Code.org
Bytes and File Sizes
A bite of bits. The first lesson in a unit of 15 introduces the class to the byte. Pupils learn about other standard units for measuring file sizes, develop an understanding of relative sizes and the kind of units used to measure...
Code.org
Binary Numbers
All you need is a zero and a one. Build pupils' understanding of binary values and number systems to gain familiarity with binary numbers. Using a hands-on activity and technology, scholars learn how the binary system works and its...
Code.org
Using Variables in Apps
Investigate the benefits of using global variables. The seventh installment of a 21-part unit continues the study of variables from the previous lesson. Young computer scientists modify two existing apps by adding variables and learn how...
Code.org
The Need for Programming Languages
LEGO see if you can recreate my design. Individuals build an arrangement from LEGO blocks and write directions for someone else to follow in order to recreate the arrangement. Pairs then swap directions and try to...
Teach Engineering
Energy Skate Park
Skate through a simulation on energy with an a activity that uses a computer simulation of a skater to reinforce the concept of conservation of energy. The resource guides pupils through scenarios using the computer simulation to...
TryEngineering
Graphics: Bits and Points
What can a mural teach pupils about computer science? The lesson has scholars create a mural on a wall to learn about bitmap and vector graphics. Along the way, they learn about the graphics coordinate system.
Annenberg Foundation
America's History in the Making: Using Digital Technologies
How can digital technology of today link us to the events of the past? Scholars use technology to uncover the vast number of historical resources available in lesson 12 of a 22-part America's History in the Making series. Using databases...
Facebook
Public Wi-Fi
Sometimes free Wi-Fi comes with a hefty price tag! Networking novices examine the components of a Wi-Fi network during a digital citizenship lesson from an extensive series. Groups work together to map out a day's worth of Internet...
Rochester Institue of Technology
Meal Picking
Scholars explore systems design and its relation to meal picking by using computer simulations to test systems designs. They learn about the Pick-to-Light System and calculate average picking times.
Code.org
User Input and Strings
Pupils learn to apply strings in computer science. They master two new user interface elements and also use string type data to represent ASCII characters. Finally, individuals create an app for Mad Libs in the eighth lesson of the series.
Code.org
One-way Functions – The WiFi Hotspot Problem
Pupils attempt to solve the Wireless Hotspot Problem and learn why it is considered a computationally hard problem in the ninth instructional activity of the series on 12. They also learn about one-way functions and how the Wireless...
Computer Science Unplugged
Computing: Databases Unplugged
How do databases store and retrieve information? The activities in the resource provide fundamental concepts of databases by introducing an approach that teaches the basics without using computers. The pupils act as the actual data...
Code.org
Encoding Numbers in the Real World
Ah, the numerous number of numbers. Individuals research different ways of encoding numbers. After conducting their initial research, they find classmates who have researched a different article and the pair share information. The...
Code.org
Creating Summary Tables
Let the computer summarize all that data. Pairs work together to learn how to create pivot tables by following directions in the online module. They then utilize the data collected from the beginning of the unit to create their own...
Code.org
Introducing Design Mode
Move beyond buttons when designing user interfaces. In the fourth installment of a 21-part unit, young computer scientists learn to apply design mode, which gives users options for colors, fonts, etc. They learn to incorporate these...
Earth Watch Institute
Entering Local Groundhog Data in an Excel Spreadsheet
Here is a cross-curricular ecology and technology lesson; your learners create spreadsheets depicting the location and number of groundhog dens in a local park. They research groundhogs and analyze data about where the groundhog...
Code.org
Creativity in Algorithms
Groups work with the program they built in the previous lesson to make it more creative. The resource challenges pupils to add functionality to their existing programs by adding a new command.
Code.org
Introduction to Conditional Logic
On one condition ... explore how to use conditionals within conditionals. Scholars apply conditional statements to improve upon the app they built during a previous lesson. They also learn about nested conditionals in the 11th lesson of...
Code.org
Beyond Buttons Towards Apps
Explore how people use event-driven programming in games with a lesson that teaches scholars to use new screen elements and events. They apply these new elements to create a simple chaser game.
California Department of Education
An Online Tool I Can Use
Tools for school—and beyond! Introduce your sixth graders to online tools to plan their academic and professional futures. The fifth and final lesson in a series of career and college readiness activities focuses on a scavenger hunt to...
Google
Music and Sound: Guru Introduction and Musical Talent Show
Become talented in computer science. After interviewing a computer science guru, pupils work on individual projects related to a virtual music talent show. They learn how to use different code blocks in the Scratch programming language,...
TryEngineering
Boolean Algebra is Elementary
See how Boolean algebra relates to video games with a lesson that teaches young scholars how to use Boolean algebra to create rules for a virtual world. They test the rule base for consistency in groups.
Code.org
Event-Driven Programming and Debugging
Start programming in event-driven style. Scholars learn to place buttons on the user interface and use event handlers. They also learn to recognize errors in code and debug as necessary. This is the second lesson in the series of 21.
Code.org
Practice PT - Tell a Data Story
Show your class how it all comes together. The last lesson in a unit of 15 has individuals take everything they learned in the data section to analyze the class-generated data. The pupils find a story they want to tell that appeals to...