Arduino Ladder · Bozoma Innovation Hub

Bozoma Innovation Hub  ·  Aiyinasi, Ghana

The Arduino Ladder

A course for people who have never done this before. You start knowing nothing about electronics or programming. You finish having built nine real things, one at a time, at your own speed, ending with something somebody actually asked you for.

Start with Band 0 →

Free to use. Nothing to sign up for. About 65 hours of work across nine bands.

About

What this course is

An Arduino is a very small computer on a flat board. It has no screen and no keyboard. What it can do is control electricity: switch on a light, read a sensor, move a motor, and decide what to do about what it finds.

This course teaches you to use one. It assumes you know nothing at the start, and it does not skip steps. Every instruction says what you should see afterwards, and what to do if you do not see it.

You work at your own speed. There is no class to keep up with, nothing to fall behind on, and no way to be late.

How the bands are named

Resistors carry their value in coloured stripes: black for 0, brown for 1, red for 2, and so on. The bands of this course are named after the same colours, in the same order. In Band 1 you learn to read that code, and your own band name stops being decoration.

The course

Nine bands, nine things you can hold

Work through them in order. Each one needs the one before it, and each one ends with something real.

Band 0 · Black

Bench Ready

≈3 hours

What the board is, what each part does, and how to send it a program. You finish by making it blink a pattern that belongs to you and nobody else.

Open Band 0 →
Band 1 · Brown

Signal Tower

≈6 hours

Your first real circuit. How a breadboard works, how to wire a light so it does not burn out, and how to run three lights in an order you designed.

Open Band 1 →
Band 2 · Red

Mood Lamp

≈6 hours

Brightness, colour, and your first repeating loop. You find out the board cannot really dim a light at all, and you prove it with your own hand.

Open Band 2 →
Band 3 · Orange

Combination Lock

≈7 hours

Buttons, and why they are stranger than they look. Floating pins, the serial monitor, and teaching the board to remember.

Open Band 3 →
Band 4 · Yellow

Night Guard

≈7 hours

Sensors give you a number instead of a yes or no. And a number means nothing until you go and measure what it means.

Open Band 4 →
Band 5 · Green

Simon Says

≈8 hours

The hardest band and the most important. You write your own instructions, and find out why delay has been holding you back since Band 0.

Open Band 5 →
Band 6 · Blue

Things That Move

≈8 hours

A servo, a gate made of card, and the first problem that is not about code at all: a moving thing needs real power, and two power sources need one shared ground.

Open Band 6 →
Band 7 · Violet

Distance and Display

≈8 hours

Measuring distance with sound you cannot hear, and saying the answer on a screen of its own. Sixteen characters turns out to be a design problem.

Open Band 7 →
Band 8 · Grey

Build for Nzemaland

≈12 hours

No new parts. A brief from a real person, criteria written before you build, a state machine, and an honest answer to whether it worked.

Open Band 8 →

The first six bands teach you the parts and the ideas. The last three are about what happens when a project has to leave your desk: it has to push something, it has to speak for itself, and somebody who is not you has to be able to use it.

More than one road

Nine bands, but not one build each

Most bands now offer a second build that reaches the same place by a different route. A keypad instead of four buttons. A rain plate instead of a light sensor. A fan on a transistor instead of the servo gate. Same band, same evidence, different hardware and a different afternoon.

They exist for three reasons.

  • Kits differ. If your box has no servo but does have a stepper, Band 6 is still open to you.
  • Groups are not all doing the same thing at once. Six people and two keypads is a problem. Six people, two keypads and four other routes through Band 3 is a timetable.
  • Doing a band twice by two roads is the fastest way to find out what you actually understood. If you can only build the one you were shown, you learnt the build. If you can build the other one, you learnt the band.

Two pages that are not builds

Which part have I got settles the two components in these kits that come in two kinds looking almost identical: the buzzer and the RGB light. Twenty-five minutes, and a facilitator should do it once for the whole hub and label the bags.

Invent a project is the one to read when the pages run out. Ten things in your box that sense, nine that act, six rules this course teaches for deciding between them: about five hundred devices, from parts you already own. It carries the pin budget that kills most invented projects, and the four questions that kill a bad idea in five minutes rather than at the end of an evening.

Every band page that has alternatives lists them near the top, under Choose your build. Each project page says exactly what it swaps out, what it does not teach, and what you still owe the band before you can claim it.

Proof

Knowledge is what you can do. Proof is what somebody else can check.

You can finish all nine bands, understand every one, and have nothing to show for it but a box of parts and a notebook. That is the ordinary ending and it is a waste, because nobody deciding about a job or a place on a course can look inside your head.

So every band ends with one more thing, and it is deliberately small: one video under sixty seconds, and one post of five lines.

It is not extra work. The video is the same one the band already asks for as evidence. You are doing one piece of work once, somewhere a person can see it, instead of doing it privately and describing it later from memory.

How to do it well

The four shots that make a good forty-five second build video, the five-line post template with a worked example, and the three checks to make before anything goes public.

Nine videos and nine posts, made while you were learning rather than remembered afterwards, is a portfolio. Very few people who finish an electronics course have one. Writing about a build is also where you find out whether you understood it, which is the part that catches everybody.

Before you start

What you need

Equipment

  • An Arduino Uno board and a USB cable
  • A starter kit with a breadboard, LEDs, resistors, buttons, a knob, a light sensor, buzzers and jumper wires. That covers Bands 0 to 5.
  • For the last three bands you also need a servo (the small blue SG90, Band 6), an ultrasonic distance sensor (HC-SR04, Bands 7 and 8), an LCD1602 screen of either kind (Band 7), and a battery holder for four AA cells (Band 6). Most starter kits contain all four. Band 8 needs nothing new at all.
  • A laptop or computer
  • A pen and paper. You will use these more than you expect.
  • Only for the alternative builds, and only the ones you choose: a 4×4 keypad, a rain sensor board and plate, a DHT11, a traffic light module, an RGB module, a four-digit TM1637 display, a 28BYJ-48 stepper with its ULN2003 board, or a small DC motor with an NPN transistor and a diode. Each project page lists exactly what its own build needs, and none of them is required to finish the course.

Software

  • The Arduino IDE, free from arduino.cc
  • The sketches for this course, from the link below
  • Band 0 walks you through installing all of it, one step at a time

The sketches

Each band page also links the sketches it needs. Every file opens with a plain-English header saying what it does and how to wire it, hole by hole.

Five rules for the whole course
  1. Unplug the USB cable before you change any wiring. Build it, check it, then give it power. Every time.
  2. Never join the 5V pin straight to a GND pin. That is the one mistake that can damage the board.
  3. Never put more than 5 volts on an Arduino pin. This one only matters from Band 6, when a battery arrives. Four AA cells make about six volts, and no pin should ever see it.
  4. A motor driven by a bare transistor always needs its diode. This only matters if you build the fan in Band 6. Without the diode you damage parts slowly, invisibly, and with nothing to warn you.
  5. If you are stuck for 30 minutes, stop and ask. Take a photo of your board first, and do not rebuild it before you ask.
Method

How every band works

Every band follows the same six steps, in the same order. After two bands you will stop needing to be told what comes next.

The order is not random. You read working code before you write any. You commit to a guess before you find out the answer. You change somebody else's program before you write your own from nothing. Each of those is easier than the one after it, and each one prepares you for it.

  1. Think first. A short activity away from the computer, with ordinary things like a rope, a door or a torch. It gives you the idea before you meet the word for it.
  2. Guess. You read a finished program and write down what you think it will do. Do not skip this. A guess you got wrong is the fastest way to find out what you actually believed.
  3. Run it. Build the circuit, upload the program, and compare what happens with your guess.
  4. Look closer. Follow the code by hand, find a planted bug, put shuffled lines back in order, and explain why one particular line is there.
  5. Change it. Three tasks, getting harder: Bronze, Silver, Gold. You are changing working code, not starting from a blank screen.
  6. Make your own. A real thing to build, with a list of what it must do, and somebody to test it on. Every band also says how to do that step if you are working entirely alone.

The minutes shown on each part are for the activity itself, if nothing goes wrong. They do not include your build log, finding someone to test your build, or fixing it afterwards. The band totals allow for all of that.

Stuck?

What to do when nothing works

Being stuck is part of this. Everybody is stuck often, including people who have been doing it for years. What matters is what you do next.

  1. First 30 minutes. Go to the problems list at the bottom of the band page and work down it in order, without skipping. Most faults are on that list.
  2. At 30 minutes, stop. Photograph your breadboard from directly above, in good light, with the whole board in the picture.
  3. From Band 3 onwards, copy some serial output too. Ten lines will often tell somebody exactly what is wrong, faster than any photograph.
  4. Say what last worked. "Buttons 1 to 3 tested fine, button 4 always reads 0" can be answered in a minute. "It does not work" cannot.
  5. Do not rebuild it before you ask. A rebuilt board has thrown away the evidence.
  6. If there is nobody to ask right now, write down what you tried, move on to the next part, and come back tomorrow. Fresh eyes solve a surprising number of these.
Teaching it

Running this with a group

If you are a facilitator, parent or teacher rather than a learner, there is a separate page for you: how a band is passed, what to collect, the faults that account for most problems, and how to read a photograph of a breadboard.

Open the facilitator guide →