Curated OER
Shoe Shuffle
Young scholars review the "word choice" writing trait, and recall how to use descriptive words to paint a picture. They write a description of one of their tennis shoes without sharing it with classmates. They place a shoe on display...
Curated OER
Communicate with a Truck Driver
Sixth graders complete activities to learn about the trucking industry. In this truck driving lesson, 6th graders explore websites for positive trucker images and learn about their contributions to society. Students communicate with...
Curated OER
John Lawson's Emigration Impact: Short Essay
Students review John Lawson's writings to discover the impact they had on emigration to America. Using the writings, they analyze the influence of them and review the early settlement of the colonies. They write their own essay sharing...
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...
Curated OER
Painted Lodges
Students explore lodge construction as a representation of culture. In this cultural diversity and Native American history lesson plan, students listen to a narrative explaining the origin of Native American painted lodges. Students...
Concord Consortium
Intermolecular Attractions and Boiling Point
Why do different substances have different boiling points? Through an interactive lesson, learners explore how intermolecular attractions affect boiling points. They interact with molecules through an animation and make conclusions about...
Curated OER
Narrow It Down
Ever played 20 Questions? A similar game helps young learners practice asking and answering yes-or-no questions. Spread out several objects, preferably all similar with slight variations (buttons or coins would work well). A leader...
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
Practice PT – Improve Your App
The last installment of a 21-part unit is a practice performance task that asks class members to design an app using skills from the unit. Scholars take one of the previous apps from the unit and modify it by adding elements and making...
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
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 plan. Young computer scientists modify two existing apps by adding variables and...
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 activity of the...
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. They also learn about nested conditionals in the 11th lesson of...
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.
Code.org
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.
Code.org
One-way Functions – The WiFi Hotspot Problem
Pupils attempt to solve the Wireless Hotspot Problem and learn why it is considered a computationally hard problem in the ninth lesson of the series on 12. They also learn about one-way functions and how the Wireless Hotspot Problem is...
Curated OER
2002 Memorabilia and Mascots
Students calculate costs and determine change in scenarios where they buy 2002 Olympic Winter Game memorabilia for themselves, family and friends.
Curated OER
Movement concepts
Students recognize the connection between food labels and exercise. In this health lesson, students understand how many times they need to dribble to work off a snack. Students answer questions about the exercise.
Curated OER
My Secret War - The WWII Diary of Madeline Beck: Lesson 2
Fifth graders explore world history by reading historical fiction. In this World War II lesson, 5th graders read the story My Secret War and identify the importance of fiction when analyzing history. Students answer study questions about...
Curated OER
Project Description
Young scholars engage in using the Internet to solve problems. The skill of problem solving is developed and technology skills are used to solve a student picked problem. The lesson targets the middle school audience.
Alabama Learning Exchange
Showing the Difference between Erosion and Weathering
Learners explore the concepts of weathering and erosion. After viewing pictures of both erosion and weathering, young scholars work in pairs to conduct an experiment with sugar cubes, water, sand, and a straw. They write their...
Curated OER
Peace Education | Wreath or Tree Craft
What is peace and what does it mean to our society? To understand why peace is celebrated and what character traits or concepts relate to the action of peace, learners engage in a discussion, story time, and a craft project. The lesson...
Curated OER
Ten Tips for Building Classroom Community
Start the school year on a strong note with one or more of these ideas for fostering camaraderie in your classroom.