Code.org
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...
Google
Adventure on the High Seas
Ahoy there! A fun computer science lesson challenges pupils to write a program that creates an ocean wave. They then develop stories to accompany their projects. All of this takes place within the Scratch coding program.
Harvard University
Creative Computing
Scratch the surface of computer coding. A seven-unit lesson guide provides a crash course on computer programming. It uses a programming language called Scratch.
College Board
2000 AP® Computer Science A Free-Response Questions
Coding works for other fields. The free-response questions for AP Computer science require pupils to develop code to solve a problem. Problems range from creating a histogram to developing an encryption program. Teachers use the...
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.
Sprite Box
Lightbot Jr 4 Coding Puzzles
Learning how to write computer code has never been so much fun! Given control of their very own robots, children create simple programs in order to solve a series of challenges and develop their problem solving skills.
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
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
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 of the series. They learn to refactor code and remove redundancies after modifying code.
SurfScore
Kodable
Prepare young scholars for life in the twenty-first century with this introduction to computer coding formatted as a fun problem solving game, this resource is a great way to develop children's sequential thinking...
Code.org
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...
EngageNY
The Graph of a Function
Mathematics set notation can be represented through a computer program loop. Making the connection to a computer program loop helps pupils see the process that set notation describes. The activity allows for different types domain and...
Google
Be Internet Awesome
Teach the qualities of a digitally smart citizen with a set of lesson plans created by Google. Along with creating strong passwords, learners explore how to protect their privacy, when to stand up for others against cyberbullying,...
Google
Art: Paint with Tera
Here's a creative resource that definitely isn't paint by numbers. As the fourth in and eight-part Art series, learners create a paint program using the Scratch block code. By completing the activity, class members come to understand the...
Google
Animate a Name
What's in a name? Pupils use the Scratch code blocks to animate letters in a name. They learn about events, sequencing, and loops in computer science by taking part in the project.
EngageNY
First-Person Computer Games
How do graphic designers project three-dimensional images onto two-dimensional spaces? Scholars connect their learning of matrix transformations to graphic design. They understand how to apply matrix transformations to make...
Google
Art: Graffiti
Your principal won't mind graffiti, as long as it's on a virtual wall. Scholars use the Scratch block-based computer language to write a program on graffiti. The program lets users place certain designs on a wall.
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 instructional activity of the series. They use flowcharts to understand loops and then program...
Google
Art: Interactive Art
What would the Mona Lisa say if she could talk? Scholars create a digital story within the Scratch block-based coding program. They make famous paintings talk and move when viewers click on them to complete the third of eight parts in...
Concord Consortium
Vending Machine
Let the resource quench your thirst for knowledge, like a vending machine that dispenses drinks. Future computer scientists develop an algorithm to identify the fewest number of coins that a vending machine could use in creating change....
EngageNY
Grade 9 ELA Module 3, Unit 3, Lesson 6
The eighth lesson in the editing process focuses on flow and cohesiveness in the entire research paper. Class members examine color-coded pre- and post-revision model paragraphs and then work in pairs to revise and peer-review their papers.
Microsoft
Variables
You won't want to replace the resource with anything else. Future computer scientists use Minecraft to learn about variables in computer coding. They engage in several activities to master the variable code block, then apply it in an...
Teach Engineering
Storing Android Accelerometer Data: App Design
There's an app for that! Pupils learn to build an app that will store data on an Android. The instructional activity introduces class members to the tiny database, TinyDB, for Android devices. A video tutorial provides an...
EngageNY
Vectors and Translation Maps
Discover the connection between vectors and translations. Through the lesson, learners see the strong relationship between vectors, matrices, and translations. Their inquiries begin in the two-dimensional plane and then progress to the...