Code.org
Introduction to Digital Assistant Project
How does a computer recognize voice commands? Scholars learn about digital assistants and natural language processing (NLP) algorithms in the ninth lesson of the series. They begin building a simple digital assistant and work on this...
Code.org
User Input and Strings
Pupils learn to apply strings in computer science. They master two new user interface elements and also use string type data to represent ASCII characters. Finally, individuals create an app for Mad Libs in the eighth lesson of the series.
Code.org
Using Variables in Apps
Investigate the benefits of using global variables. The seventh installment of a 21-part unit continues the study of variables from the previous lesson. Young computer scientists modify two existing apps by adding variables and learn how...
Code.org
Controlling Memory with Variables
Not all variables are created equal. Discover how variables in computer science are different from variables in math class. Scholars learn to work with variables in computer programming by developing a mental model for how variables...
Code.org
Multi-screen Apps
Scholars continue their study of event-driven programming by creating a multi-screen app in the fifth lesson of the series. They incorporate previously learned elements and events in the mini-project.
Code.org
Introducing Design Mode
Move beyond buttons when designing user interfaces. In the fourth installment of a 21-part unit, young computer scientists learn to apply design mode, which gives users options for colors, fonts, etc. They learn to incorporate these...
Code.org
Beyond Buttons Towards Apps
Explore how people use event-driven programming in games with a lesson that teaches scholars to use new screen elements and events. They apply these new elements to create a simple chaser game.
Code.org
Event-Driven Programming and Debugging
Start programming in event-driven style. Scholars learn to place buttons on the user interface and use event handlers. They also learn to recognize errors in code and debug as necessary. This is the second lesson in the series of 21.
Code.org
Events Unplugged
Introduce event-driven programming. Young computer scientists learn the meaning of event-driven programming and how it is different from previous styles of programming. They play a card game to simulate the challenges that occur in this...
Tech Museum of Innovation
Analogous Models
What goes into a museum display? A secondary-level STEM project prompts groups to design a museum display for the Tech Museum of Innovation. They create an analogous, interactive model illustrating a science concept to complete the lesson.
Tech Museum of Innovation
Tree House Escape
Use simple machines to escape from a tree house. Pupils learn about simple machines and how they are useful in everyday life in a STEM lesson. Groups then design a device to rescue a friend stuck in a tree house.
Discovery Education
It's Getting Hot in Here
Class members engage in a STEM experiment and investigate how materials affect heating in a house by creating models of houses and using different top surface materials. They record the temperature inside the models and consider what the...
Discovery Education
Drive it Green
Explore and brainstorm innovations for cars with a STEM lesson that asks scholars to weigh different options when considering when buying a car. They research the fuel efficiency and carbon emissions for various options, and then design...
Discovery Education
Cushion It!
Sugar cubes, collide! Groups design protection systems using bubble wrap to protect sugar cubes from being destroyed by falling batteries in the STEM lesson. They consider how the experiment relates to collisions in real-world...
Discovery Education
Make it all Better!
Discover how innovations can help your school and community. In the three-part STEM lesson, scholars learn the meaning of innovation and brainstorm innovations in their schools. They identify issues in their communities and think of...
Tech Museum of Innovation
Energy at Play
Get the ball rolling and challenge your class to figure out how to make a ball move. The instruction segment is between two STEM activities devoted to doing just that. The first is simple and involves making a ball move from some force...
Tech Museum of Innovation
Balloon Astronaut
Design protection from high-speed particles. The STEM lesson plan highlights why astronauts need protection from space debris. Pupils use the design process to design, build, and test a spacesuit that will protect a balloon from a...
Drexel University
Learning Roomba Module 4: Sensors and Actuators
Introduce your classes to sensors and actuators in robots — specifically to the Roomba. Pupils develop programs that make Roomba utilize its different sensors.
Drexel University
Learning Roomba Module 3: Controlling Movement
Look at it go. The resource, the third in a series of five using a Roomba, explains the different types of movements a Roomba makes, then challenges pupils to create computer codes that will cause the Roomba to travel specific paths.
Drexel University
Learning Roomba Module 2: Robot Configurations
How do robots move? A presentation shows viewers the different types of configurations of that help robots move and lists the advantages and disadvantages of each of the configurations.
Drexel University
Learning Roomba Module 1: Robotics Introduction
Introducing Mr. Robot. As an introduction to robotics, class develop a definition of a robot and make distinctions between real robots and those in science fiction. They also study the basics of programming in Java to program a Roomba.
Drexel University
Learning Roomba Module 5: Localization
Where is my robot? Pupils create programs that utilize the localization services that a Roomba uses to determine its surroundings.
IMAX
Hubble
Explore what it takes to service the Hubble telescope. In the set of three activities, groups investigate several aspects of the Hubble telescope, including robotic arms used during repairs, spacesuits, and extravehicular activity (EVA)...
Code.org
Minecraft Hour of Code
Devote an hour to computer coding ... it's time well spent! The activity has young computer scientists write code to solve puzzles in the Minecraft game. They learn how to apply block codes and repeat loops.