ALEX Resources

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Learning Activities (2) 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 (11)


ALEX Learning Activities  
   View Standards     Standard(s): [MA2019] REG-7 (7) 14 :
14. Define and develop a probability model, including models that may or may not be uniform, where uniform models assign equal probability to all outcomes and non-uniform models involve events that are not equally likely.

a. Collect and use data to predict probabilities of events.

b. Compare probabilities from a model to observed frequencies, explaining possible sources of discrepancy.
[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[MA2019] ACC-7 (7) 30 :
30. Define and develop a probability model, including models that may or may not be uniform, where uniform models assign equal probability to all outcomes and non-uniform models involve events that are not equally likely.

a. Collect and use data to predict probabilities of events.

b. Compare probabilities from a model to observe frequencies, explaining possible sources of discrepancy. [Grade 7, 14]
Subject: Mathematics (7), Digital Literacy and Computer Science (7)
Title: What's the Chance?
Description:

In this lesson, students will use an online spinner to explore theoretical and experimental probabilities. Students will also make predictions and support their reasoning before completing a probability experiment. Then students will design a spinner where all the sections are not uniform. To be able to compare results, the only variable changed is the size of the sections. Students will express probability results in both percent and fraction forms. Finally, students will reflect on a simulation of a given event.

What's the Chance Activity Page




   View Standards     Standard(s): [MA2019] REG-7 (7) 7 :
7. Generate expressions in equivalent forms based on context and explain how the quantities are related.
[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[MA2019] ACC-7 (7) 13 :
13. Generate expressions in equivalent forms based on context and explain how the quantities are related. [Grade 7, 7]
Subject: Mathematics (7), Digital Literacy and Computer Science (7)
Title: Balancing Act
Description:

In this activity, students will create equivalent expressions using an online tool. Students are provided two expressions and asked to find the value of the variable to make the two expressions equal. Then, students are provided an expression and a value of the variable and asked to generate a different expression equal to the original expression. Through the online digital tool, students are able to substitute values and develop strategies for creating equivalent expressions. This provides a great opportunity for students to investigate how to solve problems using multiple methods.

Balancing Act Student Response Page




ALEX Learning Activities: 2

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ALEX Classroom Resources  
   View Standards     Standard(s): [DLIT] (6) 5 :
R5) Locate and curate information from digital sources to answer research questions.

[DLIT] (6) 22 :
16) Communicate and/or publish collaboratively to inform others from a variety of backgrounds and cultures about issues and problems.

[DLIT] (6) 25 :
19) Track data change from a variety of sources.

Example: Use editing or versioning tools to track changes to data.

[DLIT] (6) 29 :
23) Discuss how digital devices may be used to collect, analyze, and present information.

[DLIT] (6) 36 :
30) Discuss and apply the components of the problem-solving process.

Example: Students will devise a plan to alleviate traffic congestion around the school during drop-off and pick-up.

[DLIT] (7) 5 :
R5) Locate and curate information from digital sources to answer research questions.

[DLIT] (7) 29 :
23) Demonstrate the use of a variety of digital devices individually and collaboratively to collect, analyze, and present information for content-related problems.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (8) 5 :
R5) Locate and curate information from digital sources to answer research questions.

[DLIT] (8) 23 :
17) Communicate and publish individually or collaboratively to persuade peers, experts, or community about issues and problems.

Subject: Digital Literacy and Computer Science (6 - 8)
Title: Visual Learning
URL: https://www.remc.org/21Things4Students/21/2-visual-learning/
Description:

As part of this activity, you will be learning how to create visual organizers and how to create and use QR codes in learning.


LEARNING OBJECTIVES

When you have completed this Thing you will:

  1. Know how to set a personal learning goal and reflect on my progress [Empowered Learner]

  2. Be able to organize and manage information [Knowledge Constructor]

  3. Understand how to use a scientific design process to collect and analyze information [Innovative Designer]

  4. Be able to express myself and share my ideas and work digitally [Creative Communicator]

  5. Be able to collaborate with a group to create an original design [Creative Communicator, Innovative Designer]



   View Standards     Standard(s): [DLIT] (6) 25 :
19) Track data change from a variety of sources.

Example: Use editing or versioning tools to track changes to data.

[DLIT] (6) 26 :
20) Identify data transferring protocols, visualization, and the purpose of data and methods of storage.

Examples: Using an online collection tool or form to collect data that is then stored in a spreadsheet or database.

[DLIT] (7) 15 :
9) Identify common methods of securing data.

Examples: Permissions, encryption, vault, locked closet.

[DLIT] (7) 26 :
20) Evaluate the validity and accuracy of a data set.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

Subject: Digital Literacy and Computer Science (6 - 7)
Title: Computer Science Discoveries Unit 5 Chapter 2 Lesson 10: Problem Solving with Big Data (18-19)
URL: https://studio.code.org/s/csd5-2018/stage/10/puzzle/1?section_id=1888730
Description:

In this lesson, students look at how data is collected and used by organizations to solve problems in the real world. The lesson begins with a quick review of the data problem-solving process they explored in the last lesson. Then students are presented with three scenarios that could be solved using data, brainstorm the types of data they would want to solve them, and how they could collect the data. Each problem is designed to reflect a real-world service that exists. After brainstorming, students watch a video about a real-world service and record notes about what data is collected by the real-world service and how it is used. At the end of the lesson, students record whether data was provided actively by a user, was recorded passively, or is collected by sensors.

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



   View Standards     Standard(s): [DLIT] (6) 36 :
30) Discuss and apply the components of the problem-solving process.

Example: Students will devise a plan to alleviate traffic congestion around the school during drop-off and pick-up.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (7) 36 :
30) Apply the problem-solving process to solve real-world problems.

[DLIT] (8) 35 :
29) Create an artifact to solve a problem using ideation and iteration in the problem-solving process.

Examples: Create a public service announcement or design a computer program, game, or application.

Subject: Digital Literacy and Computer Science (6 - 8)
Title: Computer Science Discoveries Unit 5 Chapter 2 Lesson 15: Project - Solve a Data Problem (18-19)
URL: https://studio.code.org/s/csd5-2018/stage/15/puzzle/1?section_id=1888730
Description:

To conclude this unit, students design a recommendation engine based on data that they collect and analyze from their classmates. After looking at an example of a recommendation app, students follow a project guide to complete this multi-day activity. In the first several steps, students choose what choice they want to help the user to make, what data they need to give the recommendation, create a survey, and collect information about their classmates' choices. They then interpret the data and use what they have learned to create the recommendation algorithm. Last, they use their algorithms to make recommendations to a few classmates. Students perform a peer review and make any necessary updates to their projects before preparing a presentation to the class.

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



   View Standards     Standard(s): [DLIT] (6) 21 :
15) Identify emerging technologies in computing.

[DLIT] (6) 29 :
23) Discuss how digital devices may be used to collect, analyze, and present information.

[DLIT] (7) 20 :
14) Discuss current events related to emerging technologies in computing and the effects such events have on individuals and the global society.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (8) 20 :
14) Analyze current events related to computing and their effects on education, the workplace, individuals, communities, and global society.

Subject: Digital Literacy and Computer Science (6 - 8)
Title: Computer Science Discoveries Unit 6 Chapter 1 Lesson 1: Innovations in Computing (18-19)
URL: https://studio.code.org/s/csd6-2018/stage/1/puzzle/1?section_id=1888730
Description:

Students will explore a wide variety of new and innovative computing platforms while expanding their understanding of what a computer can be.

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



   View Standards     Standard(s): [DLIT] (6) 29 :
23) Discuss how digital devices may be used to collect, analyze, and present information.

[DLIT] (6) 36 :
30) Discuss and apply the components of the problem-solving process.

Example: Students will devise a plan to alleviate traffic congestion around the school during drop-off and pick-up.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (7) 36 :
30) Apply the problem-solving process to solve real-world problems.

[DLIT] (8) 35 :
29) Create an artifact to solve a problem using ideation and iteration in the problem-solving process.

Examples: Create a public service announcement or design a computer program, game, or application.

Subject: Digital Literacy and Computer Science (6 - 8)
Title: Computer Science Discoveries Unit 6 Chapter 1 Lesson 8: The Program Design Process (18-19)
URL: https://studio.code.org/s/csd6-2018/stage/8/puzzle/1
Description:

Students will use the design circuit boards and create an app of their own design.

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



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

[DLIT] (6) 11 :
5) Identify algorithms that make use of sequencing, selection or iteration.

Examples: Sequencing is doing steps in order (put on socks, put on shoes, tie laces); selection uses a Boolean condition to determine which of two parts of an algorithm are used (hair is dirty? True, wash hair; false, do not); iteration is the repetition of part of an algorithm until a condition is met (if you're happy and you know it clap your hands, when you're no longer happy you stop clapping).

[DLIT] (6) 12 :
6) Identify steps in developing solutions to complex problems using computational thinking.

[DLIT] (6) 14 :
8) Create a program that initializes a variable.

Example: Create a flowchart in which the variable or object returns to a starting position upon completion of a task.

[DLIT] (6) 29 :
23) Discuss how digital devices may be used to collect, analyze, and present information.

[DLIT] (6) 36 :
30) Discuss and apply the components of the problem-solving process.

Example: Students will devise a plan to alleviate traffic congestion around the school during drop-off and pick-up.

[DLIT] (7) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (7) 7 :
1) Create a function to simplify a task.

Example: Get a writing utensil, get paper, jot notes can collectively be named "note taking".

[DLIT] (7) 8 :
2) Create complex pseudocode using conditionals and Boolean statements.

Example: Automated vacuum pseudocode — drive forward until the unit encounters an obstacle; reverse 2"; rotate 30 degrees to the left, repeat.

[DLIT] (7) 9 :
3) Create algorithms that demonstrate sequencing, selection or iteration.

Examples: Debit card transactions are approved until the account balance is insufficient to fund the transaction = iteration, do until.

[DLIT] (7) 11 :
5) Solve a complex problem using computational thinking.

[DLIT] (7) 12 :
6) Create and organize algorithms in order to automate a process efficiently.

Example: Set of recipes (algorithms) for preparing a complete meal.

[DLIT] (7) 13 :
7) Create a program that updates the value of a variable in the program.

Examples: Update the value of score when a coin is collected (in a flowchart, pseudocode or program).

[DLIT] (7) 22 :
16) Construct content designed for specific audiences through an appropriate medium.

Examples: Design a multi-media children's e-book with an appropriate readability level.

[DLIT] (7) 23 :
17) Publish content to be available for external feedback.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (8) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (8) 7 :
1) Design a function using a programming language that demonstrates abstraction.

Example: Create a program that utilizes functions in an effort remove repetitive sequences of steps.

[DLIT] (8) 9 :
3) Create an algorithm using a programming language that includes the use of sequencing, selections, or iterations.

Example: Use a block-based or script programming language
Step 1: Start
Step 2: Declare variables a, b and c.
Step 3: Read variables a, b and c.
Step 4: If a>b
      If a>c
         Display a is the largest number.
     Else
         Display c is the largest number.
   Else
      If b>c
         Display b is the largest number.
      Else
         Display c is the greatest number.
Step 5: Stop

[DLIT] (8) 10 :
4) Create a function to simplify a task.

Example: 38 = 3*3*3*3*3*3*3*3; =(Average) used in a spreadsheet to average a given list of grades.

[DLIT] (8) 13 :
7) Create a program that includes selection, iteration, or abstraction, and initializes, and updates, at least two variables.

Examples: Make a game, interactive card, story, or adventure game.

[DLIT] (8) 35 :
29) Create an artifact to solve a problem using ideation and iteration in the problem-solving process.

Examples: Create a public service announcement or design a computer program, game, or application.

Subject: Digital Literacy and Computer Science (6 - 8)
Title: Computer Science Discoveries Unit 6 Chapter 1 Lesson 9: Make a Game (18-19)
URL: https://studio.code.org/s/csd6-2018/stage/9/puzzle/1
Description:

Students take what they've learned through Unit 6 Chapter 1 and develop an app of their own design that uses the circuit board to output information.

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



   View Standards     Standard(s): [DLIT] (7) 14 :
8) Formulate a narrative for each step of a process and its intended result, given pseudocode or code.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (7) 36 :
30) Apply the problem-solving process to solve real-world problems.

[DLIT] (8) 11 :
5) Discuss the efficiency of an algorithm or technology used to solve complex problems.

Subject: Digital Literacy and Computer Science (7 - 8)
Title: Computer Science Discoveries Unit 6 Chapter 2 Lesson 15: Circuits and Physical Prototypes (18-19)
URL: https://studio.code.org/s/csd6-2018/stage/15/puzzle/1
Description:

Students will plan, design, and create a physical prototype using block programming to control simple wire circuits using cheap and easily found materials.

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



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

[DLIT] (6) 9 :
3) Create pseudocode that uses conditionals.

Examples: Using if/then/else (If it is raining then bring an umbrella else get wet).

[DLIT] (6) 14 :
8) Create a program that initializes a variable.

Example: Create a flowchart in which the variable or object returns to a starting position upon completion of a task.

[DLIT] (6) 29 :
23) Discuss how digital devices may be used to collect, analyze, and present information.

[DLIT] (6) 36 :
30) Discuss and apply the components of the problem-solving process.

Example: Students will devise a plan to alleviate traffic congestion around the school during drop-off and pick-up.

[DLIT] (7) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (7) 8 :
2) Create complex pseudocode using conditionals and Boolean statements.

Example: Automated vacuum pseudocode — drive forward until the unit encounters an obstacle; reverse 2"; rotate 30 degrees to the left, repeat.

[DLIT] (7) 9 :
3) Create algorithms that demonstrate sequencing, selection or iteration.

Examples: Debit card transactions are approved until the account balance is insufficient to fund the transaction = iteration, do until.

[DLIT] (7) 10 :
4) Design a complex algorithm that contains sequencing, selection or iteration.

Examples: Lunch line algorithm that contains parameters for bringing your lunch and multiple options available in the lunch line.

[DLIT] (7) 11 :
5) Solve a complex problem using computational thinking.

[DLIT] (7) 22 :
16) Construct content designed for specific audiences through an appropriate medium.

Examples: Design a multi-media children's e-book with an appropriate readability level.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

[DLIT] (7) 36 :
30) Apply the problem-solving process to solve real-world problems.

[DLIT] (8) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (8) 7 :
1) Design a function using a programming language that demonstrates abstraction.

Example: Create a program that utilizes functions in an effort remove repetitive sequences of steps.

[DLIT] (8) 13 :
7) Create a program that includes selection, iteration, or abstraction, and initializes, and updates, at least two variables.

Examples: Make a game, interactive card, story, or adventure game.

[DLIT] (8) 29 :
23) Design a digital artifact to propose a solution for a content-related problem.

Example: Create a presentation outlining how to create a cost-efficient method to melt snow on roads during the winter.

[DLIT] (8) 35 :
29) Create an artifact to solve a problem using ideation and iteration in the problem-solving process.

Examples: Create a public service announcement or design a computer program, game, or application.

Subject: Digital Literacy and Computer Science (6 - 8)
Title: Computer Science Discoveries Unit 6 Chapter 2 Lesson 16: Prototype an Innovation (18-19)
URL: https://studio.code.org/s/csd6-2018/stage/16/puzzle/1?section_id=1888730
Description:

Students, working with a partner or team will brainstorm physical devices they wish to prototype. Students have the option to design a new creation or recreate a device they have found in the "real world". Students will complete a planning guide to determine the resources (physical and digital) they will need to create their prototype. Students will design a user interface (typically an app or circuit board) that may control some output device (like a circuit board). It will be necessary for students to develop pseudocode or algorithms to aid in the coding process. Students will need to complete the problem-solving process during this lesson plan which will include testing a revising the prototype.

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



   View Standards     Standard(s): [DLIT] (6) 33 :
27) Explain how simulations serve to implement models.

[DLIT] (7) 21 :
15) Discuss unique perspectives and needs of a global culture when developing computational artifacts, including options for accessibility for all users.

Example: Would students create a webpage aimed at reaching a village of users that have no way access to the Internet?

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

Subject: Digital Literacy and Computer Science (6 - 7)
Title: Computer Science Discoveries Unit 4 Chapter 1 Lesson 3: User-Centered Design Micro Activity (18-19)
URL: https://studio.code.org/s/csd4-2018/stage/3/puzzle/1
Description:

In small groups, the class uses the design process to come up with ideas for smart clothing. From brainstorming to identifying users, to finally proposing a design, this is the first of several opportunities in this unit to practicing designing a solution for the needs of others.

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



   View Standards     Standard(s): [DLIT] (7) 21 :
15) Discuss unique perspectives and needs of a global culture when developing computational artifacts, including options for accessibility for all users.

Example: Would students create a webpage aimed at reaching a village of users that have no way access to the Internet?

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

Subject: Digital Literacy and Computer Science (7)
Title: Computer Science Discoveries Unit 4 Chapter 1 Lesson 5: Feedback and Testing (18-19)
URL: https://studio.code.org/s/csd4-2018/stage/5/puzzle/1
Description:

Users have been testing an app, and they have lots of feedback for the developer. The class needs to sort through all of this feedback, identify the common themes and needs, and start revising the prototype to make it better meet the users' needs.

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



   View Standards     Standard(s): [DLIT] (6) 12 :
6) Identify steps in developing solutions to complex problems using computational thinking.

[DLIT] (7) 11 :
5) Solve a complex problem using computational thinking.

[DLIT] (7) 33 :
27) Identify data needed to create a model or simulation of a given event.

Examples: When creating a random name generator, the program needs access to a list of possible names.

Subject: Digital Literacy and Computer Science (6 - 7)
Title: Computer Science Discoveries Unit 2 Chapter 1 Lesson 2: Websites for Expression (18-19)
URL: https://studio.code.org/s/csd2-2018/stage/2/puzzle/1
Description:

This lesson introduces websites as a means of personal expression. The class first discusses different ways that people express and share their interests and ideas, then looks at a few exemplary websites made by students from a previous course. Finally, everyone brainstorms and shares a list of topics and interests to include, creating a resource for developing a personal website in the rest of the unit.

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



ALEX Classroom Resources: 11

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