In grade 4, students apply their skills in programming to model our world. When we look around, we see many types of systems. Some of these systems are part of a computer, like packet processing. Others have ancient roots, like mythology. No matter the source, students will enjoy seeing that as their programming skills improve, so will their understanding of the world around them.
Click HERE to see an ELA lesson related to Greek Mythology. Students use PencilCode and their knowledge of the Greek Gods to "Interview a God".
Another two amazing lessons from LMS teachers, this time for Grade 4. The first is an introduction to Binary Numbers and Grace Hopper. The second will help students understand How the Internet Works, 1 packet at a time.
Click HERE to see a lesson that helps students to use PencilCode to learn how to use math (angles) to create beautiful art.
Coming soon - we will share a lesson where students use PencilCode to learn and practice Area and Perimeter.
Google Sheets
PencilCode
Documentation
If statements (conditionals)
Loops (iteration)
Use of Google Sheets to organize and visualize data
Variables
Documentation (The "Guidebook"): Writing notes or comments that explain how a program works so that other people can understand and use it.
Troubleshooting (The "Checklist"): Using a step-by-step approach to find and fix a problem when technology isn't working right.
Authentication (The "Key"): Proving that you are who you say you are, usually by using a password, a code, or a fingerprint.
Authorization (The "Permission"): The rules that decide what you are allowed to see or do in an app or on a website.
Attribute (The "Category"): In a data table, this is the heading of a column that describes what kind of information is in that group (like "Color" or "Size").
Visualization (The "Picture of Data"): Using a chart, graph, or map to show information in a way that is easy to understand at a glance.
Emerging Technology (The "Next Big Thing"): New inventions that are just starting to be used and might change how we live in the future.
Students will learn how to write a "Map" for their code. Before building, students create written plans for their programs. They use a mix of logic (if-then), loops (repeats), and triggers to express their ideas clearly on paper before they ever touch a keyboard.
Students will learn to compare different solutions. There is often more than one way to solve a problem! Students will look at two different sets of instructions and decide which one is clearer, faster, or more accurate.
Students will learn how to be "Data Organizers." Students learn to use digital tools (like spreadsheets) to organize information into tables with rows and columns. They will also learn how to create charts and graphs to explain their findings to others.
Students will learn to be "Tech Detectives." Instead of waiting for an adult when a computer glitch happens, students learn a systematic troubleshooting process to identify and fix common hardware and software problems on their own.
Students will learn how data on the Internet "Travels." Children investigate the difference between wired connections (like a cable) and wireless connections (like Wi-Fi) to understand how our devices talk to the world.
Students will learn about Digital Gatekeepers. They learn the difference between Authentication (proving who you are with a password) and Authorization (what you are actually allowed to do or see once you're logged in).
Students will learn about Technology’s "Footprint." Students investigate how building and using computers affects our natural resources and the environment. They also look back at history to see how people from all different backgrounds have contributed to the world of computing.
TIP: You can practice troubleshooting at home or in class by asking "What if?" questions. If the tablet won't turn on, ask, "What is the first thing we should check? The battery? The power button?" This teaches them to stay calm and follow a process!