Archive | Crumble Projects

Binary Snap Part Two: Game Time

If you haven’t already taken a look at part one, then it would be worth starting there for more information about this project.

The next step in our Binary Snap Game journey is to connect all of the other elements we need to play the game, which include the Smart Crumb: Digits and a Push Switch.

Now we need to work on the premise of our game – what do we want it to achieve? We want a number in binary to appear on our Sparkle Baton and another to appear on the Smart Crumb:Digits for a limited amount of time. If they are the same we need to press the button to score a point. If not, we wait until they change. Let’s start by getting the same random number to display on both components.

We then have a few other additions to make to complete the game:

  • Generate a random number for each output
  • Have a button press check whether the outputs are same
  • Have a timer for each round, which then checks whether the outputs are different
  • Have the game reset

We start with a timing loop, which will end either when the button is pressed, or the round is over.

We now need to check the outcome of the game. If Timer is less than 40, it means the button must have been pressed, so if that is true and both of our random numbers are the same, then we win. We show this by turning on all of the Sparkles green. On the other hand, If Timer equals 40, the timer has elapsed, so if that is true and both of our random numbers are not the same, then we also win and the Sparkles light up green. Finally, if we get this far through our conditions it means either we incorrectly pressed the button or we missed a matching pair of numbers and so we lose this round and the Sparkles turn red,

If we now add this to the previous code along with a pause to give us a chance to see the round results (wait 2 seconds) and nest the whole lot within a loop, we should have the basis of our Binary Snap game!

One thing you may notice before or after you’ve played are the odds of getting a matching pair. It is 1 in 225, which is fairly unlikely (although not impossible). Let’s add a small bias into our program to make every 1 in 10 match. For clarity we’ve created a new variable called Bias, which we set to a random number between 1 and 10. If that number is 5, then our binary number and normal number become the same.

With the bias put into our code we now have an awesome game! There are plenty of other ways you could achieve the same results or even take this further. Adding in larger numbers. How about keeping score? Or what about increasing the speed between each round after every successful answer!?

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

Binary Snap Part One: Binary

Understanding that any number can be represented using only the digits “1” and “0” is fundamental to understanding how computers store, process and transmit information. To investigate this concept further, and to practice writing (and de-bugging!) algorithms, let’s code the Crumble to play “Binary snap”. This game will involve matching binary numbers, represented on a Sparkle Baton, with the decimal value on a Smart Crumb: Digits.

If you aren’t familiar with what binary numbers are, take a look at this article explaining them, but put simply binary is a number system which uses only two digits: 1 and 0. This means we can represent a number on the Sparkle Baton by switching the individual LEDs on (“1”) or off (“0”). Let’s begin by working out how we can algorithmically convert a number into binary.

Whilst jotting down the first 16 numbers in binary to look for a pattern, we remembered a faint snippet of information from when learning about this back at school. An easy way to convert between decimal numbers and binary is to work methodically from largest place value column to smallest e.g. 8 | 4 | 2 | 1, comparing your number to the place value column. If your number is greater than or equal to the place value column, then put a one and subtract the place value from your number. If not, then we put a 0 in the number. After each ‘check’ we move onto the next smallest place value. It might be easier to see an example.

Start by wiring a Sparkle Baton to the Crumble.

Programming wise, start by clearing our Sparkles and setting up some variables for testing. SparkleIndex refers to which Sparkle we want to light up, Value is our number for converting into binary and BinaryPlaceValue is the place value of the binary columns. We are starting with a 4-bit number so will begin at the highest place value for that which is eight.

What do we mean by 4-bit?

In computing terms, a bit is the smallest unit of data and is a portmanteau of binary digit (1 or 0). A 4-bit number refers to a binary number with 4 digits or 24 which is equal to 16. This means a number between 0 and 15.

After this, we can add our algorithm: If Value is greater than or equal to BinaryPlaceValue, light up the current SparkleIndex Sparkle and subtract BinaryPlaceValue from Value, else move on. Decrease SparkleIndex by one and BinaryPlaceValue halves.

We’re missing some other important parts of this algorithm – it needs to loop back until we’ve passed over every binary place value column. A simple way of doing this is to use our SparkleIndex value as a loop counter, as it decreases on each pass of the loop. As we need to include the zero pass, we’ll set the loop condition to be -1.

Quick question!

The Crumble uses analogue values between 0-255. How many bits is the Crumble?

A. 2
B. 4
C. 6
D. 8

A quick check of a variety of numbers and it seems we have a working program! Notice that the Baton needs to be upside down to display your binary value correctly.

And there we have it, we have successfully made a program that displays a whole number in Binary, using the Crumble controller and a Sparkle Baton. You can display 8-bit numbers if you want, all you need to do is tweak the SparkleIndex and BinaryPlaceValue. The next challenge will be to gamify this in part two!

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

Programming Challenge: Add some Sparkle to your Coronation Celebration!

Our younger child’s school is having a competition to design and make a crown for their Coronation celebrations on Friday. We think we can definitely add some wow-factor with the Crumble and a Sparkle matrix display!

First question: can we make a recognisable design on a 5×5 grid? We tried a few different options on paper and decided on the “Union Jack” design in the centre, below:

Top secret advance news: Crumble designer, Joseph, is actually working on a custom block to program the Sparkle matrix (similar to the block that already exists for the Sparkle baton) but, until this is ready for release, we will have to use our programming skills.

One way to write the program is block-by-block:

but this quite time consuming and boring to write. It also takes up a considerable amount of Crumble memory – especially if we then want to add in some animation.

In order to construct the design programmatically, we need to break it down into its separate elements. We started with the white background (“set all Sparkles to white”). We then created the St George’s Cross (the red vertical & horizontal bands) with a couple of “do-loops”:

St Andrew’s Cross (the blue diagonals) required a bit more thought. We initially used just one variable for the Sparkle number (because it is reset at the start of every do-loop) but to make the algorithms a bit clearer and to help us remember what the program does if we come back to it at a later date, we changed to two variables and gave them more meaningful names: 

We can now add in some “wait” statements so the crosses appear in turn and put the whole program in a “do forever” loop to animate the design:

Notice that this takes up less space in the Crumble’s memory than the original program that set each Sparkle individually, once. It also makes it much easier to tweak the design. Do you think it should cycle faster or slower? Would you give St Andrew precedence over St George? (Apologies to St Patrick: we couldn’t see a way to include the red diagonals with only 25 pixels.) 

As always, we’d love to see your own designs!

Lockdown Learning: A tooth-brushing timer

On Monday we had our first dentist appointment for over a year! No major issues (phew…) but the kids received a reminder about the importance of brushing teeth for 2 minutes every time. Faced with the prospect of having my phone waved around over a tiled floor and a toilet bowl twice a day, I suggested we should make a Crumble timer.

This turned out to be a really nice project. Even with just the components in our Starter Kit there is scope for different approaches (sounds/flashing lights/colour sequences) and it was a great opportunity to learn/recap how to use inputs and outputs.

My 8-year-old decided on the simplest approach: wait for 2 minutes and then sound a buzzer. While we were connecting the components, he asked if we could just connect “+” on the buzzer to “+”  on the battery box and use the battery box switch to turn the buzzer on and off. This is an excellent question because, of course, we can do that: the buzzer and battery box (with its built-in switch) can be connected in a simple circuit. When the switch is closed the electricity will flow and the buzzer will sound. 

Buzzer, battery and switch connected in a simple circuit.

 

Inputs and Outputs

This brings us nicely to a fundamental question: why do we use the Crumble at all? The reason is to give us control. We only want the buzzer to sound after 2 minutes has elapsed.

The chip (microcontroller) on the Crumble (or in your central-heating system/washing machine) takes information (input) from the user and runs a set of instructions (an algorithm) in order to determine which processes to run and what to ouput.

A clever feature of the Crumble is that pads A, B, C and D can function either as inputs or outputs. The Crumble will either set them (as outputs) or begin to monitor them (for input) depending on which blocks (processes) are used in the program:

We instruct the Crumble to monitor inputs using commands like:

When we connect a switch between “+” on the battery box and (e.g.) pad “A” on the Crumble we are not using it to turn the Crumble on and off. Instead, when the switch is pressed, electricity flows to pad A and the Crumble detects this as an input. If the switch is closed, A is “Hi”; if it is open, A is “Lo”.

We set outputs using these blocks:

When we connect the “+” pad of the buzzer to (e.g.) pad “C” on the Crumble, the Crumble then controls whether electricity flows to output C and, hence, whether the buzzer will sound. 

The wiring for the 8-year-old’s project is shown, below:

Wiring diagram for a simple timer with buzzer.

And here is the program that is sent to the Crumble:

Crumble program for a 2-minute timer

The Crumble waits until the switch is pressed (in this case, it is connected to “B”); waits for 2 minutes (quick bit of maths to convert this to seconds); then turns the buzzer on.

We had also thought about how you would use the timer in the bathroom. You could turn the buzzer off with the switch on the battery box but you shouldn’t do this with wet hands! Instead, we added the “wait 10 seconds” and “set C LO” blocks so the buzzer turns off after 10 seconds. The program then loops back to the start and the timer is ready for next time.

A coding challenge

Meanwhile, the 11-year-old was working on his own timer. (He found a Sparkle baton to use for his lights but the individual Sparkles from the starter kit can be used in a similar way.) He decided he wanted to see the time progressing so programmed each Sparkle to change from red to green, in turn, over the 2 minute period. At the end of the 2 minutes a buzzer (connected to “B”) pulses on and off for a few seconds.

This is the first program he wrote:

Crumble program for a 2-minute timer using a Sparkle baton and buzzer.

It works as required but it contains a lot of repeated lines. This suggests it is not the most efficient way to write the code. I set him a challenge to re-write his program using a loop and a variable:

Program with the same function as above, but coded more efficiently.

The resulting program does exactly the same but it is a lot shorter and would also be much quicker to adapt if he decided he wanted to change the colours or the time interval. Note, also, that it only takes up half the space in the Crumble’s memory. Writing efficient code is an important skill!

Design for purpose

Now we have the Crumble connected and programmed, we can think about other elements of design. We added a loop to the first program so we wouldn’t have to manually turn the buzzer off but there is always a risk, in a bathroom, that the components could get splashed. How could we mitigate this risk? Can we enclose the timer but still be able to press the button to activate it? Or is there a different type of input we could use?

We do, in fact, have several inputs that can be activated without touching them: the light sensor (included in the starter kit); the ultrasonic distance sensor; a tilt switch and a reed (magnetic) switch.

My version of the toothbrush timer, therefore, uses all the starter kit components inside a Tupperware box. Instead of being triggered by the push-button switch, the light sensor is used at the bottom of the box. When the box is picked up, the Crumble detects the change in light level and starts the timer sequence.

Wiring diagram for the light-sensor activated timer

Crumble program for the light-sensor activated timer

I used modelling clay to hold the Sparkles and light sensor in place, facing outwards. For the light sensor, this also helps to block out the ambient light when the box is resting on a surface. We pick up the box to trigger the timer sequence.

 

The Sparkles turn red, amber then green, in turn. I have used a variable “time” to control how long the light sequence lasts. This is set at the top of the program so could easily be changed, if required. Once the 2 minutes have elapsed, the buzzer pulses. The Sparkles are then turned off and the program loops back to the beginning and waits for the trigger.

 

What other types of timers can you think of? Would they require any different design features? If you try this, or a similar project, we’d love to see it!

Scanner Bot – The Inside Scoop

For those of you that ventured along to Bett this year, you may have spotted a small spinning robot on our stand, which we christened ‘The Scanner Bot’.

You may have even seen posts about it on Twitter. The project drew a lot of attention, and eventually it got us thinking – we need to turn this into a project on the website.

The idea for the project actually stemmed from last year’s Bett, where Helen, one of the Directors here at Redfern, wanted to highlight that fact that motors can be used in different ways. So whilst we were there, she created this :

As you can also see, Helen had been inspired by the video of a students’ work, posted by Phil Wickins.

Given that the inspiration for our new Scanner Bot had been ‘magpied’, we wanted to give credit where credit is due. So we contacted Phil to tell him about our project idea, and whether he was ok with us referring to it.

When he came back to us, he had gone above and beyond in providing loads of information about the project, including the original design work, which is awesome!

Meet the ‘Burglar Alarm Bot’ – the true inspiration behind our Scanner Bot project.

The Burglar Alarm Bot was made by William Bradley, a Year 6 pupil from Bitterne Manor Primary School, Southampton. We absolutely love this project, and as you can see, it looks great and it works really well!

In his blog about the teaching that went around this project, Phil outlines his creative approach to teaching physical computing. Instead of having a set project in mind, he teaches the children how to use the individual components, and then lets them use their imagination to come up with a project. We really like this approach to physical computing, as it enables children to work within their means, and push themselves to their own limits. The phrase “low floor, high ceiling and wide walls” comes to mind here.

One of the most important steps within this process, is the planning stage. As you can see from William’s design, he was confident in how he wanted his project to look.

The careful thought and consideration that went into the planning stage, and the prior learning (components) meant that William knew how the ‘insides’ would fit together, and this lead to a brilliant project.

Although we’ve focussed primarily on the Burglar Alarm Bot, if you head over to Phil’s blog, you will see many more great designs by the other pupils in his class.

If you want to have a go at making your own Scanner Bot, head over to our project page.

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

I have the NEW Starter Kit – What Next?

The eagle-eyed amongst you, along with any one who saw us at Bett, or anyone that has ordered one already, will have noticed that the Starter Kit has changed!

Our New Starter Kit

It’s a long-discussed decision, and we finally felt that now was the right time to do it. Since its inception, the Starter Kit has undergone a few changes, including swapping out a normal battery box, for our short-protected one, and more recently, switching the plain white box for a fancy printed version, all whilst keeping the price the same!

The Starter Kit remains a very popular way for schools to get their hands on Crumble kit, with many opting to buy 15/16 for a class of 30 pupils. Although there are a good number of projects you can do with it, we decided that we wanted even more.

We thought long and hard, and we’ve now added in a buzzer and a light sensor, which transforms the number of projects you can do with just the starter kit!

Without further ado, let’s get stuck into some project ideas!

First of all, if you haven’t already looked at it, make sure to check out our original post. All of the projects still apply, but they don’t make use of the buzzer or the light sensor.

Morse Code

For a start, let’s look at morse code. We covered this in our original post, however morse code is traditionally audible – therefore it makes sense to put the buzzer to use!

The buzzer can be wired/controlled in a few different ways. You can either connect the positive side to an output (A, B, C or D) and the other end to negative (-) on the Crumble or the battery back, or you can connect the + and – to the corresponding connections on a motor output. We’re opting for the former.

To demonstrate it, we’ve opted to make the letter C. To sound the buzzer, set the output it is connected to, to HI. To stop the buzzer sounding, set it to LO.

Nightlight

Next up, we have a simple night light. The idea behind this is to create a light, using the Sparkle, which turns on when it gets dark. Connecting the light sensor is easy. Connect the + on the light sensor to a + output from either the Crumble or the battery pack. Then connect the negative (-) on the sensor to an I/O (A, B, C or D).

To incorporate this into a program is simple. We can either take and use the analogue reading from the connected I/O pad, or check whether the pin is HI or LO. We have used the latter for simplicity (this wouldn’t be easy with the old LDR). If A is HI, it is therefore light so we want to turn the Sparkle off, otherwise A must be LO, and it is dark so we want to turn the Sparkle orange.

If you want more detail, head to our nightlight project page.

Lighthouse

Extending the idea of a nightlight brings us neatly onto a lighthouse. By using the same components, we can achieve a different outcome.

We’ve chosen to write the code slightly differently, to show how there are multiple ways of achieving the same outcome. This time our condition checks whether or not A is LO (it is dark). If it is, flash the Sparkle. Otherwise, turn the Sparkle off.

If you want more detail, head to our Lighthouse project page.

Drink Alarm

Our final idea combines the principles of the previous projects together, as well as the buzzer and light sensor. The idea behind this is that you have an object e.g. a drink on top of the light sensor. When the item is removed, the buzzer sounds. You could even add a flashing light if you wanted too!

Once again we’ve chosen a ‘different’ way of programming this. You could easily use the ‘IF__ELSE’ condition from the previous examples. This time we are putting a ‘pause’ on our program which waits until A is HI (the drink is removed and it gets light). After this condition is met, the program continues and beeps the buzzer. We then loop back to the beginning. If A is still HI then we keep hearing the buzzer beep.

These are just a few more examples of projects you can do with the Starter Kit, and we are sure that you will think of many more!

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

Jazz up your Christmas Tree

Christmas is fast approaching, and to spruce up the office we decided to get a tree. However, this tree is a little bit different. Are they massive flexible Sparkles or is the tree really small?

Sadly, it is the latter. We picked up the tiniest little Christmas tree, and decided it needed a bit of a Crumble makeover. 

We snipped 10 lights off of our Flexible Sparkle Strip and soldered them together. If you don’t feel confident enough doing this, you could use the whole flexible strip and wrap that around your tree, or if you want to use big Sparkles, you can croc-clip them together like we did a couple of years ago.

After decorating, you can then program your own custom light sequences! We decided that we wanted a fairly classic light sequence, lighting up random colours between red, orange, yellow, green and blue. To achieve this, we are taking inspiration from our ‘Random Colour Picker’ blog

The program is simpler than it looks. Assign a variable a number, which will define what colour our Sparkle will light up. Then set a random Sparkle between 0 and 9, to the chosen colour. Wait 10ms before doing it all again!

This is not only way way of running your lights – you could have them fading through RGB, pulsing on and off, chasing up and down the tree, or you could even make your tree interactive!

Our lovely bit of festive cheer, to brighten up the office.

Thank you all for making this our best year yet. We have many exciting things planned for next year, and we are excited to share them with you soon. We hope you all have a wonderful Christmas, and a Happy New Year! See you in 2020.

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

DIY Switches 2:

One blog post was definitely not enough to look at DIY switches. Given how simple the idea is, it’s surprising just how many different ways you can make a switch! If you haven’t already seen it, take a look at our first post.

We love these, as they provide an alternative way of using interesting inputs with the Crumble. We’ve decided to show you a few more examples of switches you can make yourself, and whilst going through this process we’ve thought of a brilliant idea for a new project, which we are working on now.

The first switch we have here, is a moisture sensor. It is made using two strips of copper tape (you could use anything conductive) placed close together.

If you wet your finger and place it across the two strips, the moisture bridges the two pads, causing the switch to be ‘closed’.

Next up, we have a reed style switch. For those of you unfamiliar with a reed switch, take a look at our Magic Candle blog to see it in action. Put simply, it’s a switch that is triggered (closed) by a magnet. We have fashioned our own using some aluminium foil (not magnetic), and a nut glued to the raised flap of foil.

When a magnet goes near the underside of the switch, the nut is pulled towards the other piece of foil, closing the connection. When the magnet is moved away again, the foil flaps open again. It’s amazing how resilient and springy foil can be!

Now we move onto something a little bit different. We’re going to call this a ‘joust switch’. It serves the same purpose as a whisker/bump/micro switch.

When it is pressed, the connection is broken (push-to-break). We can use this as a limit switch, and easily make a bump-and-reverse buggy!

Our final switch takes inspiration from a tilt switch. We have left the top off of this version, to make it easier to see what is going on.

When tilted in a certain direction, the ball bearing touches our two electrodes, closing the switch. When it’s tilted back, the ball bearing moves away from the electrodes and breaks the connection, opening the switch.

And there you have it, more switches to use with your projects!

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

DIY Switches

Although the outputs (motors, Sparkles, buzzers etc) of the Crumble get a lot of love and attention, we mustn’t forget how awesome inputs are! They allow us to interact with our projects. Arguably the simplest type of input, the humble switch provides us with a digital(binary) input for the Crumble; it is either on/off or HI/LO.

Before we look at making our own switch, we need to consider what a switch is, and what it does. This will help us later on. If you already have a good understanding, then feel free to skip over the next bit.

First, let us consider a circuit – a closed loop of conductive material and electronic components through which electricity flows. The important word here is ‘closed’. Electricity will only flow when there is a clear path from positive (+ve) to negative (-ve). If we break the circuit/connection, then the electricity will stop flowing. This can be very useful when we want to control components in a circuit e.g. a buzzer or a light. We can do this by using a switch – a component which we use to control the flow of electricity.

There are all manner of switches available, from a good ol’ push switch to an illuminated key switch. But sometimes there just isn’t quite the one we want, or one we can integrate into a project how we want. A great way of solving a particular problem and thinking about how switches work is to make your own. To make something, which when interacted with in some way, will close a circuit. Not only does this give you a great insight as to how switches work, the concepts involved are perfect for meeting various Computing/Science/Design & Technology curriculum targets.

So without further ado, let us look at different ways to make switches!

First of all, let’s make a classic split pin/paperclip switch.

By moving the paperclip, we can open/close the switch. The paperclip joins together our two contacts (split pins), which are connected to the Crumble – one on a +ve output, and the other to an input (A, B or C – D is used for a Sparkle). When the connection is made, A becomes HI and the Crumble turns a Sparkle on red. When the connection is broken, the Sparkle turns off.

Our code for this is as follows. Although not the most efficient way of achieving our desired result, this code is easily extendable for our rotary switch. If A is HI, then set the Sparkle red, otherwise turn the sparkle off.

Continuing along the theme of a simple switch, lets make a ‘pressure pad’ style switch.

When pressure is applied to the top surface, the foil bridges the gap between the two foil contacts on the bottom surface (connected to the Crumble as before). This then runs the same program as before – the switch is a straight swap.

Finally, we decided that we wanted a rotary switch, with multiple outputs.

The centre arrow can be lined up with one of three outputs. Each one connects to a separate input on the Crumble. Depending on which one of the inputs is HI, the Crumble lights the Sparkle red, green or blue.

The code for this is an extension of our previous two switches, except that we check for multiple different conditions being true (inputs being HI).

These are just a few different ways of making your own switch. By taking the very basic principle of ‘bridging a gap’ and closing a circuit, you can easily let your creativity run.

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum, and we may feature your work!

NCW Day 5 – Game Time!

Welcome to our fifth and final blogpost from our National Coding Week special. If you’ve missed any of the other four, or want to find our more about what we’re doing, and why we’re doing it, then head over here to find out more.

This final post, as mentioned previously, is all about playing a game. We are going to combine together each of our previous elements, and turn them into something playable! To recap, we’ve got the Colour Picker, the Dice, the Letter Spinner and the Countdown Timer.

Before we get into the fundamentals of the game, we are going to combine together each of our individual elements, so that at the push of a button, our game runs! If you remember, each of our projects shared the fact that they were started at the push of a button, or when the I/O pad was HI. By tweaking each project to turn an I/O pad, connected to another Crumble, to HI at the right moment, we can cause a chain reaction! To get a better sense of what is going on programmatically, lets look at our new Colour Picker code.

Notice the addition at the end of the code. We’ve set C HI, which is connected to A on the next Crumble (running the Dice program). We then wait 100ms and set it LO again.

We’ve changed each program (apart from the Countdown Timer) so that it runs the additional code snippet after it’s finished it’s main purpose. We have changed the Countdown timer code so that it doesn’t wait for another input to reset the servo, rather it resets itself after a few seconds.

To get this to work correctly, we need to have common grounds (-ve). The easiest way to do this, like we have, is to use a single power supply.

This is only one of the ways to connect your projects up.

Lets look at the chain reaction in action!

Now we come to the game, which is played as follows. The aim is to come up with as many words as you can, which are as long as the number on the dice, within the time limit (one and two may be tricky, so you could remove them). The colour at the beginning relates to a bit of a forfeit which takes place during the round. These are as follows:

  • Red – Scattergories mode. If any of your words are the same as anyone else’s, they don’t count for anyone! You need to be unique to win.
  • Green – Hand switch. Swap your usual writing hand, for your non-dominant one.
  • Blue – Shout it out. Every time you write down a word, you have to shout it out.
  • Yellow – Normal. No bizarre rules, just write down as many words as you can.

Let’s look at an example.

Here we’ve ended up with green, five and G. This means that we need to write as many five letter words as we can, that start with the letter G, in 30s. But we have to do it with our non-dominant hand, so in my case I would swap to my left hand to write with.

And there we have our game ready to play! Clearly you aren’t limited to this version of the game. There’s a plethora of possibilities out there using these examples or combinations of your own.

If you have a go at this project, or any other, we’d love to see! Get in contact with us via emailFacebookTwitter or our Forum.