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Mood Radio Inputs

STEM • 45 • 25 students • Created with AI following Aligned with Common Core State Standards

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STEM
45
25 students
25 May 2026

Teaching Instructions

This is lesson 5 of 15 in the unit "Micro:bit Innovations". Lesson Title: Building the Mood Radio: Inputs, Icons, and Emotions Lesson Description: Students continue developing their Mood Radio project, adding button inputs that correspond to different moods and programming LED icon outputs on the receiving Micro:bit. The lesson emphasizes user experience design — how do you make a device intuitive and meaningful for another person? Differentiation includes a simplified mood menu for beginners and a custom mood-scaling system for advanced learners. By the end of class, pairs of students test their Mood Radios with each other.

Overview

Lesson 5 of 15 focuses on adding button-based mood inputs and LED icon outputs to the receiving Micro:bit. Students design for user experience by making mood selections clear and outcomes meaningful to another person, then test their Mood Radios with a partner.

Learning intentions

  • Students will be able to interpret signed values as meaningful quantities for mood scaling.
  • Students will be able to model and compute sums/products of rational numbers using number-line reasoning when mapping moods to scores.
  • Students will be able to program a Micro:bit so that specific inputs trigger specific outputs.
  • Students will be able to explain how additive inverses and sign rules support consistent mood behavior (e.g., opposite moods).

Success criteria

  • I can explain how a negative mood value represents moving in the opposite direction from a neutral baseline.
  • I can compute a mood score using addition/subtraction of rational numbers and justify it using a number line.
  • I can predict and test what LED icon appears for each mood button.
  • I can describe one improvement to make the device more intuitive for another user.

Curriculum links

  • The Number System: add and subtract rational numbers; represent with number lines.
  • The Number System: understand p + q as distance from p using sign and show additive inverses sum to 0.
  • The Number System: understand multiplication and signed rules extended to rational numbers (e.g., negative times negative).
  • The Number System: understand division of integers and that quotients are rational; use this in interpreting mood mappings.
  • The Number System: understand subtraction as adding the additive inverse and interpret distance as absolute value.

Lesson structure (45 minutes)

  1. 0–5 min · Warm-up (Mood-to-Score prompt). Teacher displays a simple mapping: Neutral = 0, “Good” = 2, “Bad” = -2 (example only). Students pair-share: “What does -2 mean compared to 0?” (Quick check: they should mention “opposite direction” or “distance from neutral.”)

  2. 5–14 min · Mini direct teach (Signed rational reasoning for mood). Teacher models two short tasks on a vertical or horizontal number line:

  • Additive inverse: “If Good is +2, what value added to +2 gives 0?” (Students answer -2.)
  • Distance: “What is the distance between +2 and -1?” (Absolute value of the difference.) Students record one sentence: “A negative number shows the opposite direction from neutral.”
  1. 14–24 min · Build inputs (Micro:bit button-to-mood). Teacher demonstrates how to assign button A and B to two moods (and optionally a menu using existing project structure). Students (in pairs) implement:
  • Button press changes a stored mood value (signed integer representing mood score).
  • They test by printing the mood value to the Micro:bit screen/log (or a temporary display). Teacher circulates with a checklist: Are the signs consistent with the mapping?
  1. 24–34 min · Program outputs (LED icons based on mood). Teacher shows a simple icon set:
  • Positive mood score → smiling face icon (or a specific LED pattern)
  • Negative mood score → frowning face icon
  • Zero mood → straight/neutral icon Students connect their mood values to icon selection using if/else logic. Built-in reasoning prompt: “If you flip the mood sign (m to -m), does your icon choice flip too? Why?” Students explain using additive inverse/sign ideas.
  1. 34–41 min · Partner test (User experience check). Students swap Mood Radios (or switch roles within their pair). One user presses buttons without seeing the code; the other explains expected icons. Each pair records:
  • One button that confused the user (if any)
  • One improvement (labeling, icon clarity, or simplifying the mood menu)
  1. 41–45 min · Exit ticket (Standards-aligned quick check). Individually answer two items:
  • If a mood mapping says Good = +3 and Bad = -3, what is (+3) + (-3)?
  • A student’s mood score changes from -1 to +2. What is the distance between the two values (absolute difference)?

Resources

  • Micro:bit devices (one per student/pair) and battery packs/USB as needed
  • Button-capable Mood Radio project files from lessons 1–4
  • Code environment with block or text options teachers have been using
  • Printed mood icon card (smiley/neutral/frown patterns) for quick reference
  • Number-line worksheet or mini whiteboards (for fast additive inverse and distance checks)
  • Checklist for pair build/test (inputs working, signs correct, icons match rules)

Assessment

  • Formative during building: teacher checks that mood scores use correct signs and that icons match the selected mood.
  • Formative during partner test: observation of whether another user can predict the icon outcome.
  • Exit ticket: verifies understanding of additive inverses and distance as absolute value, aligned to rational number reasoning.

Differentiation

  • Support (beginners):
  • Provide a simplified mood menu with only three options: Button A = +1, Button B = -1, and a “reset” button = 0 (if available in your setup).
  • Sentence starters for reasoning: “A negative mood is the opposite of…” “Distance means…”
  • Advanced learners:
  • Add a scaling step where the mood score is multiplied by a factor (e.g., score × 2) to choose between “small” vs “big” icon patterns. Students must justify sign behavior with the rule for multiplying signed numbers.
  • Challenge: include a mapping that uses a rational quotient (e.g., average of two mood inputs) to decide the icon.
  • EAL/SEN considerations:
  • Use visuals: icon cards and a labeled number line showing neutral at 0, positives to the right, negatives to the left.
  • Offer a small word bank: neutral, positive, negative, distance, opposite, inverse.

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