PIPER EDUCATOR PORTAL
CURRICULUM BY PHASE
Welcome to the Piper Educator Portal! This site is equipped with everything you need to teach STEAM effectively using the Piper Computer Kit. Directly below you will find lesson plans organized in phases of the Piper Experience. In addition, you can access a teacher-only forum for the Piper Education Community and find Instructional Resources and Support to ensure you can deliver a successful program. Thank you for inspiring the inventors of tomorrow!
BUILD A COMPUTER
In the first phase of the Piper Computer Kit experience, students will build a fully functioning computer by reading engineering visuals on a blueprint. In the process, they will learn how to read exploded diagrams and connect computer components including a screen, Raspberry Pi, battery, and more.
DISCOVER CIRCUITRY & ELECTRONICS
In Phase 2 of the Piper experience, students will play Piper's custom-created Raspberry Pi Edition of Minecraft to discover concepts in circuitry. Students will learn how to connect complex electrical components experientially by building the circuits themselves during challenges in the game.
LEARN TO CODE WITH PIPERCODE
In Phase 3, PiperCode, students will learn to code with project-based learning experiences in computational thinking and programming basics. The projects are scaffolded to teach students coding concepts while keeping the learning experience hands-on. The coding tutorials focus on physical computing so that students make a connection between the digital and physical worlds.
EXTEND WITH DESIGN THINKING
After building a computer, discovering electronics, connecting circuits and completing programming projects, students are ready to apply their newfound knowledge. Phase 4 allows students to design, build and program their own devices based on what they have learned. In this phase, students will be introduced to and practice design thinking through engineering design challenges.
DECONSTRUCT & REFLECT
In the final phase, Phase 5, students disassemble their Piper Computer for reuse by another group of students and reflect on their learning throughout the experience. Students will think more deeply about the daily use of computing systems and the impact they have on the environment. They will also have the chance to evaluate their understanding and demonstrate growth in STEAM.