Two blobs of clay go on an enjoyable adventure as they transform …
Two blobs of clay go on an enjoyable adventure as they transform themselves into fun shapes and new things throughout their escapade. What will they be by the end of the book? The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Design a stop-motion video that morphs an item of your choice into another item. Before you begin, sketch out the process you’ll take to transform your item.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
This unplugged activity helps students understand the concept of conditionals through a …
This unplugged activity helps students understand the concept of conditionals through a card game. Conditionals can be used to adjust a program based on specific information.
In this lesson, students will learn how a conditional statement can determine …
In this lesson, students will learn how a conditional statement can determine whether specific lines of code will run. Students will continue their Spooky Forest project, adding the ability for the Cat sprite to move when arrow keys are pressed and detect if a sprite touches the edge of the stage (at which point the backdrop will switch).
It’s easy to take today’s ubiquitous colored crayons for granted, but they …
It’s easy to take today’s ubiquitous colored crayons for granted, but they were the result of one individual’s innovation. Biebow introduces Edwin Binney—a mustachioed man and head of a carbon black factory—who wished to make color-pigmented wax crayons that reflected the world outside. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Think about the school/community/world in which you live and identify a problem that could be solved with a new invention.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
In this lesson, students will begin working on their first project in …
In this lesson, students will begin working on their first project in Scratch. This lesson focuses on the advantages of using a pseudocode when preparing to create a project in Scratch. This lesson also refers to some difficulty students may have encountered in lesson 3 when they first started to explore Scratch.
Integration of CS and Mystery Science Curriculum to the EL Education Module …
Integration of CS and Mystery Science Curriculum to the EL Education Module 2 Unit 1 Lessons on weather and preparing for weather. This Roadmap is largely for teachers with all of the materials in one central location, but can be distributed to students to be able to collaborate around flipgrids, KWL charts and other graphic organizers. Interactive word walls are available through padlet on this map as well.
This resource features CS Integration through final project of creating a weather report with a green screen video where students are responsible for planning, designing, recording and editing a weather report based on their research from the unit. Earlier in the lesson, students will share their findings on an experiment involving warming a frozen playground through the online program of ScratchJr.
After the Great Depression struck, Ford especially wanted to support ailing farmers. …
After the Great Depression struck, Ford especially wanted to support ailing farmers. For two years, Ford and his team researched ways to use farmers’ crops in his Ford Motor Company. They discovered that the soybean was the perfect answer. Soon, Ford’s cars contained many soybean plastic parts, and Ford incorporated soybeans into every part of his life. He ate soybeans, he wore clothes made of soybean fabric, and he wanted to drive soybeans, too. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Think about the people in your community and the challenges they face. List three challenges that affect their daily life. Consider something you use every day and brainstorm how it could be repurposed or modified to address this problem.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
Students continue exploring coding sequences, using the programming game Lightbot. As students …
Students continue exploring coding sequences, using the programming game Lightbot. As students work through tricky puzzles and make use of the Lightbot interface’s ability to restart execution from the beginning, they experience the value of iterative development. If they are ready, students advance from Lightbot’s introductory levels to levels that require them to create and use procedures (functions). Iterative development, and the shift from long, repetitive code to shorter, clearer code, are both concepts that will be relevant to students’ final coding project at the end of the unit.
Students write code using symbols to produce “graph paper” pixel art, first …
Students write code using symbols to produce “graph paper” pixel art, first practicing as a class, then in pairs or groups. The groups will trade instructions with each other and try following them to draw a picture. Students get familiar with the concept of “stamping” an image on the page or the screen, and if there is time, students use loops to reduce the complexity of their programs. These concepts will be important in their final coding project at the end of the unit.
This is the story of how Les Paul created the world's first …
This is the story of how Les Paul created the world's first solid-body electric guitar, countless other inventions that changed modern music, and one truly epic career in rock and roll. How to make a microphone? A broomstick, a cinderblock, a telephone, a radio. How to make an electric guitar? A record player's arm, a speaker, some tape. How to make a legendary inventor? A few tools, a lot of curiosity, and an endless faith in what is possible, this unforgettable biography will resonate with inventive readers young and old.
Meet savvy scientist and inventor Hedy Lamarr, also known for her career …
Meet savvy scientist and inventor Hedy Lamarr, also known for her career as a glamorous international movie star. Dubbed "The Most Beautiful Woman in the World," Hedy actually preferred spending time creating inventions in her workshop to strutting down the red carpet. Hedy co-invented the technology known as frequency hopping, which turned out to be one of the most important scientific breakthroughs of the twentieth century! Today's cell phone, computers, and other electronic devices would be more vulnerable to hacking without the groundbreaking system discovered by a world-famous actress and gifted inventor. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Create small groups. Pass out one of the challenges listed in the lesson plan/book card to each group for them to come up with an invention that will solve the problem at hand.
Students encounter people who are computer scientists, and they learn definitions of …
Students encounter people who are computer scientists, and they learn definitions of computer science. Students learn the difference between input and output devices, and they creatively invent a new device that combines input and output.
Students explore examples of interactive storytelling, examining their use of expression, emotion, …
Students explore examples of interactive storytelling, examining their use of expression, emotion, repetition, and context. Students visit a Scratch Studio of examples of interactive storytelling and see that Scratch is used by students around the world to create interactive stories. Students reflect on how interactive storytelling is different from other forms of creative expression and reflect on how they might use Scratch to express themselves creatively
Students will be introduced to the Build My City project, which is …
Students will be introduced to the Build My City project, which is the final project of the unit. The teacher will present a demo project to students and explain the design requirements and expectations. Students will review key programming concepts that will be used in their Build My City projects, by looking at the code of an example project. Students will meet in their project groups and use storyboarding to develop their ideas for their city.
Students encounter the Scratch programming platform for the first time. They learn …
Students encounter the Scratch programming platform for the first time. They learn how to log in, try out a Scratch tutorial, and have the chance to explore the interface. Students reflect on what they might wish to create using Scratch, which will be used for their final coding project at the end of the unit. The overall aim is for students to get a taste for Scratch that sparks their interest and curiosity, so they start to imagine what they might create.
Meg set out to climb up and investigate the rain forest tree …
Meg set out to climb up and investigate the rain forest tree canopies — and to be the first scientist to do so. But she encountered challenge after challenge. Male teachers would not let her into their classrooms, the high canopy was difficult to get to, and worst of all, people were logging and clearing the forests. Meg never gave up or gave in. She studied, invented, and persevered, not only creating a future for herself as a scientist, but making sure that the rainforests had a future as well. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Your community has many different areas to explore - it might be a park, a grocery store, a forest, or an alley. For some people, it might be difficult to explore these areas because they may have differing abilities. Select one area in your community, and come up with a plan to build a way for it to be more accessible to everyone.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
Richard grew up in Kenya as a Maasai boy, herding his family’s …
Richard grew up in Kenya as a Maasai boy, herding his family’s cattle, which represented their wealth and livelihood. Richard’s challenge was to protect their cattle from the lions who prowled the night just outside the barrier of acacia branches that surrounded the farm’s boma, or stockade. Though not well-educated, 12-year-old Richard loved tinkering with electronics. Using salvaged components, spending $10, he surrounded the boma with blinking lights, and the system works; it keeps lions away. His invention, Lion Lights, is now used in Africa, Asia, and South America to protect farm animals from predators. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Your challenge is to use broken or old technology and other available resources to create a prototype that can be used to protect your home. This could involve tinkering, hacking, or redesigning the components of the technology to meet your needs.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
In this lesson, students will be creating their own story problems and …
In this lesson, students will be creating their own story problems and turning them into a scratch game. Resources for pseudo coding cards can be found here: https://resources.scratch.mit.edu/www/cards/en/scratch-cards-all.pdfAnd a remixable story can be found here: https://scratch.mit.edu/projects/300655911/. Students will need multiple days to plan, write, code and complete their story with the makey makey.Makey Makey lesson plans: makeymakey.com/lessonsAdditional modifications: Students may view tutorials to assist them in creating their games.It may be easier for students to create games in small groups so there is more time for collaboration and game design within the group. This will also allow for more time for students to play their classmate's games.Elementary Teachers,please look out for a scratch jr version to remix for k-3 games.
Tells the story of how the Slinky, the most popular toy in …
Tells the story of how the Slinky, the most popular toy in American history, was invented. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Develop a commercial about the Slinky.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
A young girl has a wonderful idea to make the most MAGNIFICENT …
A young girl has a wonderful idea to make the most MAGNIFICENT thing! But making her magnificent thing is anything but easy, and the girl repeatedly tries and fails. Eventually, she quits, but a walk with her dog and time to think, she comes back to her project with renewed enthusiasm and manages to get it just right. The resource includes a lesson plan/book card, a design challenge, and copy of a design thinking journal that provide guidance on using the book to inspire students' curiosity for design thinking. Maker Challenge: Create small groups. Pass out one of the challenges listed in the lesson plan/book card to each group for them to come up with an invention that will solve the problem at hand.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
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