Amusement parks provide an authentic opportunity to conduct real science and apply physics and math concepts in real-world situations. While visiting an amusement park, not only will you have a fun-filled day of riding rides, but you will get to apply what you have learned about estimation, measurement, motion, forces, gravity, energy, and systems.
What does an accelerometer measure? The obvious answer is acceleration, but that's not really true. An accelerometer actually measures normal force or restoring force which we equate to acceleration using the formula, F=ma. This article will explain the fundamental operating principles of accelerometers and investigate the capabilities and drawbacks of accelerometers in certain applications.
In the study of collisions between two carts, it is desirable to collect position data for both carts. This can be done with a pair of Voyagers, each connected to separate devices running the PocketLab app. Starting data collection on both Voyagers by simultaneously clicking data recording on both PocketLab apps is difficult. One cannot view the data on a single device in real time, and analysis of data requires combining data from two separate devices.
It would be nice if one could connect two (or more!) Voyagers to the same device—say to an Android device or an iOS device running an app that could display concurrent data collection from both Voyagers. Such a capability is possible by the use of Phyphox (physical phone experiments), an app developed at the 2nd Institute of Physics of the RWTH Aachen University in Germany. The author of this lesson has been working with a pre-release Android version of this app that supports BLE (Bluet
Let's create a game in Scratch that is controlled by a wireless controller using the PocketLab accelerometer. PocketLab can connect directly and wirelessly to Scratch, and can send sensor data in real time. This game uses the PocketLab accelerometer to move sprites around the screen.
This program is for intermediate or advanced Scratch users, and if you would like a simpler starting point to get started with connecting Scratch to the outside world through PocketLab, you can start here:
What Internet of Things projects are Stanford students developing? Stanford ME220 "Introduction to Sensors" is an introduction to the variety of sensors that are used in engineering practice. Students in this class get a comprehensive overview of common practices with sensors and learn the direction in which sensor technologies are heading.
This lesson will show you programming in Scratch with external sensors. We can read sensor data directly into Scratch and use it to write programs that make decisions based on what the sensors are measuring. If you need a quick primer on Scratch programming, go to this link. There are plenty of resources to get you started.
This project will get your physical science/physics students involved in a number of Next Generation Science Standards, particularly in the NGSS science and engineering practices. This investigation provides a nice opportunity for the students to (1) suggest hypotheses, (2) design an experiment to test their hypotheses, (3) analyze and interpret their data, and (4) use principles of physics to explain their observations quantitatively.
Gears date back many centuries and are extremely useful since they can change the direction imposed by a source of power, as well as torque and speed. This lesson describes an experimental study of the relationship between gear ratio and angular velocity by using PocketLab Voyager and Wonder Gears. Wonder Gears is listed for ages 3+, with this lesson heavily emphasizing the “+” part of the description—since this lesson is perfect for junior high students aged 12 through 14. This is one of the many advantages of Po
Download the Scratch .sbx file for a Space Blaster game you can play with Scratch and PocketLab. Works with PocketLab One and Voyager.
Instructions to run ScratchX and the PocketLab web app are here.
The Space Blaster game is also featured in our PocketLab and Scratch STEM Coding Challenge - see attached pdf file for complete programming guide.