Elizabeth Murray Project
Gender and Opportunity in Colonial America
What was life like for women in Colonial America? What restrictions were placed upon them and what opportunities were they afforded? A case study of Elizabeth Murray offers high schoolers a chance to investigate primary source documents...
Balanced Assessment
Compact-Ness
Creating a definition may be easier than it sounds! Give your classes experience creating their own definition. Scholars examine the meaning of the compact-ness of a scatter plot and create their own definitions based on measurements.
Balanced Assessment
Transformation II
Develop a solid understanding of the manipulation of expressions to produce equivalent expressions. Given an expression, pupils rearrange it to create a new one. Their new functions must match the structure of the model expressions.
Balanced Assessment
Shirts and Flags
Learn the importance of geometry to tailors. Given a shirt sewing pattern, scholars determine the actual size of the shirt. After which they answer questions that require problem solving and extending their understanding of scale.
Balanced Assessment
Multi-Figures
Apply concepts of scale and ratio to determine relationships in irregular figures. Learners determine the ratio of the perimeters of two figures composed of rectangles and circles. After, they apply similar concepts to find the ratio of...
Balanced Assessment
Disc-Ness
Transform your scholars into mathematicians as they develop their own geometric definition. The task asks individuals to compare cylindrical objects and create a definition for the disc-ness of each object. They may use any method and...
Normal Community High School
Chemical Equations
Viewers learn how to identify the substances in a chemical reaction, how to balance it, and the different types of chemical reactions by watching a presentation that also includes a review of monomers and polymers. The presentation ends...
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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.
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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.
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Processing Arrays
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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Image Scroller with Key Events
Discover how to embed images in lists. Scholars modify an existing app to include an image scroller in the 17th lesson plan of the series. They learn to refactor code and remove redundancies after modifying code.
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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.
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Looping and Simulation
Young computer scientists continue programming with while loops by creating a program to simulate coins flipping.
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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 loops.
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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.
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Introduction to Conditional Logic
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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Understanding Program Flow and Logic
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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Introduction to Digital Assistant Project
How does a computer recognize voice commands? Scholars learn about digital assistants and natural language processing (NLP) algorithms in the ninth activity of the series. They begin building a simple digital assistant and work on this...
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User Input and Strings
Pupils learn to apply strings in computer science. They master two new user interface elements and also use string type data to represent ASCII characters. Finally, individuals create an app for Mad Libs in the eighth lesson of the series.
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Using Variables in Apps
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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Controlling Memory with Variables
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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Introducing Design Mode
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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Beyond Buttons Towards Apps
Explore how people use event-driven programming in games with a activity 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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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.