In this lesson students use feedback from "users" of the paper-prototyped app …
In this lesson students use feedback from "users" of the paper-prototyped app from the previous lesson in order to develop improvements to the user interface of that paper prototype. The lesson begins with a reflection on the fact that designers need to translate human needs with technology into changes to the user interface or experience. Students are then given a collection of feedback and requests from users of the app from the previous lesson. In groups students categorize the feedback and identify ways the needs expressed in the feedback could be met by changes to the interface of the app. Then in groups students will implement some of these changes to meet one of the needs they identified.
Up to this point students have focused on designing for users who …
Up to this point students have focused on designing for users who are, to some degree, distanced from them. Whether through brainstorming, profiles, or text feedback, the connection to an end user has never been direct. This distance is designed to help students get outside their own head when thinking about users, but in order to get information more directly from an actual user, students need to rely on their classmates. In this lesson students pair up to become users (and designers) for each other, allowing everyone to directly interview their end user and ask questions to better inform their design. Each student pair interviews each other, attempting to identify a specific need that could be addressed by an app.
Based on the peer interview from the previous lesson, each student comes …
Based on the peer interview from the previous lesson, each student comes up with an idea for an app that will address their user's problem. Students then get to create their own paper prototype of their app ideas by drawing "screens" on individual notecards. A project guide directs students through the process including building the app and testing it with their user to see if their assumptions about the user interfaces they created are accurate.
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.
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.
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.
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.
In this lesson, learners get an introductory experience with computer science and …
In this lesson, learners get an introductory experience with computer science and create a game using basic block code.This lesson has been designed for learners in the middle grades, ages 10-16, but can be adapted for younger or older learners using the differentiation suggestions provided.
**Tutorial Summary:** This tutorial is designed to quickly introduce the App Lab …
**Tutorial Summary:** This tutorial is designed to quickly introduce the App Lab programming environment as a powerful tool for building and sharing apps. The tutorial itself teaches students to create and control buttons, text, images, sounds, and screens in JavaScript using either blocks or text. At the end of the tutorial students are given time to either extend a project they started building into a "Choose Your Own Adventure", "Greeting Card", or "Personality Quiz" app. They can also continue on to build more projects featured on the code.org/applab page.
**Age Appropriateness:** The tutorial is designed for students over 13. Because it allows students to upload custom sounds and images, young students should not use this without supervision. To protect students privacy, if your students are under 13, they will not be able to use this tutorial unless you first set up accounts for them in a section you manage.
**Checking Correctness:** This tutorial will not tell students whether they completed the level correctly. Encourage students to use the target images and directions provided in every level to know if they are on the right track. If students want to move on past a particularly tricky level they can simply click "Finish" and continue on.
Have fun completing your Hour of Code with App Lab!
In this lesson, learners of all ages get an introductory experience with …
In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for learners of all ages but does require reading. This activity requires sound as the tool was built to respond to music.
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.
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.
This lesson was remixed from a lesson on code.org: Graph Paper ProgrammingThis resource was …
This lesson was remixed from a lesson on code.org: Graph Paper ProgrammingThis resource was remixed to become an unplugged (no device needed) activity that can be done with adults and students to learn how to develop an algorithm and encode it into a program.The goal of this activity is to build critical thinking skills and excitement for the computer science.
The Software Engineering Program (SEP) is a multi-year, comprehensive, standards-aligned computer science …
The Software Engineering Program (SEP) is a multi-year, comprehensive, standards-aligned computer science education program for grades 6 to 12. The goals of the program are:
-Increase the number of high school graduates, particularly from traditionally underrepresented groups, that are ready to pursue new and emerging technology-driven roles across industries.
-Develop student computational thinking and problem-solving skills in real-world contexts.
The SEP curriculum gives students instruction and experience in the following areas: computer programming, robotics, web design, physical computing, and game design. SEP students participate in local and central hackathons, and in work-based experiences with major industry leaders and partners.
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Your redistributing comes with some restrictions. Do not remix or make derivative works.
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