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  • VA.CS.3.2 - The student will construct programs to accomplish tasks as a means of ...
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
Events in Scratch
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CC BY-NC-SA
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Events in computer science are the triggers for making action happen, like selecting the play button on any screen. Events in Scratch are represented by the yellow codes including: when flag clicked, when sprite clicked, when key pressed and broadcast. Broadcasting is the most advanced event in Scratch and helps with interactions between sprites like pacing their conversations or changing levels.

Subject:
Computer Science
Computing Systems
Material Type:
Unit of Study
Author:
Kim Wilkens
Date Added:
06/10/2020
Events in Scratch Jr.
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Events in computer science are the triggers for making action happen, like selecting the play button on any screen. Events in Scratch Jr. are represented by the yellow codes including: the green flag, clicking on a character, bump code and envelopes. The envelopes are the most advanced concept in Scratch Jr. and help with scene transitions and interactions between characters like pacing their conversations.

Subject:
Algorithms and Programming
English
History/Social Sciences
Humanities
World Languages
Material Type:
Unit of Study
Author:
Kim Wilkens
Date Added:
06/18/2020
FCPSCS Looping with Scratch
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This activity incorporates coding loops with repeating pattern skills. Students will create a loop on Scratch and describe how it relates to pattern cores and repeating patterns.

Subject:
Algorithms and Programming
Patterns, Functions, and Algebra
Material Type:
Activity/Lab
Author:
KELSEY FROST
Date Added:
02/16/2023
How to Use Bee-Bot
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CC BY-NC
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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
Introducing Functions
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CC BY
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The student will construct sets of step-by-step instructions (algorithms) for a dance move called the grapevine both independently and collaboratively, with or without a computer device. (Can be done writing pusedocode for offline activity. 

Subject:
Algorithms and Programming
Material Type:
Activity/Lab
Author:
Barbara Matney
Date Added:
11/28/2021
Introduction to Computer Science
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CC BY
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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".

*Edison bots are used for the second activity.

Key concepts include:
computer science
coding
programming
binary
computer
robot
loop
bug/ debug

Subject:
Computer Science
Material Type:
Activity/Lab
Lesson
Author:
Science Museum of Western Virginia
Date Added:
06/22/2020
May I Use the Restroom?
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Public Domain
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Using the available commands, students will design a sequence of events that will efficiently move the student to the restroom through the obstacles on the grid.  Use repeated patterns when appropriate.  The students will work with a partner or small group to design a program to move a “student” through a classroom with obstacles.  The student will be a paper avatar.  The classroom will be a 8 by 8 grid with pictures of obstacles the student must move through to get to different destinations.  The students will try to move through with the least number of steps.  As an extension, they can rename a loop of multiple steps, and it will become one st

Subject:
Computer Science
English
Mathematics
Material Type:
Lesson Plan
Provider:
VDOE
Author:
Kristen Schlegel
Date Added:
09/20/2023
PAGE ACSE - Continental Travelers
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CC BY-NC-SA
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In this activity, your students will learn about algorithms and use robots to practice their map skills as they explore the geographic features found in each continent!  Working in small groups students will program Root robots to “travel” to each continent.  Once there, they will be introduced to the major rivers and mountain ranges using photographs!  In other stations, students will put together a world map floor puzzle and work on their Chromebook to correctly sort landforms into their locations. 

Subject:
Algorithms and Programming
Computer Science
Cross-Curricular
Geography
History/Social Sciences
STEM/STEAM
Material Type:
Interactive
Lesson
Lesson Plan
Author:
Tricia Nesselrodt
Date Added:
03/13/2024
Presentation: 5 Goals for Writing an Algorithm
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CC BY
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This resource is a 7-slide presentation detailing 5 goals students should have in mind when creating an algorithm. This guide targets younger learners in primary grades. It is available as a PowerPoint and a PDF.5 goals when trying to write an algorithm.● Defining the problem clearly● Breaking the problem down into small, simple parts● Define the solution for each part of the problem● Implementing the solution● Making it efficient (eventually)

Subject:
Algorithms and Programming
Computer Science
Material Type:
Visual Media
Author:
Robert Underwood
Date Added:
04/26/2022
Programming Polygons
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CC BY
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This is a lesson that integrates programming in Python or Scratch into 3rd grade math. The focus of this lesson is on polygons.SOL's:Math 3.12The student will a) define polygon; b) identify and name polygons with 10 or fewer sides; and c) combine and subdivide polygons with three or four sides and name the resulting polygon(s).CS 3.2  3.2  The student will construct programs to accomplish tasks as a means of creative expression using a block- or text-based programming language, both independently and collaboratively a. using sequencing; b. using loops (a wide variety of patterns such as repeating patterns or growing patterns); and c. identifying events. 

Subject:
Algorithms and Programming
Measurement and Geometry
Material Type:
Lesson
Author:
Christopher McElraft
Date Added:
05/10/2021
Programming Polygons
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CC BY
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This is a lesson that integrates programming in Python or Scratch into 3rd grade math. The focus of this lesson is on polygons.SOL's:Math 3.12The student will a) define polygon; b) identify and name polygons with 10 or fewer sides; and c) combine and subdivide polygons with three or four sides and name the resulting polygon(s).CS 3.2  3.2  The student will construct programs to accomplish tasks as a means of creative expression using a block- or text-based programming language, both independently and collaboratively a. using sequencing; b. using loops (a wide variety of patterns such as repeating patterns or growing patterns); and c. identifying events. 

Subject:
Algorithms and Programming
Measurement and Geometry
Material Type:
Activity/Lab
Author:
Karen Richardson
Date Added:
04/25/2022
Robot Driven Chariots
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Public Domain
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Students will design and create a miniature working chariot that can carry a passenger (Lego or Playmobil person) when a robot is coded to move around a designated track. Chariots must include a working wheel and axle, platform that holds the rider, hitch that will connect to the robot, and decorations on the chariot exterior that reflect the ancient culture of the students’ choice.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
VDOE
Author:
Heather Cherry
Date Added:
09/20/2023
SVRCSP Color by Digit/Create Part of an Ecosystem with Pixels
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Students will learn about how pixels make up images on a computer.  They will complete an unplugged activity to create a pixelated image using binary digits.  They will then create a pixelated image using more digits on an excel spreadsheet. 

Subject:
Computer Science
Living Systems and Processes
Material Type:
Lesson
Author:
Brittany Babick-Fox
Date Added:
05/05/2022
What is a Sequence? Activity and Coding Challenge
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In this lesson, you will introduce the CS topic of Sequencing to students with an engaging hook, a Use-Modify-Create activity, and a coding challenge in code.org's Artist studio. This was taught virtually, but can easily be adapted for a face-to-face classroom.

Subject:
Algorithms and Programming
Computer Science
Material Type:
Activity/Lab
Author:
Mary Johnston
Teresa Amasia
Date Added:
05/26/2021
What is an Event? Activity and Coding Challenge
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In this lesson, you will introduce the CS topic of Events to students with an engaging hook, a Use-Modify-Create activity, and a coding challenge in code.org's Sprite Lab. This was taught virtually, but can easily be adapted for a face-to-face classroom.

Subject:
Algorithms and Programming
Computer Science
Material Type:
Activity/Lab
Author:
Mary Johnston
Teresa Amasia
Date Added:
05/26/2021
What's in a Name?
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This lesson sequence offers students and teachers a way to explore gender and cultural identity through analyzing children’s literature and coding with Scratch, specifically exploring the importance of names to our identities. Through read-aloud activities and self-differentiated Scratch projects, students learn about the importance of names in reference to both gender and culture, and have a chance to explore and express ideas about their own names, brainstorm creating school environments supportive of diversity, and reflect on their own bravery and resilience. This sequence is broken into seven 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. 

Subject:
Computer Science
English
Material Type:
Lesson
Lesson Plan
Unit of Study
Author:
CodeVA Curriculum
Jasper Gunn
Michelle Pealo
MATTHEW REIERSON
Jon Stapleton
Date Added:
12/02/2022