Set students up for programming success by creating a BeeBot anchor chart!These …
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!
Students will love programming their "robot teacher" to maneuver around the classroom …
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.
Students will learn or review the concept of tempo and the appropriate …
Students will learn or review the concept of tempo and the appropriate music terminology associated with it. They will show understanding by discussing tempo changes in music, moving their bodies to different tempos, and coding Ozobots to move at different tempos.
This lesson sequence offers students and teachers a way to explore their …
This lesson sequence offers students and teachers a way to explore their individual identities and sense of belonging through analyzing children’s literature and coding with Scratch. Through read-aloud activities and self-differentiated Scratch projects, students learn about the value of inclusion and explore and express ideas about their personal and social identities. Students will describe environments supportive of diversity, and reflect on their own identity as they create expressive projects about their sense of belonging. This sequence is made up of four lessons, though your students may need additional class time to work on their projects.This lesson sequence is part of CodeVA's committment to the U.S. Department of Education "YOU Belong in STEM" initiative.
This is the second set of two, 45 minute lessons done with …
This is the second set of two, 45 minute lessons done with a middle school language arts class to turn their argumentative essay into a scratch project where they convey to their audience their position on whether the benefits of human space travel outweigh the risks or not.
Based on their experience exploring the Mars rover Curiosity and learning about …
Based on their experience exploring the Mars rover Curiosity and learning about what engineers must go through to develop a vehicle like Curiosity, students create Android apps that can control LEGO MINDSTORMS(TM) NXT robots, simulating the difficulties the Curiosity rover could encounter. The activity goal is to teach students programming design and programming skills using MIT's App Inventor software as the vehicle for the learning. The (free to download) App Inventor program enables Android apps to be created using building blocks without having to actually know a programming language. At activity end, students are ready to apply what they learn to write other applications for Android devices.
In this lesson sequence, students will work in teams to learn the …
In this lesson sequence, students will work in teams to learn the MakeCode and Micro:Bit Development platform. They’ll develop basic programming skills, implementing input, output, variables, and conditional control structures. At the end of the sequence, students will compete in a “puzzle box” challenge, attempting to create a puzzle using their Micro:Bit, code, and craft supplies and earning points based on how challenging their puzzle is to solve.
The students will copy and paste code snippets from Google Slides and …
The students will copy and paste code snippets from Google Slides and run them on Replit. After students run the code, they will screenshot the images created using "import Turtle", a graphics program within Python. These screenshots will be used as a digital greeting card and students will practice composing emails. Lastly, students send/email their created digital artifacts to three of their friends or family members to wish them a "Happy New Year".*The image attached is just a sample and may or may not be what this lessons code creates.
In this lesson, students learn the basics of coding for the Micro:Bit …
In this lesson, students learn the basics of coding for the Micro:Bit using the MakeCode development tool. Students will engage in PRIMM cycles, pair programming, and will begin working on the puzzle box they’ll finish in later lessons by building an “unlocking” animation using display output blocks.This lesson is part of the Micro:Bit Puzzle Box four-lesson sequence. Read about the sequence in the sequence overview, linked here.
Students will learn about the functional parts of plants and how they …
Students will learn about the functional parts of plants and how they help a plant to survive. Students will use block-based programming language to code a path from plant parts to their matching function.
Rhyming Words Coding is a cross-curricular lesson designed by an Elementary Computer …
Rhyming Words Coding is a cross-curricular lesson designed by an Elementary Computer Resource Teacher to support Math instruction. Created By: Amanda Henley Powhatan County Public Schools..
In this culminating activity of the unit, students bring together everything they've …
In this culminating activity of the unit, students bring together everything they've learned in order to write the code to solve the Grand Challenge. The code solution takes two images captured by robots and combines them to create an image that can be focused at different distances, similar to the way that humans can focus either near or far. They write in a derivative of C++ called QT; all code is listed in this activity.
Students write Arduino code and use a “digital sandbox” to create new …
Students write Arduino code and use a “digital sandbox” to create new colors out of the three programming primary colors: green, red and blue. They develop their own functions, use them to make disco light shows, and vary the pattern and colors of their shows. The digital sandbox is a hardware and software learning platform powered by a microcontroller that can interact with real-world inputs like light, while at the same time controlling LEDs and other outputs.
Developed by the Science Museum of Western Virginia, this educator outline is …
Developed by the Science Museum of Western Virginia, this educator outline is intended to assist in guiding middle school-aged students through various activities using the Rokit Smart robot kit. The Rokit Smart utilizes Arduino, a widely-used open-source environment for programming that enables users to create interactive electronic objects. Designed through modules, the activities can be grouped to fit after-school, summer camp, or other student enrichment needs.
Developed by the Science Museum of Western Virginia, this educator outline is …
Developed by the Science Museum of Western Virginia, this educator outline is intended to assist in guiding middle school-aged students through various activities using the Rokit Smart robot kit. The Rokit Smart utilizes Arduino, a widely-used open-source environment for programming that enables users to create interactive electronic objects. Designed through modules, the activities can be grouped to fit after-school, summer camp, or other student enrichment needs. *Module 4 is meant to be done after Modules 1-3 are completed.
Students work as if they are electrical engineers to program a keyboard …
Students work as if they are electrical engineers to program a keyboard to play different audible tones depending on where a sensor is pressed. They construct the keyboard from a soft potentiometer, an Arduino capable board, and a small speaker. The soft potentiometer “keyboard” responds to the pressure of touch on its eight “keys” (C, D, E, F, G, A, B, C) and feeds an input signal to the Arduino-capable board. Each group programs a board to take the input and send an output signal to the speaker to produce a tone that is dependent on the input signal—that is, which “key” is pressed. After the keyboard is working, students play "Twinkle, Twinkle, Little Star" and (if time allows) modify the code so that different keys or a different number of notes can be played.
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