Lesson Plan
Curated OER

Reintroduce /T/

For Teachers K
Students explore the alphabet by participating in an activity in which they examine a single letter. In this letter "T" activity, students discuss the different sounds that can be made in a word which has the letter T. Students practice...
Lesson Plan
Curated OER

Introduce /or/

For Teachers K - 1st
Students are introduced to the letter combination "or." In this letter combination "or" lesson, students explore a mix of 12 letter combinations on the board. Students then practice the pronunciation of the letter combination...
Lesson Plan
Curated OER

Reintroduce /igh/

For Teachers K - 1st
Students build letter combination accuracy by reviewing the sound of the letter combination "igh." In this letter combination "igh" lesson plan, students practice taking turns saying a mix of 12 letter combinations, then discern between...
Lesson Plan
Curated OER

A Story of Philanthropy

For Teachers 3rd - 5th Standards
Help your class define philanthropy and recognize philanthropic activities. Ask them to identify examples of philanthropy in literature and explore the philanthropic deeds of themselves and others. To wrap up, create a class display with...
Lesson Plan
Curated OER

Eating Senegal Style

For Teachers 1st - 3rd
Young scholars demonstrate how to eat as Sengali people. They present information to the class about an individual eating tradition in their family. They prepare a recipe and eat it Senali style.
Lesson Plan
Curated OER

Guess Who?

For Teachers 7th - 11th
Students complete an activity that allows them to get to know each other better. In this exploratory lesson students divide into groups and share things about themselves.
Printables
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123 Homeschool 4 Me

Christmas Around the World

For Teachers 3rd - 8th
Young travelers keep a travel journal as they tour the world and research the holiday traditions of over 30 countries. The directions packet for this journey includes an eBook filled with all the necessary templates, loads of links,...
Lesson Plan
Code.org

Introducing Design Mode

For Teachers 9th - 12th
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...
Lesson Plan
Code.org

Multi-screen Apps

For Teachers 9th - 12th
Scholars continue their study of event-driven programming by creating a multi-screen app in the fifth lesson of the series. They incorporate previously learned elements and events in the mini-project.
Lesson Plan
Code.org

Controlling Memory with Variables

For Teachers 9th - 12th
Not all variables are created equal. Discover how variables in computer science are different from variables in math class. Scholars learn to work with variables in computer programming by developing a mental model for how variables...
Lesson Plan
Code.org

Using Variables in Apps

For Teachers 9th - 12th
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...
Lesson Plan
Code.org

User Input and Strings

For Teachers 9th - 12th
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.
Lesson Plan
Code.org

Introduction to Conditional Logic

For Teachers 9th - 12th
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...
Lesson Plan
Code.org

Processing Arrays

For Teachers 9th - 12th
Scholars use a playing card activity to help them develop a program to find the minimum value of a list. They learn to use for loops to write code that will process lists. 
Lesson Plan
Code.org

Functions with Return Values

For Teachers 9th - 12th
Young computer scientists explore how to use the return command in computer programing by playing Go Fish. They learn about functions that return values and then write a turtle driver app using the return function. 
Lesson Plan
Code.org

Canvas and Arrays in Apps

For Teachers 9th - 12th
Scholars learn how to make a digital canvas and fill it with artwork by creating a drawing app using the canvas element. The activity requires learners to previous knowledge of arrays and return commands to draw images.
Assessment
Code.org

Practice PT – Improve Your App

For Students 9th - 12th
The last installment of a 21-part unit is a practice performance task that asks class members to design an app using skills from the unit. Scholars take one of the previous apps from the unit and modify it by adding elements and making...
Lesson Plan
Code.org

Events Unplugged

For Teachers 9th - 12th
Introduce event-driven programming. Young computer scientists learn the meaning of event-driven programming and how it is different from previous styles of programming. They play a card game to simulate the challenges that occur in this...
Lesson Plan
Code.org

Event-Driven Programming and Debugging

For Teachers 9th - 12th
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.
Lesson Plan
Code.org

Image Scroller with Key Events

For Teachers 9th - 12th
Discover how to embed images in lists. Scholars modify an existing app to include an image scroller in the 17th instructional activity of the series. They learn to refactor code and remove redundancies after modifying code.
Lesson Plan
Code.org

Introduction to Arrays

For Teachers 9th - 12th
How can you store lists in a computer program? The 16th installment of a 21-part unit introduces arrays as a way to store lists within a variable. Individuals program a list of their favorite things—adding interest to the activity.
Lesson Plan
Code.org

Beyond Buttons Towards Apps

For Teachers 9th - 12th
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.
Lesson Plan
Code.org

Digital Assistant Project

For Teachers 9th - 12th
Scholars apply previously learned skills to create a functional computer program. They produce a digital assistant incorporating string commands and complex conditional logic.
Lesson Plan
Code.org

While Loops

For Students 9th - 12th
Bring your pupils in the loop with while loops. Scholars learn how to modify conditional statements to produce while loops in the 14th lesson of the series. They use flowcharts to understand loops and then program some examples of...

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