This is a computer science lesson plan created by educators in the South Sanpete School District. Students will use seven KEVA planks and their creativity to build items specified by the teacher. The lesson is designed for kindergarten and includes modifications for grades 1-4.
This is a textbook for first year Computer Science. Algorithms and Data Structures With Applications to Graphics and Geometry.
This is a computer science lesson plan created by educators in the South Sanpete School District. This lesson plan utilizes BeeBot robots. Students will explore the concepts of sequencing and making a mental plan before coding. Students will engage in a math game to solidify their skill of sequencing and creating an algorithm. The lesson is designed for third grade and includes modifications for grades K-5.
This is an introductory Bee Bot lesson for Kindergarten teachers. It introduces students to programming and coding. It is fun, interactive, and engaging for both teachers and students!
This is a computer science lesson plan created by educators in the South Sanpete School District. Students will read a story that describes the first computer bug. This book will help students to see character qualities in a computer scientist who broke social norms, persevered, and loved solving problems. They will then go on to debug programs with bugs using Blue Bots. The lesson is designed for fifth grade and includes modifications for grades 1-5.
This video module presents an introduction to cryptography - the method of sending messages in such a way that only the intended recipients can understand them. In this very interactive lesson, students will build three different devices for cryptography and will learn how to encrypt and decrypt messages. There are no prerequisites for this lesson, and it has intentionally been designed in a way that can be adapted to many audiences. It is fully appropriate in a high school level math or computer science class where the teacher can use it to motivate probability/statistics or programming exercises. nteractive lesson, students will learn to build the cryptography devices and will learn how to send and ''crack'' secret messages.
Students will be learning how to successfully code a robot. Each student will pick a card and locate that number on a board. They will need to break down each individual step to sequence the bee-bot to the correct spot. Core standards:Algorithms and ProgrammingComputational ThinkingStandard K.CT.1Decompose problems into smaller manageable parts to better understand them.
This is a computer science lesson plan created by educators in the South Sanpete School District. Students will learn about growth mindset and diverse perspectives when working together on a new project by reading Computer Decoder: Dorothy Vaughan. Students will create computational artifacts using graph paper. Activity inspired by the Only Passionate Curiosity Blog. The lesson is designed for fifth grade and includes modifications for grades 1-4.
Computer Histories is an introductory course on the history of computing that explores the questions 1) What is the history of computing? 2) What is the future of computing? and 3) What lessons can we learn from computing's past that will help guide us in determining computing's future?
Scientists who are working to discover new medicines often use robots to prepare samples of cells, allowing them to test chemicals to identify those that might be used to treat diseases. Students will meet a scientist who works to identify new medicines. She created free software that ''looks'' at images of cells and determines which images show cells that have responded to the potential medicines. Students will learn about how this technology is currently enabling research to identify new antibiotics to treat tuberculosis. Students will complete hands-on activities that demonstrate how new medicines can be discovered using robots and computer software, starring the student as ''the computer.'' In the process, the students learn about experimental design, including positive and negative controls.
This course covered the mathematical topics most directly related to computer science. Topics included: logic, relations, functions, basic set theory, countability and counting arguments, proof techniques, mathematical induction, graph theory, combinatorics, discrete probability, recursion, recurrence relations, and number theory. Emphasis will be placed on providing a context for the application of the mathematics within computer science. The analysis of algorithms requires the ability to count the number of operations in an algorithm. Recursive algorithms in particular depend on the solution to a recurrence equation, and a proof of correctness by mathematical induction. The design of a digital circuit requires the knowledge of Boolean algebra. Software engineering uses sets, graphs, trees and other data structures. Number theory is at the heart of secure messaging systems and cryptography. Logic is used in AI research in theorem proving and in database query systems. Proofs by induction and the more general notions of mathematical proof are ubiquitous in theory of computation, compiler design and formal grammars. Probabilistic notions crop up in architectural trade-offs in hardware design.
In this lesson, students model their current conception of computers using a variety of self-selected media. They explain why they believe something is a computer.
In this unplugged lesson, students will identify objects that are or are not computers, find and describe objects in their classroom that are computers, and imagine and create what the inside of a computer looks like. They will read the first two chapters of Journey Inside the Computer to guide their exploration.
In this unplugged lesson, students will explore the inner workings of a computer through a creative lens, naming and describing five common hardware components that make up a computer. They will read Chapters 3-5 of Journey Inside the Computer to learn more about these components. Then, students will build their own computer out of paper and other craft materials.
The Girls Who Build: Make Your Own Wearables workshop for high school girls is an introduction to computer science, electrical and mechanical engineering through wearable technology. The workshop, developed by MIT Lincoln Laboratory, consists of two major hands-on projects in manufacturing and wearable electronics. These include 3D printing jewelry and laser cutting a purse, as well as programming LEDs to light up when walking. Participants learn the design process, 3D computer modeling, and machine shop tools, in addition to writing code and building a circuit.
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 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 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 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.