Teach Engineering
Optimizing Pencils in a Tray
What do you call a story about a broken pencil? Pointless. Scholars may not be telling stories when using the resource, but they are solving optimization problems involving the maximum number of pencils that can fit on a tray. They...
Social Media Toolbox
Social Media Roles
Social media has changed the news publishing process, so how does it affect school news publications? Lesson nine in a 16-part series titled The Social Media Toolbox explores the traditional publishing roles through the lens of social...
Social Media Toolbox
Social Media Plan
It's gameplan time! Journalism scholars create a social media plan based upon work completed in previous lessons. The activity, fifth in a 16-part Social Media Toolbox series, focuses on using data and consensus to create an effective...
Skyscraper Museum
Building a Skyscraper
The construction of skyscrapers is no simple undertaking, involving the careful coordination and planning of many different people. The third lesson in this series explores this detailed process by first teaching children about the main...
Teach Engineering
Design Step 3: Brainstorm Possible Solutions
Our young scientists have now specifically identified a problem, and this step helps them think of possible solutions. An outline, including guidelines, for brainstorming helps scholars stay on the right path. The resource includes...
Social Media Toolbox
Why Social Media?
Is social media the best way to convey news in your school? Young journalists dig deep into the social media question in the second of 16 lessons from The Social Media Toolbox. After learning about the relationship between social media...
Social Media Toolbox
About Facebook
If everyone is on Facebook, should the school's news publication be as well? Scholars study a social media giant in the 11th lesson from The Social Media Toolbox's 16-part series. The activity combines individual study and collaboration...
Social Media Toolbox
Social Media Survey
Survey says ... social media is here to stay! How do the pupils in your school use social media? Using lesson four from a 16-part series, The Social Media Toolbox, learners study surveys and create their own. The resource includes...
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
Introduction to Conditional Logic
On one condition ... explore how to use conditionals within conditionals. Scholars apply conditional statements to improve upon the app they built during a previous lesson. They also learn about nested conditionals in the 11th lesson of...
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
One-way Functions – The WiFi Hotspot Problem
Pupils attempt to solve the Wireless Hotspot Problem and learn why it is considered a computationally hard problem in the ninth lesson of the series on 12. They also learn about one-way functions and how the Wireless Hotspot Problem is...
Curated OER
An Exploration of Cradle-to-Cradle Design Thinking
Introduce cradle-to-cradle design thinking. Scholars first discuss the importance of natural laws and rights. They then use a variety of online and print resources to research eco-efficiency and cradle-to-cradle design.
EngageNY
Grade 9 ELA Module 4, Unit 1, Lesson 24
Who bears the most responsibility for ensuring that goods are ethically produced? Using evidence drawn from Sugar Changed the World: A Story of Magic, Spice, Slavery, Freedom, and Science, the unit's central text, and from the...
Skyscraper Museum
What is a Skyscraper?
Skyscrapers are amazing feats of architectural design that create the iconic skylines of the world's biggest cities. Young architects explore the defining characteristics of these monstrous towers with the first lesson in this four-part...
Institute of Electrical and Electronics Engineers
Arduino Blink Challenge
Emerging engineers read about Arduino software and how it can be used. Then they follow a nine-step tutorial to connect an Arduino board to a computer and put it to work! The objective is to code a program that will cause an LED to...
Skyscraper Museum
Building a Skyscraper
Creating buildings that reach hundreds of feet into the sky is no easy task. The third instructional activity in this series begins with four activities that engage young architects in exploring the major challenges that are faced when...
Code.org
Bytes and File Sizes
A bite of bits. The first lesson in a unit of 15 introduces the class to the byte. Pupils learn about other standard units for measuring file sizes, develop an understanding of relative sizes and the kind of units used to measure...
Code.org
The Need for Programming Languages
LEGO see if you can recreate my design. Individuals build an arrangement from LEGO blocks and write directions for someone else to follow in order to recreate the arrangement. Pairs then swap directions and try to replicate the original...
Teach Engineering
Design Step 1: Identify the Need
What exactly does an engineer do? Learners find out through a lesson that asks them to solve a problem that affects a target population. Aspiring engineers learn the steps of the engineering design process as they apply it to a challenge...
TryEngineering
Graphics: Bits and Points
What can a mural teach pupils about computer science? The lesson has scholars create a mural on a wall to learn about bitmap and vector graphics. Along the way, they learn about the graphics coordinate system.
TryEngineering
Boolean Algebra is Elementary
See how Boolean algebra relates to video games with a lesson that teaches young scholars how to use Boolean algebra to create rules for a virtual world. They test the rule base for consistency in groups.
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.
Social Media Toolbox
Social Media Education
Show what you know about social media! The 16th and final lesson in The Social Media Toolbox gives pupils the opportunity to share their social media experiences with their school communities. Groups identify the most important messages,...