Google
Beginner 3: Narrowing a Search to Get the Best Results
Uncover new or more relevant information with the filtering tools in the top navigation bar. First, show your class the tools and demonstrate how to use a few. Next, give class members some time to apply what they have learned. They can...
Curated OER
Sample Lesson 1: Is This Source Credible? Useful? Why and Why Not?
Build background knowledge for The Book Thief by Markus Zusak while teaching your pupils how to determine the credibility of online sources. The plan is designed to take place over the course of two days. On the first day, model how to...
Curated Video
Privacy Part 2
Why is online privacy so important? Explore privacy with a group assignment for which pupils create word clouds with words they associate with privacy. A discussion and online activity follow. Learners will read articles, explore the...
Curated Video
Copyright
Introduce your class to the concept of copyright with a series of activities. Pupils first learn about copyright laws and fair use, putting their knowledge to the test with a quick categorizing task. They then watch a video and answer...
Curated Video
Policy - The Community Guidelines
Following a site's community guidelines is just one step toward being an excellent digital citizen. After a brief introductory video, small groups come up with their own community guidelines and present their ideas to come up with a...
Curated Video
Detecting Lies & Harmful Links
Who and what can you trust online? How do you know? After viewing a pair of introductory videos on positive and safe online conduct, learners discuss the content and put it into practice during an online search activity about alien life.
Curated Video
What Makes YouTube Unique
Start off a unit on YouTube with an introduction to the service and all that it offers. Learners watch various video clips before participating in a brief discussion about YouTube. The plan includes an activity based around information...
Curated Video
Online Reputation and Cyber-bullying
Combat cyberbullying with information. During this plan, learners watch a couple of videos, consider online behavior scenarios, brainstorm long- and short-term consequences, and discuss how to react to bullying in order to build up to...
Curated Video
Reporting - Safety and Abuse Tool
Keep your charges safe online with instruction on how to report problems on YouTube. After providing learners with information on the Safety and Abuse Tool, demonstrate how to use the tool and discuss the feature. In groups, learners...
Curated Video
Reporting - Flagging
While it may feel like you can post just about anything on YouTube, that's not the case. Teach your class about flagging inappropriate content. Learners watch a demonstration, practice flagging, and answer questions about online content.
Kenan Fellows
Assembly Required and the Design Process Too!
An engineering design lesson plan contains connected activities as a capstone engineering project. The activities revolve around the principle of improving an existing object and designing the manufacturing process in order to do so. The...
Code.org
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...
Code.org
Multi-screen Apps
Scholars continue their study of event-driven programming by creating a multi-screen app in the fifth lesson of the series. They incorporate previously learned elements and events in the mini-project.
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...
Code.org
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...
Code.org
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 plan of the...
Code.org
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 lesson of the series. They begin building a simple digital assistant and work on this...
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...
Code.org
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 plan. They also learn about nested conditionals in the 11th...
Code.org
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.
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
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.
Code.org
Events Unplugged
Introduce event-driven programming. Young computer scientists learn the meaning of event-driven programming and how it is different from previous styles of programming. They play a card game to simulate the challenges that occur in this...
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.