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4.1 Input, Output & Variables Unplugged (ECS+Python)
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In this activity, students will use a model of a computer, taking the form of a sort of board game, to explore writing programs that include input, output, variables, and arithmetic. Students will read, write, and debug pseudocode as they work on solving simple programming problems using manipulatives. This lesson is part of the ECS+Python lesson set, providing supplemental Python curricular material for the Exploring Computer Science curriculum.

Subject:
Algorithms and Programming
Computer Science
Computing Systems
Impacts of Computing
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
12/05/2022
4.2 Input, Output & Variables Coding Practice (ECS+Python)
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"In this lesson, students will read and trace a “Hello World'' Python program to learn how to display simple output. Then, they will create an “Addition Calculator” to learn how to work with variables and arithmetic operators. At the end, students will modify and complete partially-written Python programs, applying their knowledge of variables and arithmetic operations. This lesson is part of CodeVA's ECS+Python lesson set, providing alternative units for the Exploring Computer Science curriculum covering basic Python coding concepts.

Subject:
Algorithms and Programming
Computer Science
Computing Systems
Impacts of Computing
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
12/05/2022
4.3 Input, Output & Variables Project (ECS+Python)
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In this project, students create a program that performs calculations on input values to produce formatted output. Students will choose a project to create from a list of three options, or generate their own option that meets the activity requirements. This lesson is part of CodeVA's ECS+Python lesson set, providing alternative units for the Exploring Computer Science curriculum covering basic Python coding concepts.

Subject:
Algorithms and Programming
Computer Science
Computing Systems
Impacts of Computing
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
12/05/2022
4.5 Conditionals & Randomization Coding Practice (ECS+Python)
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In this lesson, students will explore the “Testing Random Numbers” program to learn how to generate random numbers and use if-statements to make comparisons. Then, they will create a “Roll the Dice Game” to learn how to work conditionals and random numbers. At the end, students will create a simple program applying their knowledge of randomization and conditional control structures. This lesson is part of CodeVA's ECS+Python lesson set, providing alternative units for the Exploring Computer Science curriculum covering basic Python coding concepts.

Subject:
Algorithms and Programming
Computer Science
Impacts of Computing
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
12/05/2022
4.6 Loops & Logic Coding Practice (ECS+Python)
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In this lesson, students will implement Python programs that use “while” loops and logical operations as they consider how they might make their programs more interactive and control the flow of commands in their programs. They’ll read and modify examples, explore the new concepts through paired programming, and complete a short mini-project where they will demonstrate their new skills. This lesson is part of CodeVA's ECS+Python lesson set, providing alternative units for the Exploring Computer Science curriculum covering basic Python coding concepts.

Subject:
Algorithms and Programming
Computer Science
Impacts of Computing
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
12/05/2022
4.7 Conditionals, Randomization & Loops Project (ECS+Python)
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In this lesson, students will implement Python programs that use “while” loops and logical operations as they consider how they might make their programs more interactive and control the flow of commands in their programs. They’ll read and modify examples, explore the new concepts through paired programming, and complete a short mini-project where they will demonstrate their new skills. This lesson is part of CodeVA's ECS+Python lesson set, providing alternative units for the Exploring Computer Science curriculum covering basic Python coding concepts.

Subject:
Algorithms and Programming
Computer Science
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
12/05/2022
4. Introduction to Westward Expansion
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In this lesson, students engage in a historical jigsaw activity focused on westward expansion. The lesson ends with a coding project where students create “postcards” by coding with Twine, expressing the perspectives of different groups experiencing the effects of westward expansion.

Subject:
Algorithms and Programming
American History
Computer Science
Cross-Curricular
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
11/28/2023
ACSE Region III - Colonial America
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The student will apply social science skills to understand the factors that shaped Colonial America by describing colonial life in America from the perspectives of large landowners, farmers, artisans, merchants, women, free African Americans, indentured servants, and enslaved African Americans, by creating a computational artifact.

Subject:
Computer Science
Reading
Social Sciences
Material Type:
Activity/Lab
Lesson
Author:
Ms. Boarman
Acse Grant
Ms. Coates
Amanda Coode
Casey Holbrook
Date Added:
02/12/2022
Android Acceleration Application
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Educational Use
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In the first of two sequential lessons, students create mobile apps that collect data from an Android device's accelerometer and then store that data to a database. This lesson provides practice with MIT's App Inventor software and culminates with students writing their own apps for measuring acceleration. In the second lesson, students are given an app for an Android device, which measures acceleration. They investigate acceleration by collecting acceleration vs. time data using the accelerometer of a sliding Android device. Then they use the data to create velocity vs. time graphs and approximate the maximum velocity of the device.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Full Course
Unit of Study
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Brian Sandall
Scott Burns
Date Added:
09/18/2014
Automatic Floor Cleaner Computer Program Challenge
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Educational Use
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Students learn more about assistive devices, specifically biomedical engineering applied to computer engineering concepts, with an engineering challenge to create an automatic floor cleaner computer program. Following the steps of the design process, they design computer programs and test them by programming a simulated robot vacuum cleaner (a LEGO® robot) to move in designated patterns. Successful programs meet all the design requirements.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Jared R. Quinn
Kristen Billiar
Terri Camesano
Date Added:
09/18/2014
BeeBot Basics: An Introduction
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CC BY-NC
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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
CS Principles 2019-2020 5.10: Building an App: Color Sleuth
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This lesson attempts to walk students through the iterative development process of building an app (basically) from scratch that involves the use of `if` statements. Following an imaginary conversation between two characters - Alexis and Michael - students follow the problem solving and program design decisions they make for each step of constructing the app. Along the way they decide when and how to break things down into functions, and of course discuss the logic necessary to make a simple game.

The last step - writing code that executes an end-of-game condition - students must do on their own. How they decide to use `if` statements to end the game will require some creativity. The suggested condition - first to score 10 points - is subtly tricky and can be written many different ways.

At the conclusion of the lesson there are three practice Create PT-style questions as well as resources explaining the connection between this lesson and the actual Create PT. Depending on how you use these materials they can easily add an additional day to this lesson.

Subject:
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Principles 2019-2020
Date Added:
10/22/2019
A Chance at Monte Carlo
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Educational Use
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At its core, the LEGO MINDSTORMS(TM) NXT product provides a programmable microprocessor. Students use the NXT processor to simulate an experiment involving thousands of uniformly random points placed within a unit square. Using the underlying geometry of the experimental model, as well as the geometric definition of the constant π (pi), students form an empirical ratio of areas to estimate a numerical value of π. Although typically used for numerical integration of irregular shapes, in this activity, students use a Monte Carlo simulation to estimate a common but rather complex analytical form the numerical value of the most famous irrational number, π.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Carleigh Samson
Janet Yowell
Michael Trumpis
Date Added:
09/18/2014
Coding Multiples
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Spice things up with students by programming BeeBot to go to specific numbers as a way to reinforce multiples and common factors.  Activity cards, a brief overview, and a student planning sheet are included. 

Subject:
Algorithms and Programming
Computer Science
Mathematics
Material Type:
Activity/Lab
Lesson Plan
Author:
Kim Keith
Date Added:
03/18/2022
Control Using Sound
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Educational Use
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Students gain a deeper understanding of how sound sensors work through a hands-on design challenge involving LEGO MINDSTORMS(TM) NXT taskbots and sound sensors. Student groups each program a robot computer to use to the sound of hand claps to control the robot's movement. They learn programming skills and logic design in parallel. They experience how robots can take sensor input and use it to make decisions to move and turn, similar to the human sense of hearing. A PowerPoint® presentation and pre/post quizzes are provided.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Pranit Samarth
Satish S. Nair
Srijith Nair
Date Added:
09/18/2014
Decomposition & Word Problems Part 2
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This lesson expands upon the ideas of decomposition by using GameChangineer to incorporate commands to create a coded mini game from decomposing word problems. Students will assist the teacher in this guided lesson on how to create commands and use the website before engaing independently in Part 3. Activities are low prep with modifications included, but do require organized planning to implement effectively. If you have not done a lesson on decomposition, it is suggested you use Part 1 to help student's gain the necessary understandings of the processes used in this lesson. 

Subject:
Algorithms and Programming
Computation and Estimation
Cross-Curricular
Writing
Material Type:
Activity/Lab
Lesson
Lesson Plan
Author:
Mary Dickerson
Date Added:
12/27/2022
Designing Interactive Narratives with Python
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CC BY-NC-SA
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These modules are designed to help you get familiar with Python while exploring interactive narrative design, where we put together stories that leave space for the reader to explore, make choices, and engage with the events of the story in a participatory way. Each module in this course follows the same format:Backstory: Unpack the context around the module, set up catalyzing questions to guide the inquiry throughout the module, and establish goals and objectives for your engagement with the moduleGuided Inquiry: Step through a sequence of tutorials and hands-on activities designed to help you learn the basic ideas presented in the modulesPrompt: A tightly-bounded, focused activity designed to facilitate sustained engagement with the ideas presented in the moduleCatalyzing Questions: A series of questions intended to provoke reflection & to put the module’s content in contextEach module is intended to support between 30 and 60 minutes of focused, sustained engagement. You may find it suits you to leave the module in the middle and return to your work; that’s totally fine. Work at your own pace, and don’t hesitate to reach out to your facilitators if you run into any problems.

Subject:
Algorithms and Programming
Computer Science
Material Type:
Unit of Study
Author:
CodeVA Curriculum
Date Added:
12/05/2022
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
Don't Bump into Me!
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Educational Use
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Students' understanding of how robotic ultrasonic sensors work is reinforced in a design challenge involving LEGO MINDSTORMS(TM) NXT robots and ultrasonic sensors. Student groups program their robots to move freely without bumping into obstacles (toy LEGO people). They practice and learn programming skills and logic design in parallel. They see how robots take input from ultrasonic sensors and use it to make decisions to move, resulting in behavior similar to the human sense of sight but through the use of sound sensors, more like echolocation. Students design-test-redesign-retest to achieve successful programs. A PowerPoint® presentation and pre/post quizzes are provided.

Subject:
Science
Scientific and Engineering Practices
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Nishant Sinha
Pranit Samarth
Satish S. Nair
Date Added:
09/18/2014