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CS Discoveries 2019-2020: Data and Society Lesson 5.15: Project - Make a Recommendation
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To conclude this unit, students design a recommendation engine based on data that they collect and analyze from their classmates. After looking at an example of a recommendation app, students follow a project guide to complete this multi-day activity. In the first several steps, students choose what choice they want to help the user to make, what data they need to give the recommendation, create a survey, and collect information about their classmates' choices. They then interpret the data and use what they have learned to create the recommendation algorithm. Last, they use their algorithms to make recommendations to a few classmates. Students perform a peer review and make any necessary updates to their projects before preparing a presentation to the class.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.1: Problem Solving with Big Data
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In this lesson, students look at how data is collected and used by organizations to solve problems in the real world. The lesson begins with a quick review of the data problem solving process they explored in the last lesson. Then students are presented three scenarios that could be solved using data and brainstorm the types of data they would want to solve them and how they could collect the data. Each problem is designed to reflect a real-world service that exists. After brainstorming, students watch a video about a real-world service and record notes about what data is collected by the real-world service and how it is used. At the end of the lesson, students record whether data was provided actively by a user, was recorded passively, or is collected by sensors.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.1: Representation Matters
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In the first lesson of the data unit, students get an overview of what data is and how it is used to solve problems. Students start off with a brief discussion to come to a common understanding of data. They then split into groups and use a data set to make a series of meal recommendations for people with various criteria. Each group has the choices of meal represented in a different way (pictures, recipes, menu, nutrition) that gives an advantage for one of the recommendations. Afterwards, groups compare their responses and discuss how the different representations of the meal data affected how the students were able to solve the different problems.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.2: Patterns and Representation
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In this lesson students create their own system for representing information. They begin by brainstorming all the different systems they already use to represent yes-no responses. They then work in small groups to create a system that can represent any letter in the alphabet using only a single stack of cards. The cards used have one of 6 different possible drawings (6 animals, 6 colors, etc.) and so to represent the entire alphabet students will need to use patterns of multiple cards to represent each letter. Students create messages with their systems and exchange with other groups to ensure the system worked as intended. In the wrap-up discussion the class reviews any pros and cons of the different systems. They discuss commonalities between working systems and recognize that there are many possible solutions to this problem and what's important is that everyone use the same arbitrary system to communicate.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.3: ASCII and Binary Representation
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In this lesson students learn to use their first binary system for encoding information, the ASCII system for representing letters and other characters. At the beginning of the lesson the teacher introduces the fact that computers must represent information using either "on" or "off". Then students are introduced to the ASCII system for representing text using binary symbols. Students practice using this system before encoding their own message using ASCII. At the end of the lesson a debrief conversation helps synthesize the key learning objectives of the activity.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.4: Representing Images
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In this lesson students learn how computers represent images. To begin the lesson they consider the challenge of turning all the complexity of vision into a binary pattern. Through a series of images showing how this transformation is made students are introduced to the concept of splitting images into squares or "pixels" which can then be turned on or off individually to make the entire image. Students then do a short set of challenges using the Pixelation Widget in order to draw black and white images. Puzzles are designed to call out some of the challenges of representing images in this way. In the wrap up students make connections between the system for representing images and the system for representing text they learned in the previous lesson.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.5: Representing Numbers
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In this lesson, students learn about the binary number system. With a set of cards that represent the place values in a binary (base-2) number system by a collection of dots, students turn bits "on" or "off" by turning cards face up and face down, then observe the numbers that result from these different patterns. Eventually, students extend the pattern to a generic 4-bit system.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.6: Keeping Data Secret
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Students have a discussion on the different levels of security they would like for personal data. Once the class has developed an understanding of the importance of privacy, they learn about the process of encrypting information by enciphering a note for a partner and deciphering the partner's note. The class concludes with a discussion about the importance of both physical and digital security.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.7: Combining Representations
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In this lesson, students use all three types of binary representation systems (ASCII characters, binary number, and images) to decode information in a record. After seeing a series of bits and being asked to decode them, students are introduced to the idea that in order to understand binary information, they must understand both the system that is being used and the meaning of the information encoded. They then decode a record representing a pet based on a given structure.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.8: Create a Representation
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In this lesson students design a structure to represent their perfect day using the binary representation systems they've learned in this chapter. Students will first write a short description of their perfect day and then review with a partner to identify the key pieces of information they think a computer could capture. As a class students will decide how a punch card of bytes of information will be interpreted to represent those pieces of information. Students will then use the ASCII, binary number, and image formats they have learned to represent their perfect days. Students then trade punch cards and try to decode what the other student's perfect day is like. The lesson ends with a reflection.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Data and Society Lesson 5.9: Problem Solving and Data
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In this lesson, students use the problem solving process from earlier in the course to solve a data problem. After reviewing the process, the class is presented with a decision: whether a city should build a library, pet shelter, or fire department. Students work in teams to collect information on the Internet to help them decide what should be built, then use this information build an argument that will convince the city council of their choice. They then map what they have done to the problem solving process that they have been using throughout the course, comparing the general problem solving process to its specific application to data problems.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.11: Booleans and Conditionals
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Students start by using booleans to compare the current value of a sprite property with a target value, using that comparison to determine when a sprite has reached a point on the screen, grown to a given size, or otherwise reached a value using the counter pattern. After using booleans directly to investigate the values or sprite properties, students add conditional _if_ statements to write code that responds to those boolean comparisons.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.12: Conditionals and User Input
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Following the introduction to booleans and _if_ statements in the previous lesson, students are introduced to a new block called `keyDown()` which returns a boolean and can be used in conditionals statements to move sprites around the screen. By the end of this lesson students will have written programs that take keyboard input from the user to control sprites on the screen.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.13: Other Forms of Input
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In this lesson students continue to explore ways to use conditional statements to take user input. In addition to the simple `keyDown()` command learned yesterday, students will learn about several other keyboard input commands as well as ways to take mouse input.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.14: Project - Interactive Card
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In this cumulative project for Chapter 1, students plan for and develop an interactive greeting card using all of the programming techniques they've learned to this point.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.15: Velocity
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After a brief review of how they used the counter pattern to move sprites in previous lessons, students are introduced to the properties that set velocity and rotation speed directly. As they use these new properties in different ways, they build up the skills they need to create a basic side scroller game.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.16: Collision Detection
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Students learn about collision detection on the computer. Working in pairs, they explore how a computer could use sprite location and size properties and math to detect whether two sprites are touching. They then use the `isTouching()` block to create different effects when sprites collide, including playing sounds. Last, they use their new skills to improve the sidescroller game that they started in the last lesson.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.17: Complex Sprite Movement
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Students learn to combine the velocity properties of sprites with the counter pattern to create more complex sprite movement. In particular students will learn how to simulate gravity, make a sprite jump, and allow a sprite to float left or right. In the final levels of the Code Studio progression students combine these movements to animate and control a single sprite and build a simple game in which a character flies around and collects a coin. Students are encouraged to make their own additions to the game in the final level.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.18: Collisions
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Students program their sprites to interact in new ways. After a brief review of how they used the `isTouching` block, students brainstorm other ways that two sprites could interact. They then use `isTouching` to make one sprite push another across the screen before practicing with the four collision blocks (`collide`, `displace`, `bounce`, and `bounceOff`).

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.19: Functions
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Students learn how to create functions to organize their code, make it more readable, and remove repeated blocks of code. An unplugged warmup explores how directions at different levels of detail can be useful depending on context. Students learn that higher level or more abstract steps make it easier to understand and reason about steps. Afterwards students learn to create functions in Game Lab. They will use functions to remove long blocks of code from their draw loop and to replace repeated pieces of code with a single function. At the end of the lesson students use these skills to organize and add functionality to the final version of their side scroller game.

Subject:
Computer Science
Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
11/06/2019