ACSE Floyd

Resources shared by this group are a result of the Advancing Computer Science Education Grant.
2 members | 8 affiliated resources

All resources in ACSE Floyd

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

Material Type: Activity/Lab, Lesson

Author: Science Museum of Western Virginia

The Name Jar- Binary Code Your Initials: Introduction to Binary Code

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Springing off of the picture book The Name Jar by Yangsook Choi, students contemplate diverse cultures and customs before learning about how a computer program translates English to binary code. This resource combines ELA with computer science and includes interactive read aloud questions, a discussion about culturally diverse backgrounds, review of the prefix bi-, introduction of binary language (with a translation chart), and instructions to create binary bracelets.

Material Type: Activity/Lab, Lesson Plan

Author: Kim Keith

One Word Lesson 1: My Mantra

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Words matter, and the words we say to ourselves matter most of all.Through a series of reflective questions, students find their "one word" of focus to encourage and inspire them in the coming months. Appropriate for the beginning of the school year, the start of a new calendar year, or anytime in between, this lesson plan includes ideas for incorporating personal goal setting with writing, digital learning integration, and a follow-up lesson integrating computer science. 

Material Type: Lesson, Lesson Plan

Author: Kim Keith

Computer Components and Devices Sort

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In this activity, students and teachers are able to sort components of a computer into 4 categories: input, output, process, and store (memory). Reinforcing the ability to drag and drop, learners are able to identify and begin developing the purpose of each categorized component. This activity complements the book Hello Ruby: Journey Inside the Computer by Linda Liukas and was remixed with permission from the San Francisco Unified School District (SFUSD) Computer Science Team. Key concepts include: mouse keyboard printer microphone headphones monitor controller camera temperature sensor 3-D printer CPU GPU ROM RAM Hard Drive Input Output Memory Process

Material Type: Assessment, Homework/Assignment, Interactive

Authors: Kim Keith, SFUSD Computer Science Team

Why We Wash Our Hands

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Co-authored with Kaitlin Read and Udaya DatlaCan you remember a time you've been sick? Why aren't you still sick? How did you get better?Join Udaya Sree Datla, a doctoral student in translational biology, medicine, and health at Virginia Tech, as she presents Infections, Germs, and Immune Cells. The accompanying lessons and resources provide students with an introduction to germs, the immune system, and the career path of an immunologist, all while emphasizing the importance of handwashing and incorporating a computer science twist. The second lesson capitalizes on an opportunity to integrate computer science by introducing students to the career path of computer programming and constructing a set of step-by-step instructions (algorithms) either independently or collaboratively to sequence the steps of handwashing. These resources are part of the Advancing Computer Science Education Grant to support the implementation of Virginia's Computer Science Standards of Learning in partnership with Floyd County Public Schools with additional support from Virginia Tech's Center for Communicating Science and the Institute for Creativity, Arts, and Technology.  

Material Type: Activity/Lab, Lesson, Lesson Plan

Author: Kim Keith

Hello Ruby: Key Concepts and Practices of K-2 Computer Science

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Aimed at teachers and administrators of kindergarten, first, and second grade, this 4-part professional development series encourages educators to explore key concepts and practices of computer science. Using whimsical graphics, realistic videos, and an easy to follow teacher journal, computer science integration becomes approachable through the sessions. This learning time is built around the philosophy of Hello Ruby: an unplugged, creative, and playful approach to introducing computer science. Content knowledge, pedagogy, and technological skills are readily addressed. Topics Covered: Session 1- Introduction to Computer Science, School Assessment and CS Standards, Powerful Ideas/Pedagogy Session 2- Computation, Code, Vocabulary, Making CS Visible Session 3- Data and Algorithms, Hardware, Computer Systems Session 4- Networks, Diversity and Equity, Resources Session 5- Review and CS Integration/ Alignment Session 6- Utilizing Resources for Optimal Outcomes Created as a virtual professional development opportunity, participants remain engaged through the use of break out rooms, the chat feature, and the use of Google Classroom. Prior to the professional development, teachers received the Linda Liukas' books Hello Ruby: Adventures in Coding, Hello Ruby: Journey Inside the Computer, and Hello Ruby: Expedition to the Internet, as well as a Computer Science Toolkit. The Computer Science Toolkit was composed of several pages from the Hello Ruby Teacher Journal (free online), the K-2 VDOE Computer Science Standards of Learning Curriculum Framework, and the VDOE Computer Science Curriculum Alignment.

Material Type: Teaching/Learning Strategy, Unit of Study

Authors: Bryanne Peterson, Kim Keith

Rokit Smart Curriculum: Module 1: Introduction to CS and Coding

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Developed by the Science Museum of Western Virginia, this educator outline is intended to assist in guiding middle school-aged students through various activities using the Rokit Smart robot kit. The Rokit Smart utilizes Arduino, a widely-used open-source environment for programming that enables users to create interactive electronic objects.  Designed through modules, the activities can be grouped to fit after-school, summer camp, or other student enrichment needs.  

Material Type: Activity/Lab

Authors: Kim Keith, Science Museum of Western Virginia