Computer programming Teacher Resources

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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 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.
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
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 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.
Learners study basic computer programming and the work of software engineers.  In this creative lesson students create their own software game.
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.
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.
Students retell the story, "The Mitten," by Jan Brett, as a group by using the computer program,
Second graders read Chocolate Chippo Hippo on the Wiggle Works computer program, then search for one page to rewrite using adjectives.
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.
Students create birthday calendars using The Print Shop computer program. They produce and market a product, replicating a work environment.
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.
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.
Middle schoolers 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.
Do you remember the game, red light, green light, and how fun it was to be in control of what your friends did? This easy-to-use programming app gives you that same feeling of control, but this time you control cute little monsters and tell them exactly what to do with the computer programs you write. 
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 instructional activity focuses on technological competency and can be used with any subject or theme.
A reading of Gail Gibbons’ Deadline! leads to a discussion of the differences between newspapers and newsletters. Class members then choose a favorite topic and create the front page for their own newsletter.
Have you ever wanted to tell a tyrannosuarus rex what to do? Here's your chance! Introduce youngsters to the world of computer programming with an easy and adorable game in which a dinosaur follows your every command.

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