This lesson introduces students to the `getProperty` block, which allows them to …
This lesson introduces students to the `getProperty` block, which allows them to access the properties of different elements with code. Students first practice using the block to determine what the user has input in various user interface elements. Students later use `getProperty` and `setProperty` together with the counter pattern to make elements move across the screen. A new screen element, the slider, and a new event trigger, `onChange`, are also introduced.
In this lesson, students explore how the three analog sensors (sound, light, …
In this lesson, students explore how the three analog sensors (sound, light, and temperature) can be used to write programs that respond to changes in the environment. The use of these sensors marks a transition in terms of how users interact with a program. By using sensors as an input, the user of an app doesn't have to directly interact with it at all, or may interact without actually realizing they are doing so.
Students are introduced to ordered and unordered lists in HTML and work …
Students are introduced to ordered and unordered lists in HTML and work through a few levels in which they use the <ul>, <ol>, and <li> tags. They then go back to their project, where they add a new HTML page. Inside the new page, they write the HTML to display a recipe, top ten list, or any other content that uses the new tags that they have learned.
Contracts provide a way for students to better understand and discuss functions. …
Contracts provide a way for students to better understand and discuss functions. Through this lesson, students will look at known functions and come up with the contracts that describe those functions.
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.
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 works well for any students old enough to read (ages 6+). Younger learners will probably not finish the tutorial, but will have lots of fun working through the puzzles for an hour. High school students will mostly finish the tutorial and have some time to play on the free play level at the end.
**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.
Students will learn that events are a useful way to control when …
Students will learn that events are a useful way to control when an action happens, and can even be used to make make multiple things act in sync. In programming, you can use events to respond to a user controlling it (like pressing buttons or clicking the mouse). Events can make your program more interesting and interactive.
This guide provides insight into the unlimited potential of using the BrainPad …
This guide provides insight into the unlimited potential of using the BrainPad Pulse for coding robotics, games, and circuits. BrainPad works for classrooms, after-school clubs, or summer camps. The information contained within will help beginners to those already well-versed in MakeCode. It starts with the basics in a user-friendly way, allowing you to progress at your own pace and try new things as you advance your coding knowledge.
Middle School teacher Richard Incorvia has put together some simple, easy-to-follow tutorials …
Middle School teacher Richard Incorvia has put together some simple, easy-to-follow tutorials for teaching App Inventor to students. These can be used with older students as well. He has created eight days of lessons with a tutorial for each day. Each tutorial includes a guide to building the app in the Designer and Blocks Editor, making the app, and additional challenging features to add. Day One walks students through building an app with a moving ball that bounces off when it comes to an edge. Day Two introduces buttons to change the ball's speed. This is an excellent introductory lesson for students because it lets them see immediate effects of their program changes in the app's behavior. Day Three teaches students about if-statements by guiding them on how to build a calculator app. Day Four guides students through uploading media (sounds, pictures, videos, etc) to their phone by building the classic App Inventor app: HelloPurr. Day Five guides students through the PaintPot event teaching them about Events. Day Six teaches about using the Clock's Timer functionality by using the MoleMash tutorial. Day Seven instructs on how to use the TinyDB component by guiding users through a ToDoList app. Day Eight teaches students about using multiple screens by guiding them through a Music Player App.
Animate a Name with Scratch. With this 1 hour activity, you can try …
Animate a Name with Scratch. With this 1 hour activity, you can try the Tutorial, download a set of Coding Cards, or view the Educator Guide. Resources available in over 60 languages.
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.
At a time when most African Americans were slaves, Benjamin Banneker was …
At a time when most African Americans were slaves, Benjamin Banneker was born free in 1731. Known and admired for his work in science, mathematics, and astronomy, he built a strike clock based on his own drawings and using a pocket-knife at the age of 22. 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: Find a discarded object that can be taken apart. Take apart the item and make your own Things Come Apart arrangement.
A document is included in the resources folder that lists the complete standards-alignment for this book activity.
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