ALEX Classroom Resources

ALEX Classroom Resources  
   View Standards     Standard(s): [DLIT] (1) 9 :
3) Construct elements of a simple computer program in collaboration with others.

Examples: Block programming, basic robotics, unplugged programming.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

[DLIT] (3) 13 :
7) Test and debug a given program in a block-based visual programming environment using arithmetic operators, conditionals, and repetition in programs, in collaboration with others.

Examples: Sequencing cards for unplugged activities, online coding practice.

Subject: Digital Literacy and Computer Science (1 - 3)
Title: Ready Jet Go!: What is Programming?
URL: https://aptv.pbslearningmedia.org/resource/ready-jet-go-what-is-programming/what-is-programming-ready-jet-go/
Description:

How do people talk to computers? In this clip from Ready Jet Go!, Jet and his friends learn about computer programming from Dr. Rafferty. They demonstrate how it works by using colored playing blocks to signify different computer commands. This video can be played during a lesson on constructing elements of a simple computer program in collaboration with others.



   View Standards     Standard(s): [DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 7: Getting Loopy (2018)
URL: https://curriculum.code.org/csf-18/coursec/7/
Description:

As we start to write longer and more interesting programs, our code often contains a lot of repetition. In this lesson, students will learn about how loops can be used to more easily communicate instructions that have a lot of repetition by looking at the repeated patterns of movement in a dance.

At this point in the course, students should have developed comfort with programming a set of linear instructions. Frequently the linear set of instructions includes patterns that are repeated multiple times and as students want to write more complex and interesting programs, manually duplicating that code becomes cumbersome and inefficient. To enable students to write more powerful programs, we'll need to rely on structures that break out of that single linear list. Loops allow for students to structure their code in a way that repeats. In this lesson, we will focus on identifying patterns in physical movement before moving back onto the computer to look for patterns in our code.

Students will be able to:
- repeat actions initiated by the instructor.
- translate a picture program into a real-world dance.
- convert a series of multiple actions into a single loop.

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



   View Standards     Standard(s): [DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 8: Loops with Rey and BB-8 (2018)
URL: https://curriculum.code.org/csf-18/coursec/8/
Description:

In this lesson, students will be learning more about loops and how to implement them in Blockly code. Using loops is an important skill in programming because manually repeating commands is tedious and inefficient. With the Code.org puzzles, students will learn to add instructions to existing loops, gather repeated code into loops, and recognize patterns that need to be looped. It should be noted that students will face puzzles with many different solutions. This will open up discussions on the various ways to solve puzzles with advantages and disadvantages to each approach.

Students will be able to:
- identify the benefits of using a loop structure instead of manual repetition.
- break down a long sequence of instructions into the largest repeatable sequence.
- employ a combination of sequential and looped commands to reach the end of a maze.

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



   View Standards     Standard(s): [DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

[DLIT] (2) 24 :
18) Investigate the design process and use digital tools to illustrate potential solutions to a problem, given guidance and support

Examples: Create a presentation, drawing or graphic, audio tool, or video.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 9: Sticker Art with Loops (2018)
URL: https://curriculum.code.org/csf-18/coursec/9/
Description:

Watch student faces light up as they make their own gorgeous designs using a small number of blocks and digital stickers! This lesson builds on the understanding of loops from previous lessons and gives students a chance to be truly creative. This activity is fantastic for producing artifacts for portfolios or parent/teacher conferences.

This series highlights the power of loops with creative and personal designs.

Offered as a project-backed sequence, this progression will allow students to build on top of their own work and create amazing artifacts.

Students will be able to:
- identify the benefits of using a loop structure instead of manual repetition.
- differentiate between commands that need to be repeated in loops and commands that should be used on their own.

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



   View Standards     Standard(s): [DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

[DLIT] (2) 24 :
18) Investigate the design process and use digital tools to illustrate potential solutions to a problem, given guidance and support

Examples: Create a presentation, drawing or graphic, audio tool, or video.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 10: Harvesting Crops with Loops (2018)
URL: https://curriculum.code.org/csf-18/coursec/10/
Description:

In the preceding stage, students used loops to create fantastic drawings. Now they're going to loop new actions in order to help the harvester collect multiple veggies growing in large bunches.

It may seem unnecessarily repetitive to have two plugged stages introducing loops, but the practice of using loops for different reasons develops a student's understanding of what loops can do. In "Loops in Maze" students only used loops to repeat movements. In this lesson, students will use loops to repeat other actions like harvesting pumpkins. New patterns will emerge and students will use creativity and logical thinking to determine what code needs to be repeated and how many times.

Students will be able to:
- write a program for a given task which loops a single command.
- identify when a loop can be used to simplify a repetitive action.
- employ a combination of sequential and looped commands to move and perform actions.

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



   View Standards     Standard(s): [DLIT] (2) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 12: Build a Flappy Game (2018)
URL: https://curriculum.code.org/csf-18/coursec/12/
Description:

In this special stage, students get to build their own Flappy Bird game by using event handlers to detect mouse clicks and object collisions. At the end of the level, students will be able to customize their game by changing the visuals or rules.

Events are very common in computer programs. In this lesson, students will further develop their understanding of events by making a Flappy Bird game. Students will learn to make their character move across the screen, make noises, and react to obstacles based on user-initiated events.

Students will be able to:
- match blocks with the appropriate event handler.
- create a game using event handlers.
- share a creative artifact with other students.

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



   View Standards     Standard(s): [DLIT] (2) 6 :
R6) Produce, review, and revise authentic artifacts that include multimedia using appropriate digital tools.

[DLIT] (2) 7 :
1) Create and sort information into useful order using digital tools.

Examples: Sort data spreadsheets A-Z, simple filters, and tables.

[DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

[DLIT] (2) 24 :
18) Investigate the design process and use digital tools to illustrate potential solutions to a problem, given guidance and support

Examples: Create a presentation, drawing or graphic, audio tool, or video.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 14: Chase Game with Events (2018)
URL: https://curriculum.code.org/csf-18/coursec/14/
Description:

In this online activity, students will have the opportunity to learn how to use events in Play Lab and to apply all the coding skills they've learned to create an animated game. It's time to get creative and make a game in Play Lab!

Here, students will further develop their understanding of events using Play Lab. Students will use events to make characters move around the screen, make noises, and change backgrounds based on user input. At the end of the puzzle sequence, students will be presented with the opportunity to share their projects.

Students will be able to:
- create an animated, interactive game using sequence and event-handlers.
- identify actions that correlate to input events.

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



   View Standards     Standard(s): [DLIT] (2) 1 :
R1) Identify, demonstrate, and apply personal safe use of digital devices.

[DLIT] (2) 2 :
R2) Recognize and demonstrate age-appropriate responsible use of digital devices and resources as outlined in school/district rules.

[DLIT] (2) 4 :
R4) Identify and employ appropriate troubleshooting techniques used to solve computing or connectivity issues.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 3: Debugging in Maze (2018)
URL: https://curriculum.code.org/csf-18/coursec/3/
Description:

Debugging is an essential element of learning to program. In this lesson, students will encounter puzzles that have been solved incorrectly. They will need to step through the existing code to identify errors, including incorrect loops, missing blocks, extra blocks, and blocks that are out of order.

Students in your class might become frustrated with this lesson because of the essence of debugging. Debugging ;is a concept that is very important to computer programming. Computer scientists have to get really good at facing the bugs in their own programs. Debugging forces the students to recognize problems and overcome them while building critical thinking and problem-solving skills.

Students will be able to:
- predict where a program will fail.
- modify an existing program to solve errors.
- reflect on the debugging process in an age-appropriate way.

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



   View Standards     Standard(s): [DLIT] (2) 7 :
1) Create and sort information into useful order using digital tools.

Examples: Sort data spreadsheets A-Z, simple filters, and tables.

[DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 5: Collecting Treasure with Laurel (2018)
URL: https://curriculum.code.org/csf-18/coursec/5/
Description:

In this series of puzzles, students will continue to develop their understanding of algorithms and debugging. With a new character, Laurel the Adventurer, students will create sequential algorithms to get Laurel to pick up treasure as she walks along a path.

In this lesson, students will be practicing their programming skills using a new character, Laurel the Adventurer. When someone starts programming they piece together instructions in a specific order using something that a machine can read. Through the use of programming, students will develop an understanding of how a computer navigates instructions and order. Using a new character with a different puzzle objective will help students widen their scope of experience with sequencing and algorithms in programming.

Students will be able to:
- order movement commands as sequential steps in a program.
- represent an algorithm as a computer program.
- develop problem-solving and critical thinking skills by reviewing debugging practices.

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



   View Standards     Standard(s): [DLIT] (2) 8 :
2) Create an algorithm for other learners to follow.

Examples: Unplugged coding activities, illustrate sequence of a process such as baking a cake.

[DLIT] (2) 9 :
3) Construct elements of a simple computer program using basic commands.

Examples: Digital block-based programming, basic robotics.

[DLIT] (2) 10 :
4) Identify bugs in basic programming.

Examples: Problem-solving, trial and error.

Subject: Digital Literacy and Computer Science (2)
Title: Computer Science Fundamentals Unit 4 Course C Lesson 6: Creating Art with Code (2018)
URL: https://curriculum.code.org/csf-18/coursec/6/
Description:

In this lesson, students will take control of the Artist to complete drawings on the screen. This Artist stage will allow students to create images of increasing complexity using new blocks like move forward by 100 pixels and turn right by 90 degrees.

Building off of the students' previous experience with sequencing, this lesson will work to inspire more creativity with coding. The purpose of this lesson is to solidify knowledge of sequencing by introducing new blocks and goals. In this case, students learn more about pixels and angles using the new blocks, while still practicing their sequencing skills. Also, students will be able to visualize new goals such as coding the Artist to draw a square.

Students will be able to:
- create a program to complete an image using sequential steps.
- break complex shapes into simple parts.

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



ALEX Classroom Resources: 10

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