ALEX Resources

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Learning Activities (3) Building blocks of a lesson plan that include before, during, and after strategies to actively engage students in learning a concept or skill. Classroom Resources (1)


ALEX Learning Activities  
   View Standards     Standard(s): [MA2019] (0) 7 :
7. Compare two numbers between 0 and 10 presented as written numerals (without using inequality symbols).
[MA2019] (0) 6 :
6. Orally identify whether the number of objects in one group is greater/more than, less/fewer than, or equal/the same as the number of objects in another group, in groups containing up to 10 objects, by using matching, counting, or other strategies.
[DLIT] (0) 8 :
2) Demonstrate use of input devices.

Examples: Mouse, touch screen, keyboard.

[DLIT] (0) 13 :
7) Locate letters and numbers on the keyboard.

[DLIT] (0) 18 :
12) Use a variety of digital devices, in both independent and collaborative settings.

Examples: Interactive boards, tablets, laptops, other handheld devices.

Subject: Mathematics (K), Digital Literacy and Computer Science (K)
Title: Greater Than, Less Than, or Equal To
Description:

Molly's More or Less Quest is an interactive game that reads students a short word problem and asks the student to tell if the numbers are less than, greater than, or equal to that are given in the word problem. The numbers are visually displayed. When a student hovers over the word it also reads the word to them before clicking.

This activity was created as a result of the DLCS Resource Development Summit.




   View Standards     Standard(s): [ELA2021] (0) 8 :
8. Demonstrate understanding of the organization and basic features of printed materials.

a. Recognize and demonstrate that print conveys meaning.

Examples: Share a favorite book with peers. Share a list of birthday gifts received.

b. With prompting and support, explain the roles of the author and illustrator of a text.

c. Track print, moving left to right and top to bottom on the printed page, returning to the beginning of the next line.

d. Identify the beginning and end of a sentence by locating the capital letter and end punctuation.

e. Point to words using one-to-one correspondence, noting that words are separated by spaces.

f. Distinguish letters from words within sentences.

g. Compare and contrast letters based upon similarities and differences, including name, shape, sound, and approach strokes for writing.
[DLIT] (0) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (0) 8 :
2) Demonstrate use of input devices.

Examples: Mouse, touch screen, keyboard.

[DLIT] (0) 18 :
12) Use a variety of digital devices, in both independent and collaborative settings.

Examples: Interactive boards, tablets, laptops, other handheld devices.

[DLIT] (0) 1 :
R1) Identify, demonstrate, and apply personal safe use of digital devices.

Subject: English Language Arts (K), Digital Literacy and Computer Science (K)
Title: Body Alphabet Book: Digital Photography
Description:

Students take photographs of themselves making the shapes of letters. They use the ear for the letter C, their mouth for the letter O, or use their entire body and their peer to create the letter B. Let students get creative and create the alphabet with their body. Compile all the letters into a digital alphabet book in which the students must guess which letter the students are trying to represent in the photograph. 

This activity was created as a result of the DLCS COS Resource Development Summit.




   View Standards     Standard(s): [MA2019] (0) 2 :
2. Count to 100 by ones beginning with any given number between 0 and 99.
[DLIT] (0) 8 :
2) Demonstrate use of input devices.

Examples: Mouse, touch screen, keyboard.

[DLIT] (0) 18 :
12) Use a variety of digital devices, in both independent and collaborative settings.

Examples: Interactive boards, tablets, laptops, other handheld devices.

[DLIT] (1) 7 :
1) Classify and sort information into logical order with and without a computer.

Examples: Sort by shape, color, or other attribute; sort A-Z.

Subject: Mathematics (K), Digital Literacy and Computer Science (K - 1)
Title: Connecting the Dots Counting 21 to 40
Description:

ABCya provides a fun and educational interactive game that teaches students to count by ones from another number other than 1. In this particular connect the dots, students are counting by ones from the number 21 to 40. The game provides scaffolding after wrong attempts and gives accuracy in a percentage when the dots have been connected.




ALEX Learning Activities: 3

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ALEX Classroom Resources  
   View Standards     Standard(s): [DLIT] (0) 2 :
R2) Recognize and demonstrate age-appropriate responsible use of digital devices and resources as outlined in school/district rules.

[DLIT] (0) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (0) 7 :
1) List the sequence of events required to solve problems.

Examples: Tying shoes, making a sandwich, brushing teeth.

[DLIT] (0) 8 :
2) Demonstrate use of input devices.

Examples: Mouse, touch screen, keyboard.

[DLIT] (0) 12 :
6) Recognize ways in which computing devices make certain tasks easier.

Examples: Communication, doctor's visits/medical records, maps and directions.

[DLIT] (0) 18 :
12) Use a variety of digital devices, in both independent and collaborative settings.

Examples: Interactive boards, tablets, laptops, other handheld devices.

[DLIT] (0) 19 :
13) Use a design process in a guided setting to create an artifact or solve a problem.

Example: Problem - understanding locations on the school campus. Solution - draw paper or digital maps of the school.

Subject: Digital Literacy and Computer Science (K)
Title: Computer Science Fundamentals Unit 2 Course A Lesson 4: Sequencing with Angry Birds (2018)
URL: https://curriculum.code.org/csf-18/coursea/4/
Description:

This lesson will give students an idea of what to expect when they head to the computer lab. It begins with a brief discussion introducing them to computer lab manners, then they will progress into using a computer to complete online puzzles. The main goal of this lesson is to build students' experience with computers. By covering the most basic computer functions such as clicking, dragging, and dropping, we are creating a more equal playing field in the class for future puzzles. This lesson also provides a great opportunity to introduce proper computer lab behavior.

Note: You will need to create a free account on code.org before you can view this resource.



ALEX Classroom Resources: 1

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