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ACSE Region III- Creating Robotic Algorithms
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This is a performance task where students act as a software engineer to create an algorithm for a robotic process of an everyday activity.  Students cooperatively test and revise their algorithms and the have another team sucessfuly complete their algorithm as well.    

Subject:
Computer Science
English
Material Type:
Lesson Plan
Author:
Meghan Smith
Jennifer Cronk
Acse Grant
Susan Nordyke
Jeremy Utt
Date Added:
02/12/2022
ACSE Region III - Exploring CS through Math
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This is a performance task where students explore CS concepts, pseudocode, and flowcharts through the lens of order of operations on day 1 and design a math homework helper app on day 2.

Subject:
Computer Science
Mathematics
Material Type:
Activity/Lab
Lesson
Student Guide
Author:
Jeremy Utt
Acse Grant
Amanda Fair
Kim Wilkens
Date Added:
02/24/2022
ACSE Region III - Performance Task - Grade 4_Red_PT1 - Find the Bug in Addition, Subtraction, Multiplication, and Division
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Students will analyze a provided math problem with an incorrect answer (bug). Students will demonstrate their understanding of the process by identifying the error, solving the problem correctly and providing an explanation. Math problem solving directly correlates with the step by step process that computer science debugging requires. The purpose of this experience is to provide a jumping off point for a deeper understanding of the Computer Science SOLs. This could be the first time your students are exposed to the vocabulary (algorithm, bug, debugging) and can provide a good foundation of the understanding of the vocabulary in a concrete, low-technology way.

Subject:
Algorithms and Programming
Computation and Estimation
Material Type:
Lesson Plan
Author:
Logan Armstrong
Acse Grant
Sierra Frazier
Cassie Lewis
Date Added:
02/12/2022
ACSE Region III - Playing with Order of Operations in Google Draw
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In this performance task, students will have the opportunity to demonstrate the use of flowcharts in Google Draw and then create their own flowchart to show their understanding of the Order of Operations. 

Subject:
Algorithms and Programming
Computation and Estimation
Computer Science
Mathematics
Patterns, Functions, and Algebra
Material Type:
Lesson
Author:
Kelly Gearhart
Kristina Kelly
Acse Grant
Date Added:
02/12/2022
ASCE Region III - Computer Science and Linear Equations
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 Your friend asked you to enter a texting/typing competition but have months to practice. We know practicing something makes you better at it.  You will be given your current speed and how well you improve over each month.  It is your job to find your texting/typing speed given a number of months that you have practiced.  You are also to look over other student’s work to see if they made an error and if so, where. 

Subject:
Computer Science
Patterns, Functions, and Algebra
Material Type:
Lesson Plan
Author:
Elyce Sikora
Melissa Houck
Acse Grant
Date Added:
02/12/2022
Algorithm Picture Lesson
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The goal of this activity is to build critical thinking skills and excitement for Computer Science / Computational Thinking, while laying a foundation of fundamental programming concepts. By scaffolding basic concepts like sequencing and algorithms in an unplugged activity, students who are intimidated by computers can still build a foundation of understanding. In this lesson, students will learn how to develop an algorithm and encode it into a program.By "programming" one another to draw pictures, students experience some of the core concepts of programming in a fun and accessible way. The class will start by having students view a video of a simple program demonstrating how to develop instructions for building a peanut butter and jelly sandwich. Students will start with simple shapes, and progress to the coding of a specific drawing that other students will then try to replicate (“running the program”). If there is a desire to have a more of a Math slant on the lesson, the drawing could take place on graph paper. Students would then use the coordinates to complete the drawing. 

Subject:
Algorithms and Programming
Business and Information Technology
Computer Science
English
Health/Physical Education
Mathematics
Science
Material Type:
Activity/Lab
Lesson
Lesson Plan
Visual Media
Author:
Michael Speidel
Sharon Brandon
Date Added:
10/13/2020
BeeBot Basics: An Introduction
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BeeBots are an engaging, hands-on way to introduce sequencing, algorithms, programming and debugging to primary and elementary students. In this introductory activity, information will be presented in a clear and concise way so that students can collaborate to plan, create, and run a program. Students will correct through debugging as necessary. The attached resource includes vocabulary and tips for using BeeBot with students. 

Subject:
Algorithms and Programming
Computer Science
Material Type:
Activity/Lab
Author:
Kim Keith
Date Added:
01/10/2022
Brush Your Teeth Algorithm
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Using a Fluffy pancakes recipe students will identify a recipe as a type of algorithm.  Students will identify the part of the recipe that is numbered as the steps or algorithm is numbered.    Students are expected to identify that number one step is done before number 2 and so on.  Students will work in pairs to create their own algorithm for brushing teeth.  Students should work in pairs.  One student should create the algorithm and the other should debug the algorithm.  

Subject:
Algorithms and Programming
Material Type:
Homework/Assignment
Author:
Kevin Yates
Date Added:
06/01/2022
Do You See What I See?
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Educational Use
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Students explore the concept of optical character recognition (OCR) in a problem-solving environment. They research OCR and OCR techniques and then apply those methods to the design challenge by developing algorithms capable of correctly "reading" a number on a typical high school sports scoreboard. Students use the structure of the engineering design process to guide them to develop successful algorithms. In the associated activity, student groups implement, test and revise their algorithms. This software design lesson/activity set is designed to be part of a Java programming class.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Derek Babb
Date Added:
09/18/2014
Does It Work? Test and Test Again
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Educational Use
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Testing is critical to any design, whether the creation of new software or a bridge across a wide river. Despite risking the quality of the design, the testing stage is often hurried in order to get products to market. In this lesson, students focus on the testing phase of the software/systems design process. They start by exploring existing examples of program testing using the CodingBat website, which contains a series of problems and challenges that students solve using the Java programming language. Working in teams, students practice writing test cases for other groups' code, and then write test cases for a program before writing the program itself.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Brian Sandall
Janet Yowell
Ryan Stejskal
Date Added:
09/18/2014
Elementary Algorithms and Programming Vocabulary
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Public Domain
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This is a list of basic vocabulary with definitions and/or examples that will be used in elementary classrooms K-5 when teaching the concepts of algorithms and programming. 

Subject:
Algorithms and Programming
Material Type:
Activity/Lab
Primary Source
Author:
Jude Raffeinner
Date Added:
11/27/2021
Factoring Whole Numbers With Python
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In this lesson, students learn how to write a simple program to find all of the factors of any positive integer. The coding language is Python. Students learn the concept of an algorithm, as well as programming concepts such as variables, data types, and looping. The lesson also includes information on how the difficulty of factoring really large numbers is the basis of all modern online commerce. 

Subject:
Algorithms and Programming
Impacts of Computing
Number and Number Sense
Material Type:
Lesson Plan
Author:
Terry Hawthorne
Date Added:
07/02/2019
Frog and Toad on the number line ( remix)
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CC BY
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This resource is a remix from Illustrative Mathematics https://tasks.illustrativemathematics.org/content-standards/tasks/1081. Suggested Modifications: It is imperative that students in their early ages of mathematics education be introduced to the idea of the number line that makes sense. In other words, they usually count the tick marks on the number line which leads to an inaccuracy in the algorithm. To help them better understand number lines, the suggestion is to introduce the idea number paths which is another way of looking at a number line. To help better facilitate the lesson, I have added a downloadable document student activity that can be used in cooperative learning groups to facilitate mathematical discourse. This activity also encourages literacy in the curriculum.   

Subject:
Number and Number Sense
Material Type:
Activity/Lab
Author:
Sandy Chalke
Date Added:
06/12/2020
Grade 5 CS: Algorithms & Programming Vocab Posters & Match-up
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Vocabulary posters for the Alogrithms & Programming strand for Grade 5. Words included are from the 2017 Computer Science Curriculum Framework (created by Kelley Odom).Vocab Match-up game or activity for the following words in the category of Algorithms and Programming Grade 5: Algorithm, Author, Bug, Composer, Conditional, Debug, Decompose, Illustrator, Loop, Planning Tool, Pseudocode, Source, Storyboard, and Variable. 

Subject:
Algorithms and Programming
Computer Science
Material Type:
Activity/Lab
Assessment
Binder
Homework/Assignment
Author:
Emily Ball
Date Added:
12/07/2021
Grade 7 Computer Science: Algorithms & Programming Vocabulary Posters
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Vocabulary posters for the Alogrithms & Programming strand for Grade 7. Words included are from the 2017 Computer Science Curriculum Framework.

Subject:
Algorithms and Programming
Computer Science
Material Type:
Visual Media
Author:
Kelly Odom
Date Added:
02/01/2022
How Do You Make a Program Wait?
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Educational Use
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Building on the programming basics learned so far in the unit, students next learn how to program using sensors rather than by specifying exact durations. They start with an examination of algorithms and move to an understanding of conditional commands (until, then), which require the use of wait blocks. Working with the LEGO MINDSTORMS(TM) NXT robots and software, they learn about wait blocks and how to use them in conjunction with move blocks set with unlimited duration. To help with comprehension and prepare them for the associated activity programming challenges, volunteer students act out a maze demo and student groups conclude by programming LEGO robots to navigate a simple maze using wait block programming. A PowerPoint® presentation, a worksheet and pre/post quizzes are provided.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Pranit Samarth
Riaz Helfer
Satish S. Nair
Date Added:
09/18/2014
How to Use Bee-Bot
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Set students up for programming success by creating a BeeBot anchor chart!These editable instructions will help students identify their role as planner or driver and set clear expectations of how Bee-Bot is used in computer programming. Tips:Introduce Bee-Bot whole classMake sure students understand the importance of the clear (x) button to erase the previous codealways press clear first to signal a new code (like how a capital letter signals the start of a new sentence) Plan the program in developmentally appropriate steps (some students program one step at a time, while others can program to the end goal)Turn the Bee-Bot off and use it as a game piece to write successful algorithmsHave students write their plan, or algorithm, on a whiteboard instead of using the cardsThe Bee-Bot emulator is perfect for guided practice!   

Subject:
Algorithms and Programming
Computer Science
Material Type:
Activity/Lab
Teaching/Learning Strategy
Author:
Kim Keith
Date Added:
12/14/2021
I am a Programmer!
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Students will love programming their "robot teacher" to maneuver around the classroom in this introductory coding lesson. Basic computer science concepts are defined and applied as students work together to plan, create, and test algorithms. Students will recognize that programmers are the brains behind machines and technologies. 

Subject:
Algorithms and Programming
Communication and Multimodal Literacy
Computer Science
Material Type:
Activity/Lab
Lesson Plan
Author:
Kim Keith
Date Added:
12/20/2022
Java Programming of OCR
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Educational Use
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Student groups use the Java programming language to implement the algorithms for optical character recognition (OCR) that they developed in the associated lesson. They use different Java classes (provided) to test and refine their algorithms. The ultimate goal is to produce computer code that recognizes a digit on a scoreboard. Through this activity, students experience a very small part of what software engineers go through to create robust OCR methods. This software design lesson/activity set is designed to be part of a Java programming class.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Derek Babb
Date Added:
09/18/2014