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Lesson Plan
Discovery Education

Cushion It!

For Teachers 6th - 8th
Sugar cubes, collide! Groups design protection systems using bubble wrap to protect sugar cubes from being destroyed by falling batteries in the STEM lesson. They consider how the experiment relates to collisions in real-world...
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Lesson Plan
Discovery Education

It's Getting Hot in Here

For Teachers 6th - 8th
Class members engage in a STEM experiment and investigate how materials affect heating in a house by creating models of houses and using different top surface materials. They record the temperature inside the models and consider what the...
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Lesson Plan
Tech Museum of Innovation

Energy at Play

For Teachers 3rd - 6th Standards
Get the ball rolling and challenge your class to figure out how to make a ball move. The instruction segment is between two STEM activities devoted to doing just that. The first is simple and involves making a ball move from some force...
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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...
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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.
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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...
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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...
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Lesson Plan
Code.org

Understanding Program Flow and Logic

For Teachers 9th - 12th
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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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...
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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. 
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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. 
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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.
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Lesson Plan
Tech Museum of Innovation

Tree House Escape

For Teachers 3rd - 8th Standards
Use simple machines to escape from a tree house. Pupils learn about simple machines and how they are useful in everyday life in a STEM lesson. Groups then design a device to rescue a friend stuck in a tree house.
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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...
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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.
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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.
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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.
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Lesson Plan
Code.org

Compound Conditional Logic

For Students 9th - 12th
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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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.
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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 loops.
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Lesson Plan
Code.org

Cracking the Code

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

Hard Problems – Traveling Salesperson Problem

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

One-way Functions – The WiFi Hotspot Problem

For Teachers 9th - 12th
Pupils attempt to solve the Wireless Hotspot Problem and learn why it is considered a computationally hard problem in the ninth lesson of the series on 12. They also learn about one-way functions and how the Wireless Hotspot Problem is...
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Lesson Plan
Code.org

Asymmetric Keys – Cups and Beans

For Teachers 9th - 12th
Beans are for more than just counting! Introduce public key cryptography with cups and beans and ask scholars to use the beans to send secret numbers. Participants learn how this activity relates to public key cryptography and asymmetric...

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