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CS Discoveries 2019-2020: Physical Computing Lesson 6.1: Innovations in Computing
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To kick off the final unit of this course, students will do some research into interesting innovations in computing. This lesson will expose students to wider variety of computing form factors (what a computer looks like) and fields that are impacted by computing. Later in this unit students will look back on the devices they encountered in this lesson as they develop their own physical computing devices.

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: Physical Computing Lesson 6.2: Designing Screens with Code
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In Unit 4 students learned a very simple approach to app development in App Lab that required a separate screen for most interactions. To expand the kinds of apps that students can make, and to encourage them to think in new ways about how users interact with apps, we introduce the `setProperty()` block. This command can be used to set the content and properties of various UI elements, allowing students to write programs that update information on a single screen, instead of manually creating duplicate screens. In this lesson students build up simple apps that only require a single screen, the content of which is changed using `setProperty()`.

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: Physical Computing Lesson 6.3: The Circuit Playground
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In this lesson students get their first opportunity to write programs that use the Circuit Playground. After first inspecting the board visually and hypothesizing possibly functionalities, students move online where they will learn to write applications that control an LED. By combining App Lab screens with the Circuit Playgrounds, students can gradually start to integrate elements of the board as an ouput device while relying on App Lab for user 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: Physical Computing Lesson 6.4: Input Unplugged
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In preparation for delving deeper into programming with App Lab, students will explore how a handful of different programs written in both Game Lab and App Lab handle taking input from the user. After comparing and contrasting the approaches they saw in the example apps, students group up to act out the two different models for input (conditionals in an infinite loop and asynchronous events) to gain a better understanding of how they work.

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: Physical Computing Lesson 6.5: Board Events
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This lesson transitions students from consider the Circuit Playground as strictly an output device towards using it as a tool for both input and output. Starting with the hardware buttons and switch,sing the hardware buttons and switch, students learn to use `onBoardEvent()`, analogously to `onEvent()`, in order to take input from their Circuit Playgrounds.

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: Physical Computing Lesson 6.6: Getting Properties
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This lesson introduces students to the `getProperty` block, which allows them to access the properties of different elements with code. Students first practice using the block to determine what the user has input in various user interface elements. Students later use `getProperty` and `setProperty` together with the counter pattern to make elements move across the screen. A new screen element, the slider, and a new event trigger, `onChange`, are also introduced.

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: Physical Computing Lesson 6.7: Analog Input
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In this lesson, students explore how the three analog sensors (sound, light, and temperature) can be used to write programs that respond to changes in the environment. The use of these sensors marks a transition in terms of how users interact with a program. By using sensors as an input, the user of an app doesn't have to directly interact with it at all, or may interact without actually realizing they are doing so.

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: Physical Computing Lesson 6.8: The Program Design Process
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This lesson introduces students to the process they will use to design programs of their own throughout this unit. This process is centered around a project guide which asks students to sketch out their screens, identify elements of the Circuit Playground to be used, define variables, and describe events before they begin programming. This process is similar to the Game Design Process that we used in Unit 3. In this lesson students begin by playing a tug o' war style game where the code is hidden. They discuss what they think the board components, events, and variables would need to be to make the program. They are then given a completed project guide which shows one way to implement the project. Students are then walked through this process through a series of levels. At the end of the lesson students have an opportunity to make improvements to the program to make it their own.

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: Physical Computing Lesson 6.9: Project - Make a Game
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Students take what they've learned through chapter one, and develop an app of their own design that uses the board to output information.

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: Problem Solving Lesson 1.1: Intro to Problem Solving
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In this lesson, students work in groups to design aluminum foil boats that will support as many pennies as possible. Groups have two rounds to work on their boats, with the goal of trying to hold more pennies than they did in round 1. The structure of the activity foreshadows different steps of the problem solving process that students will be introduced to in more detail in the following lesson. At the end of the lesson students reflect on their experiences with the activity and make connections to the types of problem solving they will be doing for the rest of the course.

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: Problem Solving Lesson 1.2: The Problem Solving Process
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This lesson introduces the formal problem solving process that students will use over the course of the year, Define - Prepare - Try - Reflect. The lesson begins by asking students to brainstorm all the different types of problems that they encounter in everyday life. Students are then shown the four steps of the problem solving process and work together to relate these abstract steps to their actual experiences solving problems. First students relate these steps to the aluminum boats problem from the previous lesson, then a problem they are good at solving, then a problem they want to improve at solving. At the end of the lesson the class collects a list of generally useful strategies for each step of the process to put on posters that will be used throughout the unit and year.

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: Problem Solving Lesson 1.3: Exploring Problem Solving
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In this lesson students apply the problem solving process to three different problems in order to better understand the value of each step. They will solve a word search, arrange seating for a birthday party, and plan a trip. The problems grow increasingly complex and poorly defined to highlight how the problem solving process is particularly helpful when tackling these types of problems. The lesson concludes with students reflecting on their experience with the problem solving process. They will justify the inclusion of each step and will brainstorm questions or strategies that can help them better define open-ended problems, as this is often the most critical step.

This lesson will likely take two class periods or more to complete. The first two problems may fit into a single class period but the third will need to be moved to a second day.

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: Problem Solving Lesson 1.4: What is a Computer?
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In this lesson students develop a preliminary definition of a computer. To begin the lesson, the class will brainstorm possible definitions for a computer and place the results of this brainstorm on the board. Next, students will work in groups to sort pictures into “is a computer” or “is not a computer” on poster paper. Groups will place their posters around the room and briefly explain their motivations for choosing some of their most difficult categorizations. The teacher will then introduce a definition of the computer and allow students to revise their posters according to the new definition.

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: Problem Solving Lesson 1.5: Input and Output
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In this lesson students consider a number of computing devices to determine what types of inputs and outputs they use. Groups are assigned to a computing device and based on a teacher-provided definition of input and output, list the inputs and outputs of their device. Earlier in the activity students are prompted to focus on more obvious physical inputs and outputs (e.g. a keyboard as an input or a screen as an output) but later discussions lead students to consider less obvious examples (e.g. that a touch screen is both an input and output, or the fact that the Internet can serve as both input and output). Throughout the lesson the teacher records inputs and outputs that are identified on a T-Chart at the front of the room. To conclude the lesson students examine common activities they do on a computing device and select the inputs and outputs used for that activity from the chart.

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: Problem Solving Lesson 1.6: Processing
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Students complete two unplugged card sorting activities to explore the meaning of processing and its relationship to problem-solving. The first activity has few constraints and is used to introduce a high-level definition of processing. The next introduces more constraints that force students to develop an algorithm that will always successfully process the cards. Students iteratively develop, test, and share their algorithms with classmates. A wrap-up discussion has students reflect on the different types of problem-solving they used in these activities and the value of producing an algorithm to solve a problem.

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: Problem Solving Lesson 1.7: Apps and Storage
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This lesson reviews the input, output, storage, and processing aspects of a computer in a context that is relevant and familiar to students: apps. In pairs, students evaluate smartphone applications to analyze the specific problems that they were designed to solve, the inputs that they need to work, and the processing that turns those inputs into the desired output, and what information they would want to store for later. The class concludes with a discussion that connects the lesson to apps students are more familiar with.

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: Problem Solving Lesson 1.8: Project - Propose an App
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To conclude their study of the problem solving process and the input/output/store/process model of a computer, students will propose an app designed to solve a real world problem. This project will be completed across multiple days and will result in students creating a poster highlighting the features of their app that they will present to their classmates. A project guide provides step by step instructions for students and helps them organize their thoughts. The project is designed to be completed in pairs though it can be completed individually.

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: The Design Process Lesson 4.11: Prototype Testing
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The primary purpose of developing paper prototypes is that they allow for quick testing and iteration before any code is written. This lesson is focused on giving teams a chance to test their prototypes before moving to App Lab. Teams develop a plan to test with users before running prototype tests with multiple other students in the class (and potentially outside the class). In order to test the prototype with the users, the students will have to assign roles in the testing (the “narrator”, the “computer” and the “observers”) as well as have some questions prepared for the user to answer after the test is complete.

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: The Design Process Lesson 4.12: Digital Design
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Having collaboratively developed a paper prototype for their apps, groups now divide and conquer to begin work on an interactive digital version based on the paper prototype. Using the drag-and-drop design mode of App Lab, students individually work through a progression of skill-building levels to learn how to build digital versions of a paper prototype. From there, each group member builds out at least one page of their app in App Lab, to be later combined into a single app.

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: The Design Process Lesson 4.13: Linking Screens
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In this lesson teams combine the screens that they designed in the previous lesson into a single app, which they can then link together using code. Students learn basic event driven programming by building up the model app that they started in the previous lesson. In addition to the screen that students designed yesterday, they'll learn how to create additional screens and even import screens made by others.

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