Computer programming Teacher Resources
Find Computer Programming educational ideas and activities
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New! Sea Signs
Here is a lesson that could easily be adapted to suit the needs of learners with hearing impairments or communication disorders. In pairs, learners research sea animals and sign language through practice and the WiggleWorks® computer program. The lesson is center based and provides multiple opportunities for learners to engage in reading practice, finger spelling, and topical research.
Students practice computer programming. In this technology lesson students use Kerpoof's Make a Movie to make three programs. This lesson includes vocabulary, instructions, worksheets, and resources
TECH:Introduction to Programming (IT)
Students complete an activity that illustrates the concepts of giving accurate instructions and computer programming. They also identify the relationship of the instructions/code to computer programming. Students then create a peanut butter sandwich by writing an HTML web page and use programmable robots.
Totally Awesome Answers to Wacky Wonders
Middle schoolers work with a partner to gather information on a question from two sources using a computer program and the Internet. They also write a report with visuals to air on closed-circuit TV for the school. Use this lesson plan to practice incorporating multimedia into an expository report.
A to Zap!
Students are given a play telephone, the students correctly dial their phone number 3 out of 5 times. They use the computer program A to Zap!, students complete the telephone activity by correctly clicking on the numbers of the phone numbers given 3 out of 5 times. Students correctly write and recite their telephone number 3 out of 3 times.
Computer Tracks Lunch Choices
Learners read a story called Computer Program Tracks Lunch Choices and answer vocabulary and comprehension questions about it. In this current events literacy lesson plan, students respond to literature by answering questions, recalling details, sharing facts, solving math word problems, and creating a list of healthful alternatives to lunch choices.
Program Your Own Game
Learners study basic computer programming and the work of software engineers. For this creative lesson students create their own software game.
Programming and PB&J
Students use peanut butter and jelly sandwiches as a method for learning computer programming skills. In this computer programming lesson, students write a detailed, step-by-step program for how to make a peanut butter and jelly sandwich. Students input their instructions to the computer and the teacher makes the programs.
A Computer Model For a Recycling Center
High schoolers develop a working model computer program of a recycling center addressing the material management, work schedules and business finances of running the recycling center.
Increasing Vocabulary Using Internet Connections
Students retell the story, "The Mitten," by Jan Brett, as a group by using the computer program,
Adjectives for Chippo
Second graders read Chocolate Chippo Hippo on the Wiggle Works computer program, then search for one page to rewrite using adjectives.
Grand Grocery Graphs
Students experience creating their own graphs on graph paper and the computer program "Graph Club." They approach this task by utilizing food as their primary source for the activities. In addition, they interact with their peers as they explain their graphs to them and answer any questions they may have about their graphs.
Alice Computer Programming
Students explore multimedia components. For this science inquiry lesson, students read "Invitation to the Game" by Monica Hughes and they use the Alice Computer Programming System to better understand population dynamics.
Making Birthday Calendars for Community Organizations and Businesses
Students create birthday calendars using The Print Shop computer program. They produce and market a product, replicating a work environment.
Not for a Billion Gazillion Dollars
Students read a book about Matthew Martin who wants a new computer program. He has no savings, and he's in debt to most of his classmates and his parents. His parents share their experiences of buying on credit and getting out of debt.
Inferring - It's in the Text!
Fourth graders read the story Out of the Blue and make inferences about the character Ben Franklin. They design a bubble map using Inspiration computer program that focuses on Ben Franklin. They cite text that supports the character traits.
Technology Enhances KWL
To introduce learners to the ways people share information through the use of technology, the class makes podcasts. Each child chooses anything he is curious about regarding the Arctic or Antarctic regions. Learners then complete a KWL chart and record and post three podcasts, one for each umbrella of the KWL chart. The lesson focuses on technological competency and can be used with any subject or theme.
Using Credit: Not for a Billion Gazillion Dollars
Fifth graders explore the concept of credit. For this consumer education lesson, the teacher uses the book Not for a Billion Gazillion Dollars to lead the class in a discussion about credit, debit, and income. Students then analyze their own spending habits and decipher a credit card statement. This lesson includes one whole class activity and two small group activity.
Students write about different toys and games used by children at different stages of development. After reading an article, they identify the benefits and drawbacks of children's computer games and programs. In groups, they research a category of baby electronics and write an article reviewing the items.
FINDING A RESOLUTION
Students examine detailed Moon and Earth views provided by the NASA-sponsored "World Wind" computer program. They work in groups to create maps of different scales using landmarks of their choice, and challenge their classmates to identify them.