Introduction to Binary Code
(View Complete Item Description)Overview: Students will learn to read and write binary code.
Material Type: Activity/Lab
Overview: Students will learn to read and write binary code.
Material Type: Activity/Lab
Students will be introduced to the computer science concept of sequencing.
Material Type: Activity/Lab
This performance task is a computer science (CS) integration project where your students will take you on a virtual field trip. It can be to a museum, a historical site, a modern destination, a book, a planet or really anywhere. Along the way, they will incorporate CS concepts into their projects including sequences, conditionals, and events to add interactivity. This is a great project for students to share their research and learning from a wide variety of subject areas like social studies, language arts, world languages, history, etc. This unit includes 5th grade standards for the Virginia CS Standards of Learning, but it can easily be adapted for younger and older students. The latest resources for this project can be found at https://sites.google.com/virginia.edu/virtualfieldtrip/resources.
Material Type: Activity/Lab, Lesson Plan
The units and lessons in the Charlottesville Computer Science Community group on #GoOpenVA should reflect these guiding principles.
Material Type: Teaching/Learning Strategy
A cureated list race and gender equity resources for teaching and learning.
Material Type: Teaching/Learning Strategy
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.
Material Type: Unit of Study
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.
Material Type: Unit of Study
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.
Material Type: Activity/Lab, Lesson, Lesson Plan, Unit of Study
In this lesson, students will code a robot to move on a grid toward certain objectives.
Material Type: Activity/Lab
Using the book How to Code a Sandcastle by Josh Funk to introduce coding, some essential vocabulary, and using a coding mat to have students orally and with their white boards and markers try to code a robot.
Material Type: Lesson Plan
piggy backing on lesson number 1, this allows students the opportunity to try to record their code with arrows, paying close attention to the sequence.
Material Type: Lesson
In this unplugged lesson, students will be introduced to the computer science concepts of loops as Ruby begins her journey to find the five gems. Students will then participate in fun, engaging, and active unplugged activities to further explore loops.
Material Type: Activity/Lab
Lesson Overview In this unplugged lesson, students will be introduced to Ruby, a little girl who goes on a big adventure while learning about computer science concepts. They will then learn about algorithms and the importance of sequence through a variety of activities.
Material Type: Activity/Lab
In this 30 to 45 minute lesson, students use Code.org's Artist Lab or Artist Lab (Pre Reader) to develop an understanding of Loops and practice their use in Computer programming.
Material Type: Activity/Lab
Students use Code.org Lesson 5: Debugging found HERE to work through individual activities in which they must find the issues with the code and correct them.
Material Type: Homework/Assignment
Students will be able to use a visual tool to map out a mathematical expression and be able to code into the pyret computing program.
Material Type: Lesson Plan
Students will first follow a set of instructions in a buddy-programming setting, then create a game in which sprites move to specific coordinates to capture food items. Then, pairs will use pair-share-think to offer feedback on other games and compare/contrast programming blocks.
Material Type: Lesson
In this lesson students will relate the concept of algorithms back to everyday real-life activities by planting a seed.
Material Type: Lesson
Students will actively model a sorting network by using what they know about comparing and ordering numbers to learn how computers use algorithms to sort things.
Material Type: Lesson Plan
Students will work in pairs/teams to complete jobs in order to program a Bee-Bot through a grid.
Material Type: Lesson