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  • VA.CS.4.1 - The student will construct sets of step-by-step instructions (algorith...
  • VA.CS.4.1 - The student will construct sets of step-by-step instructions (algorith...
ACSE -  Building a Catapult
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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. 

Subject:
Algorithms and Programming
Computer Science
Cross-Curricular
Force/Motion/Energy
STEM/STEAM
Science
Material Type:
Activity/Lab
Interactive
Lesson
Lesson Plan
Author:
Savannah Fariss
Date Added:
02/21/2024
Events in Scratch
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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
Factoring Whole Numbers With Python
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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. 

Subject:
Algorithms and Programming
Impacts of Computing
Number and Number Sense
Material Type:
Lesson Plan
Author:
Terry Hawthorne
Date Added:
07/02/2019
How to Use Bee-Bot
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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
Human Robots to Teach Music
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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.

Subject:
Algorithms and Programming
Cross-Curricular
Music
Material Type:
Activity/Lab
Author:
Jude Raffeinner
Date Added:
08/31/2021
Interactive/Talking Trading Card
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CC BY
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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 

Subject:
Algorithms and Programming
History/Social Sciences
Material Type:
Activity/Lab
Author:
Christopher McElraft
Date Added:
07/31/2021
Introduction to Computer Science
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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
Intro to Procedures
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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.

Subject:
Computer Science
Material Type:
Activity/Lab
Lesson
Lesson Plan
Unit of Study
Author:
Kim Wilkens
Date Added:
06/22/2020
Land of All
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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.

Subject:
Algorithms and Programming
Computer Science
English
Visual Art
Material Type:
Lesson
Lesson Plan
Unit of Study
Author:
CodeVA Curriculum
Jasper Gunn
Jon Stapleton
Michelle Pealo
Date Added:
05/16/2023
Origami Algorithms (3-5)
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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).

Subject:
Algorithms and Programming
Computer Science
Cross-Curricular
STEM/STEAM
Material Type:
Lesson Plan
Author:
CodeVA Curriculum
Date Added:
11/29/2023
Ozobot Learns about Virginia
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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. 

Subject:
Algorithms and Programming
Virginia History
Material Type:
Lesson Plan
Author:
Michelle Moses
Date Added:
03/28/2023
PAGE ACSE - Balloon Car Challenge
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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.

Subject:
Algorithms and Programming
STEM/STEAM
Scientific and Engineering Practices
Material Type:
Activity/Lab
Author:
Savannah McKee
Date Added:
10/03/2023
PAGE ACSE -  Building a Catapult
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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. 

Subject:
Algorithms and Programming
Computer Science
Cross-Curricular
Force/Motion/Energy
STEM/STEAM
Science
Material Type:
Activity/Lab
Interactive
Lesson
Lesson Plan
Author:
Savannah Fariss
Date Added:
11/14/2023
Robots in Space
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Public Domain
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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.

Subject:
Computer Science
Mathematics
Science
Material Type:
Lesson Plan
Provider:
VDOE
Author:
Heather Cherry
Date Added:
09/20/2023
Time Line Algorithms (Unplugged)
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CC BY
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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

Subject:
Computer Science
History/Social Sciences
Virginia History
Material Type:
Homework/Assignment
Author:
Christopher McElraft
Date Added:
12/16/2020
Understanding Algorithms
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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

Subject:
Algorithms and Programming
Material Type:
Activity/Lab
Author:
Christina Martin
Date Added:
03/24/2022