Introduction to Programming with Karel the Dog
(View Complete Item Description)Students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.
Material Type: Lesson Plan
Students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.
Material Type: Lesson Plan
To learn the basic elements of coding, to code a game with Scratch
Material Type: Lesson Plan
Students design, build and evaluate a spring-powered mouse trap racer. For evaluation, teams equip their racers with an intelligent brick from a LEGO© MINDSTORMS© EV3 Education Core Set and a HiTechnic© acceleration sensor. They use acceleration data collected during the launch to compute velocity and displacement vs. time graphs. In the process, students learn about the importance of fitting mathematical models to measurements of physical quantities, reinforce their knowledge of Newtonian mechanics, deal with design compromises, learn about data acquisition and logging, and carry out collaborative assessment of results from all participating teams.
Material Type: Lesson Plan
DescriptionOverview:Students will become familiar with the Interface, learning how to setup Robot and sensors. Students examine Robot virtual worlds, studying motor polarity movement, how to rename motors, and how to use time as a variable. Students learning how to control speed and direction, studying specifically Motor Power Levels, Turning and Reversing, and Manual Straightening. Students complete the Pathway by learning how to accomplish a specific task with their robot, studying the use of shaft encoders as a variable instead of time, writing conditional statements, and how to use the sensor debug window.Subject:Computer Science Level:Middle School, High School Grades: Grade 7, Grade 8, Grade 9, Grade 10 Material Type:Activity/Lab Author:Brian Nicholas, Dan Smith Date Added:03/05/2019License:Creative Commons Attribution-NonCommercial-ShareAlike 4.0 Language:English Media Format:Interactive
Material Type: Lesson Plan
This is an engaging project for students who have never programmed before. Students create a musical light show by designing and programming their own Arduino-based circuit. They will problem-solve timing, frequency, color, circuit design and the language of Arduino-based programming to create custom made light-up electronic music boxes. This project was developed by Allen Distinguished Educators Tracey Winey and Dawn DuPriest.
Material Type: Lesson Plan
This lesson is an extension of Mystery Science Force Olympics Mystery 3. In this extension, students will create a wrecking ball using the Lego WeDo 2.0 kit and program it to knock down a wall. Students will experiment with different variables (like speed, distance and string length) to answer the question: "How can you knock down a wall?" (credit Mystery Science Mystery 3 guiding question). This activity should be done over multiple days (viewing mystery, building the robot and programing and experimenting). Building instructions for the wrecking ball arm are attached as picture steps.
Material Type: Lesson Plan