1. Identity, community, and Cs
Overview
Students will learn about the world of computer science and the connections between CS and issues, activities, products and media that are relevant to them and their communities. Students will learn they can make digital tools to serve their communities, as well as use products made by others. They will be introduced to CS as collaborative and social and an important civic tool for engaging themselves and their communities.
Purpose and Core Concepts
Purpose
To learn about the world of computer science and how it can relate to students’ lives, including future careers
To connect students’ awareness of issues, activities, products, media, and people important to them to computer science and possibly other subject areas.
To understand that as well as being consumers of CS products, they can be creators with computer science to express their needs and interests.
To engage in collaborative, social, and civic CS experiences
Explore App Lab and the Code.org resources to learn and apply block-based coding skills and concepts, including
Understanding that computers follow literal directions
Understanding that computers follow directions in a sequence
Students will play make simple, exploratory programs about their interest to gain familiarity and have fun with programming.
Core Ideas
Having computer science skills and knowledge is important to being productive adults and citizens
Anyone can learn to program and do computer science; computer science is not just for some and not others
Computer science is another way to explore and express student interests
People control computers through code.
Computers have a limited vocabulary and follow directions literally; they cannot read a programmer's mind.
Computers follow directions in a sequence
Links:
Slide Deck - Unit 1 Overview and Resources
Video - About Code.org
Reference - App Lab Basics Guide
Resource Links - Unit Resources
Core Modules
Module 0
Getting started with Code.org: Hour of code (for beginners)
Overview
Students with limited coding experience may benefit from a gamified introduction to coding.
This lesson introduces the Computer Science concepts of coding and programming (using blocks), as well as simple debugging techniques using drag and drop programming.
Students you will "play" a game-like, self-directed tutorial starring video lectures by Bill Gates, Mark Zuckerberg, Angry Birds and Plants vs. Zombies.
Purpose
Students will explore and practice ways to control programs
Links:
Slide Deck - Writing your first Computer Program
Lesson Plan - Writing Your First Computer Program
Resource - Unit 1 Module 3 CRC Prompt-Hour of Code
Module 1
Apps for Civic Action - Connecting to Community with CS
Overview- Do a framing or kick-off lesson to connect with kids lives, their communities, and relevant topics, such as science, civics, and art. YOU AND THE STUDENTS CAN USE IDEAS GENERATED FROM THIS MODULE to develop civics-oriented apps. Students will
define identity and community from their point of view
will explore how apps can be used to create and communicate meaning
Purpose: Establish Culturally Responsive Approach to CS and student and/or class topics.
Focus on getting to know your students and their interests.
How do they define their identity? How do they define community?
What will be your class's definition for community benefit? How will you motivate your students?
How can digital technology and computer science help you and your students? To survey? To communicate? To organize? To teach? As a topic?
Choice 1: Vision Boards
Students create slides or paper and pencil presentations to express who they are and to share with classmates. As students create their vision boards, they explore their identities and the concept of community in preparation for designing apps that express who they are and/or serve their communities.
Students can use vision boards to brainstorm and plan simple (or complex) apps about their interests. Students can make their vision boards into apps or use them for inspiration for action civics apps about issues they care about.
Core
Lesson Plan - Vision Boards w_fair use.docx
CSPathways Apps from the Daly Middle School
Choice 2: Inventing a Better World
Inventing a better world is another way to think about creating apps that serve their communities. Read the lesson plan for creating a better world
Core
Slide Deck - Inventing a Better World
Lesson Plan Inventing a Better World
CSPathways Apps from the Daly Middle School
Unplugged Module
CS Unplugged & the PBJ (for beginners)
Overview:
The Peanut Butter and Jelly Lesson Plan is an unplugged activity about sequencing and literalness in computer science. By doing this activity, students experience the concepts of literalness and sequencing applied to sandwich-making. It can be a hilarious way to learn about these concepts.
Purpose:
Students become familiar with how a computer "thinks".
Links:
Slide Deck - Unplugged Activity: Peanut Butter & Jelly
Lesson Plan - Peanut Butter & Jelly
Video - Scott Jernigan: Programming with a PBJ Sandwich
Unplugged Module (alt)
Drawing "blind" (for beginners)
from Karen Miranda
from Karen Miranda
Overview:
This activity is an unplugged activity about sequencing, literalness, and debugging in computer science. By doing this activity, students experience the concepts of literalness and sequencing as applied to drawing a picture according to a partner's directions to help them understand the concept when they program.
Purpose:
Students become familiar with how a computer "thinks".
Core:
Students do an activity where they practice giving instructions to a partner on how to draw a specific picture and then have a chance to evaluate the picture their partner drew or "debug" the unclear parts of their instructions and then attempt directing them to draw the picture a second time and hope for improved accuracy.
Students get
1) 8 minutes to instruct/draw
2) 2 minutes to debug, and
3) another 8 minutes to attempt the drawing a second time.
4) They then reverse roles, use a new picture, and repeat the process.
After each person has had a chance to be the programmer (giving the drawing instructions) and the computer (the one listening and creating the drawing), they complete a reflection questionnaire.
Reflection Questions:
Explain the challenges of describing the picture to your partner; what was hard about it?
What mistakes did your partner make when they drew the picture the first time?
What changes did you make in the way you gave instructions the second time?
Did your partner’s second picture change for the better? Why or why not?
What is the meaning of the word debugging?
How can you compare this activity to the concept of debugging code for a computer program?
When you were giving the instructions, how you were acting similarly to a computer programmer?
Why is debugging important?
Links:
Module 2
CS for All and App Lab
Overview:
In this module, students learn about the CSForAll message, the App Lab platform, and see examples of App Lab apps. Intro to App Lab is Lesson 7 in Code.org's Hour of Code.
Students do or review the Introduction to app lab Levels 1-4 in Code. org. Students with coding experience may move faster through the tutorial. Plan for students with different beginning skill levels, giving extra support to some and providing guidance about moving ahead to others.
Purpose:
Discuss the CS for All message
Students become familiar with the App Lab platform and apps
Students do Code Studio tutorials
Teachers learn about students' experience with coding
Links:
Slide Deck - App Lab & CS for All
Video - About Code.org
Lesson Plan - Guide to Intro to App by Jackie Rowen
Lesson Plan - Introduction to App Lab (CS Pathways)
Activity - Intro to App Lab Tutorial: Level 1
Reference - Code.org's Teachers' Guide intro to App Lab
Reference - App Lab Basics Guide
For students with coding experience
Finish the Intro to App Lab (Lessons 5 - 11) and share your app
More
App Lab Basics
An App Lab Basics Guide
Here are two resources that can help you get started and find your way around using App Lab.
Links:
Reference - App Lab Basics Guide
Video - App Lab: Introduction
Resources
Civics & CS resources
Reference
Computer Science Vocabulary and Concepts
Overview:
Learners of all ages should get an introductory experience/lesson with vocabulary related to coding and computer science. This experience/lesson should be routinized and revisited as new vocabulary and concepts get introduced.
Purpose:
Introduction to important vocabulary utilized throughout computer science.
Links:
Slide Deck - Computer Science Vocabulary & Concepts
Lesson Plan - Coding Vocabulary
Lesson Plan - Word Wall: Vocabulary Lesson
Activity - App Lab Quizlet/Flashcards
Activity - Flocabulary Vocabulary
Activity - Kahoot Vocabulary
Reference - Code.org Computer Science Glossary
CRC
Vision Boards
The Site is under construction!
Vision Boards
As students create their vision boards, they explore their identities and the concept of community in preparation for designing apps that can serve their communities. Vision boards are a way for teachers and students to learn about each other and how computer science can connect to their lives.
Links:
Lesson Plan - Vision Board Lesson w_fair use.docx
Example - Rowen Vision board.pptx