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Lesson Plan
Code.org

Introduction to Digital Assistant Project

For Students 9th - 12th
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...
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Lesson Plan
Code.org

User Input and Strings

For Teachers 9th - 12th
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.
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Lesson Plan
Code.org

Using Variables in Apps

For Teachers 9th - 12th
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...
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Lesson Plan
Code.org

Controlling Memory with Variables

For Teachers 9th - 12th
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...
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Lesson Plan
Code.org

Multi-screen Apps

For Teachers 9th - 12th
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.
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Lesson Plan
Code.org

Introducing Design Mode

For Teachers 9th - 12th
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...
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Lesson Plan
Code.org

Beyond Buttons Towards Apps

For Teachers 9th - 12th
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.
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Lesson Plan
Code.org

Event-Driven Programming and Debugging

For Teachers 9th - 12th
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.
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Lesson Plan
Code.org

Events Unplugged

For Teachers 9th - 12th
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...
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Unit Plan
Tech Museum of Innovation

Analogous Models

For Teachers 6th - 12th Standards
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.
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Lesson Plan
Tech Museum of Innovation

Tree House Escape

For Teachers 3rd - 8th Standards
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.
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Lesson Plan
Discovery Education

It's Getting Hot in Here

For Teachers 6th - 8th
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...
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Lesson Plan
Discovery Education

Drive it Green

For Teachers 6th - 8th
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...
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Lesson Plan
Discovery Education

Cushion It!

For Teachers 6th - 8th
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...
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Lesson Plan
Discovery Education

Make it all Better!

For Teachers 6th - 8th
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...
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Lesson Plan
Tech Museum of Innovation

Energy at Play

For Teachers 3rd - 6th Standards
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...
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Lesson Plan
Tech Museum of Innovation

Balloon Astronaut

For Teachers 2nd - 8th Standards
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...
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Lesson Plan
Drexel University

Learning Roomba Module 4: Sensors and Actuators

For Teachers 9th - 12th
Introduce your classes to sensors and actuators in robots — specifically to the Roomba. Pupils develop programs that make Roomba utilize its different sensors.
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Lesson Plan
Drexel University

Learning Roomba Module 3: Controlling Movement

For Teachers 9th - 12th
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.
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Lesson Plan
Drexel University

Learning Roomba Module 2: Robot Configurations

For Teachers 9th - 12th
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.
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Lesson Plan
Drexel University

Learning Roomba Module 1: Robotics Introduction

For Teachers 9th - 12th
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.
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Lesson Plan
Drexel University

Learning Roomba Module 5: Localization

For Teachers 9th - 12th
Where is my robot? Pupils create programs that utilize the localization services that a Roomba uses to determine its surroundings.
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Activity
IMAX

Hubble

For Teachers 3rd - 8th
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)...
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Interactive
Code.org

Minecraft Hour of Code

For Teachers 2nd - 12th
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.