# The 'Art of the Lynx' - Intro

## The Art of the Lynx - Intro

Use these cards to explore some simple geometric and coding ideas! You will learn about:

• The Total Turtle Trip Theorem

• Polygons

• Subprocedures & superprocedures

• Random

• Variables

• Conditionals

Time: Maybe 5 60 minute sessions.

Note: Grades 1 & 2 can start these but may need greater support and may not get through all of these. That's fine! The time suggestion is really rough — because you could spend much time experimenting! And, we recommend that!

## CODING CARDS

Or
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## CURRICULUM CONNECTIONS

Math E1. describe and represent shape, location, and movement by applying geometric properties and spatial relationships in order to navigate the world around them

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### The specific coding expectations achieved depend on how far through the cards you choose to travel!

MATH C3. solve problems and create computational representations of mathematical situations using coding concepts and skills

C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events

C3.2 read and alter existing code, including code that involves sequential events, and describe how changes to the code affect the outcomes

C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential and concurrent events

C3.2 read and alter existing code, including code that involves sequential and concurrent events, and describe how changes to the code affect the outcomes

C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential, concurrent, and repeating events

C3.2 read and alter existing code, including code that involves sequential, concurrent, and repeating events, and describe how changes to the code affect the outcomes

C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential, concurrent, repeating, and nested events

C3.2 read and alter existing code, including code that involves sequential, concurrent, repeating, and nested events, and describe how changes to the code affect the outcomes

C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures

C3.2 read and alter existing code, including code that involves conditional statements and other control structures, and describe how changes to the code affect the outcomes