Can you see how far you can catapult a Pom Pom? I …
Can you see how far you can catapult a Pom Pom? I want to see! We are going to be building a catapult from scratch. Your goal is to see if you can catapult your Pom Pom at least 3 feet.
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.
Events in computer science are the triggers for making action happen, like …
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.
Events in computer science are the triggers for making action happen, like …
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.
In this lesson, students learn how to write a simple program to …
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.
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!
This is an unplugged activity in which students work in teams, "programming" …
This is an unplugged activity in which students work in teams, "programming" a human-robot to find all the quarter notes. It can be used to teach/review music notes. The notes could be replaced with materials for any other subject to review math skills, history, even parts of sentences.
Materials:Computers/Chromebooks,Collection of Historical Pictures Stored in a Atudent Accessible Aolder Online (OneDrive, …
Materials:Computers/Chromebooks,Collection of Historical Pictures Stored in a Atudent Accessible Aolder Online (OneDrive, Google Drive).Using the Interactive Trading Card Plan sheet, students will plan their project. Once they have made their plan studetns will use Scratch create and program (code) a sprite using a picture of a historical figure or place. The program should include historical facts and information related to the picture. The program can be interactive (animation, mouse clicks, etc...) and/or taking (text to speech, recorded speech). Students will need some prior knowledge about coding in Scratch for this project. James Armistead Example
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".
During this lesson, your students will be introduced to some foundational computer …
During this lesson, your students will be introduced to some foundational computer science concepts of sequence, pattern recognition, loops and procedures. Unplugged activities are a way to reinforce CS concepts that are introduced in coding apps and puzzle games like LightBot, Code.org, Kodable, etc.
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.
Students will engage in a discussion about the concepts of algorithms and …
Students will engage in a discussion about the concepts of algorithms and loops. They will then apply the pair programming technique to collaboratively create an origami model. During the activity, students will closely examine the algorithm, represented by the origami instructions, and identify the 'loops,' ( steps that are repeated in these instructions).
Students will read a passage about the Virginia economy after the Civil …
Students will read a passage about the Virginia economy after the Civil War. They will follow the instructions in the passage to code Ozobot to do a series of different things based on the economy.
This lesson is designed to give students space to collaboratively plan and …
This lesson is designed to give students space to collaboratively plan and execute an investigation while having space to design and test something they create. Students will practice the scientific process, engineering skills, problem solving and group work skills while building a balloon car.
Can you see how far you can catapult a Pom Pom? I …
Can you see how far you can catapult a Pom Pom? I want to see! We are going to be building a catapult from scratch. Your goal is to see if you can catapult your Pom Pom at least 3 feet.
Students will apply their knowledge of the solar system in this two …
Students will apply their knowledge of the solar system in this two step challenge. First they will use the attachments for their robot, Legos, and additional recyclable/craft supplies to create a space suit for their robot that will account for all of his basic needs while encountering the varying conditions in space. Then, students will program their robot to visit the planets in size order starting with the largest planet. Students can use number line mats, grid mats, or a piece of bulletin board paper to create their “map” of the solar system. They will demonstrate their understanding by creating a diagram of the planets in order from the sun.
Concepts: Algorithms, Time Lines, Sequence of Events, Cause and EffectTerms: Sequence, AlgorithmMaterials: …
Concepts: Algorithms, Time Lines, Sequence of Events, Cause and EffectTerms: Sequence, AlgorithmMaterials: Paper, Pencil, List of Important Dates and EventsLesson Delivery: This lesson can be used as an ongoing project, or a review lesson for Historical Events.The learner will create a timeline that lists historical events and dates in US or Virginia History. Timeline_Algorithm.pdf
In this lesson, students will understand that algorithms are the set of …
In this lesson, students will understand that algorithms are the set of instructions that computers use to solve problems. Students will be able to identify two basic algorithmic functions: brute force and divide and conquer through a hands-on application of each of the algorithms. Students will write a basic sequence of steps for both algorithms
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