Getting started with a Crumble

About this unit:

Explore the fantastic microcontroller that is the Crumble. Learn about inputs, outputs, electrical circuits and controlling LEDs and motors as you embark on a range of exciting physical computing STEM projects. 

National Curriculum Links - Computing KS2

The content of this plan cover the following National Curriculum strands: 

  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • use sequence, selection, and repetition in programs; work with variables and various forms of input and output
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs

Curriculum Mapping

Why this? What does it build on?

This unit builds on the computer science units with a programming focus from Key Stage 1: Action algorithms and Programming direction (Year 1) and Programming with Scratch Jr and Programming with Logo (Year 2), as well as the Year 3 units Getting Started with Kodu and Animation with Scratch, Year 4 units Programming Scratch maze games and Kodu sports and Year 5 unit Building retro games: Pick a project which, between them cover key programming concepts such as sequence, selection, repetition and working with variables. A number of our units also support this learning but add in the experience of controlling a physical device with code. Students may experience this in simple ways when working with programmable devices such as Bee-bots or Blue-bots in Early Years or Key Stage 1, other programmable devices might include LEGO Education equipment (WeDoWeDo 2.0 or SpikeEssential), Spheros, BBC micro:bits or other robot kits. This is all applied to using the Crumble as it also allows programming of a physical system to controll LEDs, motors, buzzers and more.

What comes next?

Students will be able to apply the knowledge and skills learned in this unit with further programming lessons in Key Stage 2. LEGO Robotics (Year 5) again gives another opportunity for students to control physical systems, this time by building and controlling different types of robots. Getting Started with the BBC micro:bit gives them the experience of another micro-computer, a bit like the Crumble, but with greater possibilities for a wider range of coding projects.

View our full curriculum map

Take a look at our full curriculum map to see how units across all year groups, from Year 1 to Year 6 link.

Unit Resources

Credits

Many of the resources in this document come from Redfern Electronics (creators of the Crumble) and the excellent work of Phil Bagge on his website http://code-it.co.uk/. Between them they have created lots of great guides and ideas for Crumble projects in your classroom. 

The book ‘Crumble Creations’ by Phil Bagge is also available from Amazon and University of Buckingham Press

As a result, this unit is FREE FOR ALL TO USE and can be accessed and used by anyone without logging into the site. 

Lesson Slides

Detailed lesson slides for you to use when delivering this unit of work with your class

Unit Assessment Sheet

Use our simple assessment system to measure your students' success in this unit of work.

Lessons

Lesson 1

  • To identify and explain the parts in the Crumble starter set
  • To safely and accurately set up a Crumble and Sparkle LEDs
  • Detect and correct errors in algorithms and programs
  • To use iteration (loops) in a program.

Lesson 2

  • To safely and accurately set up a Crumble and Sparkle LEDs
  • To understand, explain and apply conditions in a program using 'if then' and 'if then, else' statements.

Lesson 3

  • Use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
  • To create (and decode) coded messages by programming light sequences

Projects part 1

  • Use sequence, selection, and repetition in programs and various forms of input and output.
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and program.
  • Design and make and test objects or artefacts that successfully incorporate the Crumble controller and Sparkles to illuminate the object.

Projects part 2

  • Use sequence, selection, and repetition in programs and various forms of input and output.
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and program.
  • Design and make and test objects or artefacts that successfully incorporate the Crumble controller and motors to make the object move.

Suggested Software

Full Computing Glossary

Take a look at our full computing glossary, plus key vocabulary for each age group.

Key computing vocabulary for this unit

Abstraction - Removing unnecessary detail to help you solve a problem (a computational thinking concept)

Algorithm – an unambiguous procedure or precise step-by-step guide to solve a problem or achieve a particular objective. A set of instructions for achieving a goal or solving a problem.

Block –  a ‘chunk’ of programming or a particular graphic block or piece found in a graphical programming language such as Scratch. Blocks linked together are called a script in Scratch. To find out what a block does, right-click on it, then select help from the pop-up menu.

Blocks Palette –  The library of blocks in most graphical programming languages.

Command – a step or line of programming.

Crumble - A small electronic controller board, produced by Redfern Electronics. A Crumble can be connected to a variety of components such as LEDs, motors, buzzers and sensors by easily attaching them with crocodile clip wires. The Crumble then connects to a computer via USB where code can be written to control the Crumble and the components connected to it.

Debug – to detect and correct the errors in a computer program.

Decomposition - Breaking a problem down into smaller parts (a computational thinking concept)

Execute – to follow a series of instructions. The computer or robot follows the instructions in order to complete the program.

Input – data provided to a computer system, such as via a keyboard, mouse, microphone, camera or physical sensors. Information which is received by the computer from a keyboard, mouse or sensor e.g. pressing the left mouse button or space bar creates an input.

Logical reasoning – a systematic approach to solving problems or deducing information using a set of universally applicable and totally reliable rules.

Output – the information produced by a computer system for its user, typically on a screen, through speakers or on a printer, but possibly though the control of motors in physical systems. Also an action performed by the computer e.g. switching on a light, moving a turtle or sprite across the screen.

Polarity - Electrical polarity (positive and negative) is the direction of current flow in an electrical circuit. Some components in a circuit, such as batteries and LEDs need to be inserted correctly so the electricity can flow through them in the correct direction, otherwise they do not work.

Program – A sequence of instructions written to perform a specified task on the computer

Repetition (also known as  ‘Loop’ or ‘Iteration’) – a programming construct in which one or more instructions are repeated, perhaps a certain number of times, until a condition is satisfied or until the program is stopped.

Script – Blocks are snapped together into stacks, called scripts. When you click on a script, Scratch runs the blocks from the top of the script to the bottom. You can program sprites and the stage using scripts.

Selection – ‘when things happen’ - A programming construct in which the instructions that are executed are determined by whether a particular condition is met.

Sequence – to place programming instructions in order, with each executed one after the other.

Sparkle - A bright RGB (red, green. blue) LED light, designed specially for the Crumble. Sparkles can be connected to a Crumble and controlled by code to set their colour and how they light up.

Switch - A switch is an input device that can send a message to your Crumble. Code can be written to detect when the switch is pressed, or not pressed, and make an output happen as a result, for example, an LED lighting up or a motor turning.

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