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Teach Engineering
Design Step 4: Engineering Analysis
What is the main difference between an engineer and a technician? This is one of the driving questions in a plan that proves that analysis at every step of development is crucial to the engineering design process. The lesson...
Teach Engineering
Ice, Ice, PV!
Knowing the temperature coefficient allows for the calculation of voltage output at any temperature. Groups conduct an experiment to determine the effects of temperature on the power output of a solar panel. The teams alter the...
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Minecraft Hour of Code
Devote an hour to computer coding ... it's time well spent! The activity has young computer scientists write code to solve puzzles in the Minecraft game. They learn how to apply block codes and repeat loops.
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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...
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Multi-screen Apps
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.
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Controlling Memory with Variables
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...
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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...
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Understanding Program Flow and Logic
Explore decision-making logic in programming computer games. The 10th installment of a 21-part unit teaches scholars how to apply conditional statements and Boolean expressions. They use these concepts to create a "Guess My Number" game...
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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...
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Processing Arrays
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.
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Functions with Return Values
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.
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Canvas and Arrays in Apps
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.
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Practice PT – Improve Your App
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...
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Events Unplugged
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...
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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.
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Introduction to Arrays
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.
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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.
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Compound Conditional Logic
Scholars explore compound conditional logic and learn to use the Boolean operators AND, OR, and NOT within conditional statements by incorporating these operators to improve a previously created app.
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Digital Assistant Project
Scholars apply previously learned skills to create a functional computer program. They produce a digital assistant incorporating string commands and complex conditional logic.
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While Loops
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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Looping and Simulation
Young computer scientists continue programming with while loops by creating a program to simulate coins flipping.
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The Cost of "Free"
Explore the trade-offs of using a free app. The fourth installment of a 12-part unit helps young consumers discover the cost of receiving a free service. They learn how these apps make use of their access to data.
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Cracking the Code
Scholars learn how to crack secret codes as they continue reading from the Blown to Bits and try to crack the random substitution cipher. They also begin learning about the Vigenere cipher.
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Hard Problems – Traveling Salesperson Problem
Even computers find this to be a hard problem. In the eighth installment of a 12-part unit, young computer scientists learn about the traveling salesperson problem. They formulate algorithms to solve the problem and find out why it is...