Project 8 of 17
In Progress
Origami Frog

Origami Frog

1-3 Hours

Ages 11+

What Will You Learn?​

The instructions below will take you through the folding of the traditional jumping frog. You don’t need any origami experience — just patience, since there are some tricky parts that may take a few tries to get right. Once you’ve got your frog working, you’ll need to (temporarily) dissect it so you can insert the LEDs. Building the circuit is a snap — all you need to connect the lights to the battery is a little bit of metallic foil tape. Then fold everything back up, and your frog will be jumping and glowing in no time!

Video Overview

To see it in action, and get a quick run-through of the origami steps, check out this short video. Scroll to the bottom to get more in-depth instructions and explanations from the Family Maker Camp video. 

 

Pre-Fold the Paper

Step 1

Bring the shorter edge at the top down to the bottom edge. Make the crease sharp.

Step 2

Bring the top edge up to the middle fold and crease again. Open the paper up again.

Step 3

Bring one top corner down to the opposite end of the middle crease. Crease and open again. Repeat with the other corner.

Step 4

Optional: Repeat Steps 2-4 with the bottom edge of the paper.

Make the Frog's Head and Legs

Step 5

Take the X-fold on the top half of the paper and push in the sides to form a triangular “tent.” Flatten the triangle.

Step 6

Fold the bottom corners of the triangle up as shown to form the legs. Flatten.

Make the Frog's Body

Step 7

Fold up the bottom edge to the middle crease.

Step 8

Fold in the sides so they meet in the middle. You may need to lift the front legs out of the way.

Step 9

Fold the bottom up again so it meets the bottom corner of the head.

Make the Back Legs

Step 10

Reach inside the last fold to grab the corner of one side. Pull the corner out. Repeat with the other corner. The bottom now looks like a boat.

Step 11

Bring the corners of the “boat” down so they meet at the bottom, forming a diamond shape.

Step 12

Take one half of the diamond and fold it over so the edge meets the diagonal crease. Repeat with the other side to form the back legs.

Make the Springy Fold

Step 3

Bring the bottom of the frog up along the middle crease, so the back feet are touching the front feet.

Step 14

Bring the same piece down so the bottom edge meets the middle crease. Sharpen this fold.

Step 15

Turn your frog over. To give it a test jump, press down on the back edge to compress the springy fold. Slide your finger back to release it.

Add the LED Eyes

Step 16

 Make sure the LEDs work together by sliding them both onto the battery. The positive wire leads (usually longer than the other lead) must touch the positive (smooth) side of the battery.

Step 17

Draw eyes near the frog’s nose, then unfold the origami. Poke the LEDs through the eyes — making sure the positive (longer) lead is closer to the nose.

Step 18

Take the foil strips and fold down one long edge so the glue sticks to itself. This will ensure that the metal foil makes a good connection between the LEDs and the battery. (You can skip this step if you are using copper foil tape with conductive glue.)

Step 19

Inside the head, bend the bottom (negative) leads down so they’re touching. Secure them to the paper with one piece of foil tape.

Step 20

Bend the top (positive) leads up and wrap the other piece of foil tape around them tightly.

Step 21

Place the battery, positive side up, over the foil tape. Use clear tape to hold it in place — making sure to leave the part of the positive side closest to the positive wires uncovered.

Test the Light-Up Frog

Step 22

Bend the positive wires down until they are almost touching the positive side of the battery. Fold the frog back up.

Step 23

Time for the final test! When you press down the back, the LEDs should light up. When you release it, the lights should go out as the frog leaps forward.

Step 24

If the eyes stay lit, adjust the positive leads. Your light-up frog should last for many hops.

Test Your Light-Up Frog

Family Maker Camp Video

For a full walkthrough of this project with Kathy Ceceri, watch this video from last year’s camp!

About the Book

Making Simple Robots, 2nd Edition by Kathy Ceceri is based on the idea that anybody can build a robot! That includes kids, educators, parents, and anyone who didn’t make it to engineering school. If you can cut, fold, and tape a piece of paper to make a tube or a box, you can build a no-tech robotic part.

In fact, many of the models in this book are based upon real-life prototypes — working models created in research labs and companies. What’s more, if you can use the apps on your smartphone, you can quickly learn to tell robots what to do using free, online, beginner-level software like MIT’s Scratch and Microsoft MakeCode.

The projects in this book which teach you about electric circuits by making jumping origami frogs with eyes that light up when you get them ready to hop. You’ll practice designing all-terrain robot wheel-legs with free, online Tinkercad software, and you’ll create files ready for 3D printing. You’ll also learn to sew — and code — a cyborg rag doll with a blinking electronic “eye.”

Each project includes step-by-step directions and clear illustrations and photographs. Along the way, you’ll learn about the real research behind the DIY version, find shortcuts for making projects easier when needed, and get suggestions for adding to the challenge as your skill set grows.

Suggested Add-On: Making Simple Robots Starter Pack

This companion starter pack has all the electronics you’ll need and then some for the projects in Making Simple Robots, 2nd Edition, by Kathy Ceceri (book required for projects). 

Materials:

  • Copy paper (1)
    • Cut paper to 4 1/4 by 8 1/2 inches (or similarly-sized rectangle with sides in ratio 1:2)
  • LEDs (2)
    • Choose LEDs with medium to long wire leads. Test that they will work by sliding them both onto the battery.
  • 3V coin battery (1)
    • CR2032 or similar
  • Aluminum foil tape
    • Found in hardware stores in the heating duct aisle. (Copper foil tape can be used as well.) You need 2 small strips, 1 by 1/4 inches (2.5 by .75 cm).
  • Clear tape
    • Any kind of non-conductive tape can be used.

See More Projects in these topics:

Arts & Crafts Paper Crafts STEM or STEAM
Kathy Ceceri
Kathy Ceceri is a STEAM educator and the author of over a dozen books of hands-on learning activities with a focus on science, technology, history, and art. She has taught live online workshops for Maker Camp, written beginner-level tutorials for companies including Adafruit Industries, and worked with the Girl Scouts of the USA to develop robotics badges and a cybersecurity challenge. Formerly the Homeschooling Expert for About.com (now ThoughtCo), Kathy teaches enrichment workshops through schools and libraries, and offers classes directly to families through SEA Homeschoolers. Check out Kathy's books in MakerShed and on Kathy's site. Follow Kathy's works-in-progress and interesting links on Twitter and Facebook and in the group DIY Homeschool. Watch the trailer for her online classes here!
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Maker Camp Project Standards

Based on NGSS (Next Generation Science Standards)

National Core Arts Standards

The National Core Arts Standards are a process that guides educators in providing a unified quality arts education for students in Pre-K through high school. These standards provide goals for Dance, Media Arts, Music, Theatre, and Visual Arts with cross-cutting anchors in Creating, Performing, Responding, and Connecting through art. The Anchor Standards include:
  1. Generate and conceptualize artistic ideas and work.
  2. Organize and develop artistic ideas and work.
  3. Refine and complete artistic work.
  4. Select, analyze, and interpret artistic work for presentation.
  5. Develop and refine artistic techniques and work for presentation.
  6. Convey meaning through the presentation of artistic work.
  7. Perceive and analyze artistic work.
  8. Interpret intent and meaning in artistic work.
  9. Apply criteria to evaluate artistic work.
  10. Synthesize and relate knowledge and personal experiences to make art.
  11. Relate artistic ideas and works with societal, cultural, and historical context to deepen understanding.
Please visit the website for specific details on how each anchor applies to each discipline.

National Core Arts Standards

The National Core Arts Standards are a process that guides educators in providing a unified quality arts education for students in Pre-K through high school. Also see Standards with cross-cutting anchors in Creating, Performing, Responding, and Connecting through art for Visual Arts.

ISTE Standards (International Society for Technology in Education)

The ISTE Standards provide the competencies for learning, teaching and leading in the digital age, providing a comprehensive roadmap for the effective use of technology in schools worldwide.

1.1 Empowered Learner

  • Summary: Students leverage technology to take an active role in choosing, achieving, and demonstrating competency in their learning goals, informed by the learning sciences.
  • 1.1.a Students articulate and set personal learning goals, develop strategies leveraging technology to achieve them and reflect on the learning process itself to improve learning outcomes.
  • 1.1.b Students build networks and customize their learning environments in ways that support the learning process.
  • 1.1.c Students use technology to seek feedback that informs and improves their practice and to demonstrate their learning in a variety of ways.
  • 1.1.d Students understand the fundamental concepts of technology operations, demonstrate the ability to choose, use and troubleshoot current technologies and are able to transfer their knowledge to explore emerging technologies.

1.2 Digital Citizen

  • Summary: Students recognize the rights, responsibilities and opportunities of living, learning and working in an interconnected digital world, and they act and model in ways that are safe, legal and ethical.
  • 1.2.a Students cultivate and manage their digital identity and reputation and are aware of the permanence of their actions in the digital world.
  • 1.2.b Students engage in positive, safe, legal and ethical behavior when using technology, including social interactions online or when using networked devices.
  • 1.2.c Students demonstrate an understanding of and respect for the rights and obligations of using and sharing intellectual property.
  • 1.2.d Students manage their personal data to maintain digital privacy and security and are aware of data-collection technology used to track their navigation online.

1.3 Knowledge Constructor

  • Summary: Students critically curate a variety of resources using digital tools to construct knowledge, produce creative artifacts and make meaningful learning experiences for themselves and others.
  • 1.3.a Students plan and employ effective research strategies to locate information and other resources for their intellectual or creative pursuits.
  • 1.3.b Students evaluate the accuracy, perspective, credibility and relevance of information, media, data or other resources.
  • 1.3.c Students curate information from digital resources using a variety of tools and methods to create collections of artifacts that demonstrate meaningful connections or conclusions.
  • 1.3.d Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.

1.4 Innovative Designer

  • Summary: Students use a variety of technologies within a design process to identify and solve problems by creating new, useful or imaginative solutions.
  • 1.4.a Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • 1.4.b Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
  • 1.4.c Students develop, test and refine prototypes as part of a cyclical design process.
  • 1.4.d Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.

1.5 Computational Thinker

  • Summary: Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.
  • 1.5.a Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
  • 1.5.b Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
  • 1.5.c Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
  • 1.5.d Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.

NGSS MS.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • MS-ETS1-1. Define the criteria and constraints of a design problem with sufficient precision to ensure a successful solution, taking into account relevant scientific principles and potential impacts on people and the natural environment that may limit possible solutions.
  • MS-ETS1-2. Evaluate competing design solutions using a systematic process to determine how well they meet the criteria and constraints of the problem.
  • MS-ETS1-3. Analyze data from tests to determine similarities and differences among several design solutions to identify the best characteristics of each that can be combined into a new solution to better meet the criteria for success.
  • MS-ETS1-4. Develop a model to generate data for iterative testing and modification of a proposed object, tool, or process such that an optimal design can be achieved.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.

NGSS HS.Engineering Design

The Next Generation Science Standards (NGSS) are K–12 science content standards.
  • HS-ETS1-1. Analyze a major global challenge to specify qualitative and quantitative criteria and constraints for solutions that account for societal needs and wants.
  • HS-ETS1-2. Design a solution to a complex real-world problem by breaking it down into smaller, more manageable problems that can be solved through engineering.
  • HS-ETS1-3. Evaluate a solution to a complex real-world problem based on prioritized criteria and trade-offs that account for a range of constraints, including cost, safety, reliability, and aesthetics as well as possible social, cultural, and environmental impacts.
  • HS-ETS1-4. Use a computer simulation to model the impact of proposed solutions to a complex real-world problem with numerous criteria and constraints on interactions within and between systems relevant to the problem.
For additional information on using content standards with our projects please visit the Maker Camp Playbook.
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