1. The Trapper
Standard: 2‐CS‐02: Understand how to design a project that combines hardware and software components that collect and work with data
Equipped with your explorer paraphernalia, you boldly walk toward the pulsing light. Crunching through underbrush, you watch as the light becomes brighter as you approach it. Soon, you see that it's a lantern, held by … a cloaked figure.
You stop short as it turns to face you. Removing its hood, it is revealed to be a figure resembling a fox. Her eyes glow with a green luminescence and she raises her lantern. “Welcome, explorer,” she says quietly. “Are you here to help restore this sacred space, or are you yet another one who pillages, steals, and destroys?”
Assuring the figure of your good intentions, you ask how you can help. She responds, “I'm sure you noticed how dark the forest has become. I have come to seek help in restoring the fireflies to their rightful home. Are you up to the task?”
You're quite sure that, given the right technology, you can create some kind of hardware system that will attract fireflies back to their home. You decide to build a firefly trapper gadget to make them return to the forest. Maybe, by creating a machine that mimics the flash patterns of different types of fireflies, you can attract the insects to the Trapper.
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