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  • MITECS.A12-14.CT.4 - Students demonstrate an understanding of how automation works and use ...
  • MITECS.A12-14.CT.4 - Students demonstrate an understanding of how automation works and use ...
21 Things 4 Students Thing 21: Gold Code.org
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Students learn about the Hour of Code and that Code.org lets them design, create, test, and express theirselves while solving problems and having fun.

Subject:
Education
Educational Technology
Material Type:
Activity/Lab
Provider:
REMC Association of Michigan
Provider Set:
21 Things 4 Students
Date Added:
08/03/2021
21 Things 4 Students Thing 21: Gold Ozobots Activity Two
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Students work in teams to use the Presidents Parade Coding Sheet to program the Ozobot to move to images of a president in the order of their presidency year.

Subject:
Education
Educational Technology
Material Type:
Activity/Lab
Provider:
REMC Association of Michigan
Provider Set:
21 Things 4 Students
Date Added:
08/03/2021
21 Things 4 Students Thing 21: Gold Sphero Activity Two
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Student teams take on roles (video expert, planner, creator, revision expert) and view tutorial videos to have the robot create a square, and then an equilateral triangle, and camera feature.

Subject:
Education
Educational Technology
Material Type:
Activity/Lab
Provider:
REMC Association of Michigan
Provider Set:
21 Things 4 Students
Date Added:
08/03/2021
About Accuracy and Approximation
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Educational Use
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Students learn about the concepts of accuracy and approximation as they pertain to robotics, gain insight into experimental accuracy, and learn how and when to estimate values that they measure. Students also explore sources of error stemming from the robot setup and rounding numbers.

Subject:
Applied Science
Engineering
Mathematics
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Ronald Poveda
Date Added:
09/18/2014
Bringing Algorithms into the Classroom
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CC BY-NC-SA
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Students will take a sequence of events or steps for some process and create an algorithm. This could apply to any content area. They will display the algorithm in flowchart form. This activity can be modified for all grade levels and content areas.

Subject:
Applied Science
Arts and Humanities
Computer Science
English Language Arts
Life Science
Mathematics
Physical Science
Material Type:
Activity/Lab
Date Added:
02/16/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.11: Booleans and Conditionals
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CC BY-NC-SA
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Students start by using booleans to compare the current value of a sprite property with a target value, using that comparison to determine when a sprite has reached a point on the screen, grown to a given size, or otherwise reached a value using the counter pattern. After using booleans directly to investigate the values or sprite properties, students add conditional _if_ statements to write code that responds to those boolean comparisons.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
12/11/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.13: Other Forms of Input
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In this lesson students continue to explore ways to use conditional statements to take user input. In addition to the simple `keyDown()` command learned yesterday, students will learn about several other keyboard input commands as well as ways to take mouse input.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
12/11/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.14: Project - Interactive Card
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In this cumulative project for Chapter 1, students plan for and develop an interactive greeting card using all of the programming techniques they've learned to this point.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
12/11/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.16: Collision Detection
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Students learn about collision detection on the computer. Working in pairs, they explore how a computer could use sprite location and size properties and math to detect whether two sprites are touching. They then use the `isTouching()` block to create different effects when sprites collide, including playing sounds. Last, they use their new skills to improve the sidescroller game that they started in the last lesson.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
12/11/2019
CS Discoveries 2019-2020: Interactive Animations and Games Lesson 3.19: Functions
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CC BY-NC-SA
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Students learn how to create functions to organize their code, make it more readable, and remove repeated blocks of code. An unplugged warmup explores how directions at different levels of detail can be useful depending on context. Students learn that higher level or more abstract steps make it easier to understand and reason about steps. Afterwards students learn to create functions in Game Lab. They will use functions to remove long blocks of code from their draw loop and to replace repeated pieces of code with a single function. At the end of the lesson students use these skills to organize and add functionality to the final version of their side scroller game.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
CS Discoveries 2019-2020
Date Added:
12/11/2019