Computer programming Teacher Resources

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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.
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.
Students develop a working model computer program of a recycling center addressing the material management, work schedules and business finances of running the recycling center.
Students examine the use of variable and ratio in everyday situations including figuring out the gear ratios for the gears on a 12 speed bike. They use the bubble sort technique to write a computer program which will determine the bicycle gears.
Students explore multimedia components. In 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.
Emerging engineers read about how Arduino software and how it can be used. Then they follow a nine-step tutorial to connect an Arduino board to a computer and put it to work! The objective is to code a program that will cause an LED to consistently turn on for five seconds, then turn off for two. Understanding of circuits and computer coding is required for students, while purchasing the appropriate materials is required for the teacher. The publisher lists Next Generation Science Standards for grades 3 - 8, but this lesson is really only appropriate for high schoolers.
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 analyze colorimetric using a computer program. In this science instructional activity, students show application of standard curves by finding other areas of science where standard curve is analyzed.
Students develop their technology skills. In this computer programming lesson, students use Alice software to complete programming tasks and ultimately to program a video game or movie.
In this computer programming activity learning exercise, students use the 11 clues and to identify the words needed to complete the crossword puzzle.
Students explore and use different computer programs for collecting data. In this technology based lesson, students set up a survey and use the Excel and Lotus software to collect data.
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.
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 to practice incorporating multimedia into an expository report.
Students study basic computer programming and the work of software engineers.  In this creative lesson students create their own software game.
Second graders read Chocolate Chippo Hippo on the Wiggle Works computer program, then search for one page to rewrite using adjectives.
Students retell the story, "The Mitten," by Jan Brett, as a group by using the computer program,
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.
Third graders recognize an effect as something that happens and a cause as the reason something happens. They also observe the use of the computer program Wiggle Works.
Students examine the Alice Program. In this computer programming lesson, students use the drag and drop program method and view a PowerPoint presentation. Students will then create a snowman by using the drag and drop method.
In this computer program instructional activity, students write a computer program to find how many ways to make $50 in change.  The number of ways is provided but an example computer program is not given.

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