Teach Any Computer Science Class
We have put together a full GCSE Computer Science curriculum that will give you all the teaching materials you need to teach any topic.
Whether you're a brand new Computer Science teacher, or you've been teaching ICT for years, our resources will save you hours and hours of lesson preparation every single week.View the Lessons →
- This program uses EEPROM location 1 to store a high score.
- The program counts button presses, if the button is pressed more times than the high score then the high score is updated and stored back in EEPROM location 1.
- LED’s are used as indicators. Amber = waiting for a button press, red = not a new high score and green = a new high score.
- The high score and the score are both displayed on an OLED screen.
- This program READS the value stored in EEPROM location 2 and displays it, then starts a timer when the button is pressed. When the button is pressed again the timer is paused and the timer value is stored in EEPROM location 2.
- This illustrates how values stored in EEPROM are preserved when the power is switched off.
- Because the random number always starts from the same seed this program generates random numbers but does not display them until the button is pressed.
- The numbers that are displayed therefore appear to be totally random because the delay until then button is pressed will be different every time the program is run.
- A simple light follow program using 2 LDR’s on the front of the MicroBot. If the difference between the two readings is great enough the MicroBot will veer towards the higher reading. otherwise it will keep moving forwards
- The inbuilt LED’s indicate which LDR is receiving the most light.