Overview
Lesson Plan: Digital Etiquette
This lesson accompanies the BrainPOP topic Digital Etiquette, and supports the standard of recognizing safe, appropriate, positive, and responsible online behavior and identifying strategies to combat negative online behavior. Students demonstrate understanding through a variety of projects.
TEKS 6 (4) A (4) Creativity and innovation--emerging technologies.
(A) evaluate how changes in technology throughout history have impacted various areas of study;
Learning Objective
I will learn the importance of Computer Science
Success Criteria
I can explain why computer science matters.
Each student complete form about themselves
Classroom Rules
Why are rules important in society, at home and in the classroom?
What rules are you supposed to follow in school? If there weren't any rules what would happen?
What rules should you follow online?
Digital Etiquette
In the first phase of the learning cycle, the teacher works to gain an understanding of the students’ prior knowledge and identify any knowledge gaps. It is also important to foster an interest in the upcoming concepts so students will be ready to learn. Teachers might task students with asking opening questions or writing down what they already know about the topic. This is also when the concept is introduced to students for the first time.
Digital Etiquette Lesson Plan (Make a Copy)
Make observations about New Concept
During the exploration phase, students actively explore the new concept through concrete learning experiences. They might be asked to go through the scientific method and communicate with their peers to make observations. This phase allows students to learn in a hands-on way.
Reflect on the Course Overview
What is our Classroom protocol
Digital Etiquette: Reflect on how to behave online
Why is Computer Science Important?
Computer Programs
What are events used for in programming?
TEKS 6 (2)(B) (2) Computational thinking--applications. The student applies the fundamentals of computer science. The student is expected to:
(B) use a design process to create block-based and text-based programs that include sequences, loops, conditionals, and events to solve an everyday problem.
Learning Objective
I will review coding concepts to successfully create their first projects using MakeCode Arcade.
Success Criteria
I can code an Events
I can explain program control flow.
Review of Classroom Protocol, etiquette and Overview of course
Lesson on Events
MakeCode - Beginner Skillmaps - Full Story
Computer Science Concepts
Event (n) - An action that causes something to happen. User-generated by keystroke or mouse click. System-generated program loading.
User input - User input is the process of capturing and processing data that users enter through various interfaces. It's a key part of software development and is important for creating interactive applications that are centered around the user.
Values - a basic unit of data that represents an entity that a program can manipulate. Values can be numeric or alphabetic data, such as words, numbers, or expressions.
The Full of Stories skillmap introduces the most common types of code blocks used throughout MakeCode Arcade.
In this set of activities, students will create creative storytelling projects with MakeCode Arcade. This map is intended for students who are new to MakeCode with little or no previous coding experience. Through step-by-step instructions, students will focus on projects that range from greeting cards, to jokes, to full short stories.
In this learning path, students will learn how to use background images, music, and dialog boxes to build creative projects that send a message, tell a joke, or illustrate their thoughts.
Student will discuss what events are
Share what they learned from Greeting card lesson
Compare with other students
How woud they like to improve or expand
Explain importance of program flow.
What is User Input?
Describe what events are and why are they needed in a program.
Lesson Plan:
In this learning path, students will learn how to use background images, music, and dialog boxes to build creative projects that send a message, tell a joke, or illustrate their thoughts.
TEKS 6 (2)(B) (2) Computational thinking--applications. :
(B) use a design process to create block-based and text-based programs that include sequences, loops, conditionals, and events to solve an everyday problem
Learning Objective
I will be able to create a graphically designed program that allows for user input
Success Criteria
I can create a program that includes user input.
I know how to design a project with sound, music and background images
Review of Classroom Protocol, etiquette and Overview of course
Lesson on Events
MakeCode - Beginner Skillmaps - Full Story
Computer Science Concepts
Events and program control flow
User input
Values
In this set of activities, students will create creative storytelling projects with MakeCode Arcade. This map is intended for students who are new to MakeCode with little or no previous coding experience. Through step-by-step instructions, students will focus on projects that range from greeting cards, to jokes, to full short stories.
In this learning path, students will learn how to use background images, music, and dialog boxes to build creative projects that send a message, tell a joke, or illustrate their thoughts.
Explain importance of program flow.
What is User Input?
Describe what events are and why are they needed in a program.