Code.org
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.
Code.org
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.
Tech Museum of Innovation
Tree House Escape
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.
Code.org
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...
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
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.
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.
Code.org
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.
Code.org
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.
Code.org
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...
Code.org
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.
Code.org
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...
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 lesson of the series on 12. They also learn about one-way functions and how the Wireless Hotspot Problem is...
Code.org
Asymmetric Keys – Cups and Beans
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...
PBS
Inspector Detector
How do spacecraft detect magnetic fields? The fourth installment of a five-part unit has learners develop a device with magnets that allows for the detection of magnetic fields. They use a map of an imaginary planet to try out their...
PBS
Invisible Force
Investigate invisible forces. Young engineers design a setup that changes the direction of a steel ball using a magnetic force. The purpose of the setup is to model the gravitational pull of spacecraft by planetary bodies.
Tech Museum of Innovation
Ant-Man Saves the Day
Provide Ant-Man with a flying device to aid in fighting crime. The first installment of a five-part unit has learners designing and building a flying device for Ant-Man. They write a narrative essay describing the engineering process...
Tech Museum of Innovation
Engineering Takes Flight
Groups explore concepts of flight by creating paper airplanes from different types of paper and testing their flight. They use the results to identify the optimal material.
Tech Museum of Innovation
Hoop Glider Design Challenge
The fourth installment of a five-part unit has young engineers designing and testing hoop gliders. They adjust the ratio of the front loop and back loop of the glider to determine the best design for the longest flight.
PBS
Robo Arm
Future engineers create robotic arms like those on rovers built by NASA in the second lesson of the series. They test their devices by attempting to pick up and move cups to a specified location.
Code.org
Keys and Passwords
Scholars explore the relationship between cipher keys and passwords and as they learn more about the Vigenere cipher and continue to read from the book Blown to Bits in the seventh lesson of the series. They conduct an activity where...
Institute of Electrical and Electronics Engineers
Public Keys, One Way Functions and Hard Problems
Use paint to teach about cryptography. Scholars explore public key cryptography by attempting to mix a secret color using paint. After the activity, they investigate the Diffie-Hellman method using prime numbers, exponents, and modular...
Teach Engineering
Fun Look at Material Science
Introduce materials science with a class demonstration. After showing a PowerPoint presentation on materials and their properties, instructors provide a ceramic tile, a Popsicle stick, a paper clip, and a plastic bag as examples of...
Texas Education Agency (TEA)
Architectural Rendering
Explore different methods of architectural rendering and technical drawing. Pupils learn about cross hatching, parallel line rendering, random line rendering, rubbing, shading, and stippling in the second activity of the series of 11....
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