In this activity, students will use a model of a computer, taking …
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.
"In this lesson, students will read and trace a “Hello World'' Python …
"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.
In this project, students create a program that performs calculations on input …
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.
In this lesson, students will explore the “Testing Random Numbers” program to …
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.
In this lesson, students will implement Python programs that use “while” loops …
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.
In this lesson, students will implement Python programs that use “while” loops …
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.
In this lesson, students engage in a historical jigsaw activity focused on …
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.
The student will apply social science skills to understand the factors that …
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.
Spice things up with students by programming BeeBot to go to specific …
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.
This lesson expands upon the ideas of decomposition by using GameChangineer to …
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.
These modules are designed to help you get familiar with Python while …
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.
This is a list of basic vocabulary with definitions and/or examples that will …
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.
Students will investigate the characteristics of heroes through the book Go Show …
Students will investigate the characteristics of heroes through the book Go Show the World. Students will select one of the heroes identified in the book and research them further, creating a Twine passage that shares what the student learned about the Native figure.This lesson was created through a partnership between CodeVA and the Virginia Tribal Education Consortium (VTEC).
Just about everything you can do on a computer—checking your email, posting …
Just about everything you can do on a computer—checking your email, posting to Facebook, online banking and shopping—is powered by software. The people who come up with that software, and keep it working efficiently, are behind the scenes of a big portion of our lives. Software engineering is an exciting career,.In this remix, some reflections questions for students have been added.
Just about everything you can do on a computer—checking your email, posting …
Just about everything you can do on a computer—checking your email, posting to Facebook, online banking and shopping—is powered by software. The people who come up with that software, and keep it working efficiently, are behind the scenes of a big portion of our lives. Software engineering is an exciting career,.
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.
Developed by the Science Museum of Western Virginia, this educator outline was …
Developed by the Science Museum of Western Virginia, this educator outline was written for an in-museum program that addresses computational thinking. Teachers and students in grades 3-4 will expand knowledge of computer science algorithms and programming content while working through the activities "Flossbot" and "Edison Bot Activity".
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