The ladder also opens the Missions page.

THE LADDER

Six kit boxes on a shelf, the way the real product line grew: thirty projects from lighting one LED to shorting a battery flat, each level opened by three passes in the one before it. This same ladder opens the Missions page, with every story mission underneath it.

SHOP TEACHER'S GRADEBOOK: 0 CONCEPTS SIGNED OFF · 0 PROJECTS PASSED
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21in1
FIRST LIGHT
NEW · JUST UNLOCKED OPEN BOX
+ WORKSHOP SKIN+ SCIENCE FAIR '78 SKIN
32in1
TIMING & CONTROL
PASS 3 OF LEVEL 1
TO UNLOCK
44in1
SOUND & SENSE
PASS 3 OF LEVEL 2
TO UNLOCK
64in1
RELAY LOGIC
PASS 3 OF LEVEL 3
TO UNLOCK
102in1
LOGIC LANE
PASS 3 OF LEVEL 4
TO UNLOCK
RADIO ROW · CRYSTAL RADIO
COMING TO THE SHELF
YOUR SKINS
LEVEL 2
LEVEL 2
LEVEL 3
LEVEL 4
LEVEL 5
LEVEL 6
LEVEL 1 — FIRST LIGHT 21 in 1 5 PROJECTS

Batteries, resistors, LEDs and the loop that joins them.

PART OF SPOOKY SCIENCE LAB →

The shop teacher passes a project when your build does what the goal says, checked on the live board. Wire it your own way if you like: the outcome is what counts. A project is signed off once you can explain, in your own words, why it works.

EVERY PROJECT ON THE LADDER

LEVEL 1 · FIRST LIGHT 21 in 1

Batteries, resistors, LEDs and the loop that joins them.

LEVEL 2 · TIMING & CONTROL 32 in 1

Series and parallel, a transistor as a switch, and capacitors that set the pace.

  • № 6 Series LEDs — Both LEDs glow, and each is dimmer than the red one was alone through the same 1 kΩ.
  • № 7 Parallel LEDs — Both LEDs at full brightness at once, each on its own 330 Ω.
  • № 8 A knob that carries no load — Turn the pot and the LED dims, but the pot itself only ever handles microamps.
  • № 9 Slow on, slow off — Hold the button: the LED fades up over a couple of seconds. Let go: it stays lit and fades out slowly.
  • № 10 Siren knob — Turn the speaker on and turn the new pot: the pitch slides from a low buzz up to the tone of experiment 4.

LEVEL 3 · SOUND & SENSE 44 in 1

Stack batteries, store charge, and turn light and knobs into sound.

  • № 11 Twice the push — With two batteries in series the LED through 1 kΩ is about twice as bright as with one.
  • № 12 Capacitor battery — Hold the button to charge the 470 µF, let go, and the LED keeps glowing for about half a second as the capacitor empties.
  • № 13 Metronome — Turn the speaker on and hear a steady click about three times a second.
  • № 14 Two-tone — Turn the speaker on: the slide switch flips the tone between two pitches.
  • № 15 Light theremin — Turn the speaker on. The light slider plays the pitch, and the new pot tunes it: each sets one half of every cycle.

LEVEL 4 · RELAY LOGIC 64 in 1

An electromagnet that throws a switch: NOT, memory, an alarm, and the bell.

  • № 16 One coil, two circuits — Green is lit at rest. Hold the button: a click, green goes out and red comes on. Let go: click, back to green.
  • № 17 Kickback — Hold the button: click, LED on. Let go: click, LED off, and Q1 is still alive. Now pull the diode's wires and try again: Q1 dies the moment you let go.
  • № 18 Dark alarm — Slide the light toward the moon: click, and the buzzer sounds. Back toward the sun: click, silence.
  • № 19 The relay that remembers — Slide ON. Tap the button: click, LED on, and it stays on after you let go. Slide OFF: click, LED out. Slide ON again: still off until you tap.
  • № 20 The electric bell — Turn the speaker on and slide ON: a low buzz, around 90 Hz, and the relay blade shivers.

LEVEL 5 · LOGIC LANE 102 in 1

A chip that keeps time, gates that decide, and a digit the room can read.

  • № 21 The pad beacon — The red lamp blinks on its own, about two thirds of a second on and two thirds off, and nothing you do to the board changes it.
  • № 22 Range safety — Turn the speaker on: a tone. Turn the knob and the pitch climbs from a low hum near 690 Hz to a shriek past 3 kHz.
  • № 23 Go / No-Go — Slide ON and hold the button: the lamp lights. Either one alone: nothing. That is AND.
  • № 24 Set the digit — Nothing pressed: 0. Button: 1. Slide: 2. Both: 3.
  • № 25 Zero — Hold the button and the clock sits at 9. Let go: 9, 8, 7, all the way to 0, about one step a second, with the lamp ticking. Then it rolls round to 9 and starts again.

LEVEL 6 · POWER 107 in 1

What is inside a cell: side by side, mismatched, backwards, shorted, and sagging under load.

  • № 26 Two in parallel — Two batteries side by side give the LED exactly the brightness one did, and each carries half the current, so the pair lasts twice as long.
  • № 27 The mismatched pair — A 9 V block and a 1.5 V cell side by side both read HOT at once, and the block is flat in about ten seconds.
  • № 28 One cell backwards — Three cells in a row make 4.5 volts and the buzzer sounds. Turn the middle one round and the stack makes 1.5, and it goes quiet.
  • № 29 The dead short — One wire from + to −: about five amps, HOT at once, and the gauge on the case empties in about ten seconds.
  • № 30 Load and sag — Switch off, the battery reads 9.00 volts. Switch on, it reads 8.89 — and for an instant on the way there it reads nearly a volt lower still.