensors and know how components connect to each other. All the learning takes place with lots of colorful pictures and the circuits are neatly presented using wiring.
What you will learn
- Presents variables, functions, loops, arrays, and libraries in ways that children will understand, enabling them to start writing simple programs by themselves
- Shows children how to set up Arduino and understand the internal functioning in a simple manner
- Teaches them the importance of connections in electronics and helps them arrive at ways to connect by themselves
- Demonstrates various sensors, sensor selection, and ultimately shows them how to build their own sensor by the last chapter
- Teaches them the concept of registers as a use case of Arduino pin expansion to accommodate more LEDs or sensors so that they do not feel limited by the number of ports
- Helps them to become nice and empathetic inventors through interactive exercises (such as making a friend happy with a proximity sensor, and giving "life" to a plant)