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. They also learn about nested conditionals in the 11th lesson of...
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.
Tech Museum of Innovation
Tree House Escape
Use simple machines to escape from a tree house. Pupils learn about simple machines and how they are useful in everyday life in a STEM lesson. Groups then design a device to rescue a friend stuck in a tree house.
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.
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 plan of the series. They learn to refactor code and remove redundancies after modifying code.
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.
Code.org
Beyond Buttons Towards Apps
Explore how people use event-driven programming in games with a lesson that teaches scholars to use new screen elements and events. They apply these new elements to create a simple chaser game.
Code.org
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.
Code.org
Digital Assistant Project
Scholars apply previously learned skills to create a functional computer program. They produce a digital assistant incorporating string commands and complex conditional logic.
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 activity of the series. They use flowcharts to understand loops and then program some examples of loops.
Code.org
What is Big Data?
Find out why Big Data is a big deal in the first installment of a 12-part unit that introduces young computer scientists to Big Data and demonstrates how it is useful. In pairs, class members research a big data tool to uncover the...
Code.org
Identifying People with Data
How much information about you is out there? Scholars explore this question as they investigate data breaches and how these violations occur. They then take part in an activity where they research how easily people could get access to...
Code.org
The Need for Encryption
Scholars investigate the need for encryption as they read a portion of the book Blown to Bits and discuss encryption techniques. They finish by attempting to decode a message written using a Caesar cipher.
Code.org
Cracking the Code
Scholars learn how to crack secret codes as they continue reading from the Blown to Bits and try to crack the random substitution cipher. They also begin learning about the Vigenere cipher.
Code.org
Hard Problems – Traveling Salesperson Problem
Even computers find this to be a hard problem. In the eighth installment of a 12-part unit, young computer scientists learn about the traveling salesperson problem. They formulate algorithms to solve the problem and find out why it is...
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...
Code.org
Asymmetric Keys – Cups and Beans
Beans are for more than just counting! Introduce public key cryptography with cups and beans and ask scholars to use the beans to send secret numbers. Participants learn how this activity relates to public key cryptography and asymmetric...
Code.org
Public Key Cryptography
Investigate how public key cryptography works. Scholars continue their study of one-way functions and asymmetric keys and apply this information to public key cryptography. They use an app to explore public key cryptography and its...
Curated OER
An Exploration of Cradle-to-Cradle Design Thinking
Introduce cradle-to-cradle design thinking. Scholars first discuss the importance of natural laws and rights. They then use a variety of online and print resources to research eco-efficiency and cradle-to-cradle design.
PBS
Inspector Detector
How do spacecraft detect magnetic fields? The fourth installment of a five-part unit has learners develop a device with magnets that allows for the detection of magnetic fields. They use a map of an imaginary planet to try out their...
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