This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. Students will finish reading the Hello Ruby: Adventures in Coding book, and see how Ruby chose to collaborate and better communicate with Django. Students will practice giving directions to create a playdough creation.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. Students will read about the adventures of Ruby in Coding, as she discovers what events are! Students will use paper remotes to program their classmates when making paper cup towers! Students will act as the computers and as the programmers! Lesson adapted from CSinSF. The lesson is designed for second grade and includes modifications for grades 3-4.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. After reading Hello Ruby: Expedition to the Internet, students will answer several questions to determine the key details of the text. Afterward, students will create a puzzle in which they demonstrate how people are connected to others and information through an internet network. The lesson is designed for kindergarten and includes modifications for grades 2-3.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. After reading about Ruby’s adventures in Coding, students will create their own loops when creating structures! The lesson is designed for second grade and includes modifications for grades 1-5.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. Students will learn what algorithms are by walking in a sequence from one item to another. They will write an algorithm using symbols of the sequence from one spot to another. The lesson is designed for third grade and includes modifications for grade 4.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. The lesson is an unplugged computer science lesson where students modify a game of line tag by placing and following various ozobot codes along the lines. They will familiarize themselves with the ozobot codes as they play the game. The lesson is designed for first grade and includes adaptations for younger and older students.
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and …
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and engaging discipline to children in third through fifth grade.
Across 5 units and 15-20 lessons, students will learn about algorithms and programming, computing systems, the Internet, and impacts of computing, while developing strong practices and dispositions. Lessons are designed to be implemented in 45 to 60-minute periods approximately once per week.
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and …
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and engaging discipline to children in third through fifth grade.
Across 5 units and 15-20 lessons, students will learn about algorithms and programming, computing systems, the Internet, and impacts of computing, while developing strong practices and dispositions. Lessons are designed to be implemented in 45 to 60-minute periods approximately once per week.
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and …
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and engaging discipline to children in kindergarten through second grade.
Across 3 units and 15-20 lessons, students will learn about algorithms and programming, computing systems, the Internet, and impacts of computing, while developing strong practices and dispositions. Lessons are designed to be implemented in 45 to 60-minute periods approximately once per week.
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and …
SFUSD's creative computing curriculum introduces computer science as a creative, collaborative, and engaging discipline to children in kindergarten through second grade.
Across 3 units and 15-20 lessons, students will learn about algorithms and programming, computing systems, the Internet, and impacts of computing, while developing strong practices and dispositions. Lessons are designed to be implemented in 30 to 40-minute periods approximately once per week.
In the first unit, students will be introduced to computer science first …
In the first unit, students will be introduced to computer science first through a story about a little girl who goes on an adventure and encounters many computer science concepts along the way, and then by playing a game to navigate a robotic dog. All of the activities in this unit are unplugged, and many involve active movement or arts and crafts.
MyCS is a middle years computer science curriculum, created by the San …
MyCS is a middle years computer science curriculum, created by the San Francisco Unified School District (SFUSD) in 2017, and based on a curriculum originally created by Harvey Mudd College. The lessons highlight the personal relevance of computer science to middle school students and attempt to present CS as a fun, creative, and collaborative discipline. The curriculum was designed to be implemented as a discrete introductory computer science curriculum, taught every day for variable lengths.
This guide is a collection of ideas, strategies, and activities for an …
This guide is a collection of ideas, strategies, and activities for an introductory creative computing experience using the Scratch programming language. The activities are designed to support familiarity and increasing fluency with computational creativity and computational thinking. In particular, the activities encourage exploration of key computational thinking concepts (sequence, loops, parallelism, events, conditionals, operators, data) and key computational thinking practices (experimenting and iterating, testing and debugging, reusing and remixing, abstracting and modularizing). Learn more about computational thinking – what it is and how to assess its development in learners – from resources in the appendix or by visiting http://scratched.gse.harvard.edu/ct
This curriculum was to build a 7-week CS curriculum for the Utah …
This curriculum was to build a 7-week CS curriculum for the Utah Valley University Pre-freshman Engineering Program (UVU PREP) for the summer of 2018 that encompasses more emerging technologies, high-demand programming languages, and student-centered pedagogy to help develop students' interest in CS. The implementation and evaluation of the lessons that were created suggest that a more inquiry-based approach with the support of robotic hardware could be an effective way to increase student interest in CS and help alleviate workforce shortages and invite more diversity to the field.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. Students will read chapters 1-4 of Hello Ruby: Journey Inside the Computer. Students will work on retelling the story to their partners. After, students will act as bits, speaking in 1s and 0s to play a game! The lesson is designed for first grade and includes modifications for grades K-5.
This is a computer science lesson plan created by educators in the …
This is a computer science lesson plan created by educators in the South Sanpete School District. After reading Chapter 5 of Hello Ruby: Journey Inside the Computer, students will describe the different components of a computer’s hardware by explicitly referring to the text. Next, students will act as different parts of a computer. The lesson is designed for third grade and includes modifications for grades K-5.
No restrictions on your remixing, redistributing, or making derivative works. Give credit to the author, as required.
Your remixing, redistributing, or making derivatives works comes with some restrictions, including how it is shared.
Your redistributing comes with some restrictions. Do not remix or make derivative works.
Most restrictive license type. Prohibits most uses, sharing, and any changes.
Copyrighted materials, available under Fair Use and the TEACH Act for US-based educators, or other custom arrangements. Go to the resource provider to see their individual restrictions.