DAY 12 - Coding and Computer Science for Kids 1
Category: Coding & Computer Science 1
Date: June 26, 2018
Coding and Computer Science for Kids 1 - DAY 12




1) Take Computer Science POST-TEST.

2) Take the Coding POST-TEST.





♦OPTIONAL: Play Quizlet Live with our class.
♦LEARN: Practice in LEARN today in both Quizlet Coding Live and Quizlet Computer Science sets to start today.

♦Check Edmodo - Did you already submit BOTH Matching Tests yet?

IF NOT, complete the following:

1) Take the Matching QUIZLET Coding Test and submit current score in Edmodo.
2) Take the Matching QUIZLET Computer Science Test and submit current score in Edmodo.
♦Based on your current score, STUDY Coding and Computer Science vocabulary terms in Quizlet to prepare for two class FINAL ASSESSMENTS.



Lesson Overview:

Students will explore how the Internet works, as it relates to URL addresses and Web pages. As they pretend to flow through the Internet, students learn about Web addresses, IP addresses, and the DNS (Domain Name Service).


Essential Question:

What is the Internet, and how does it work?


• I can learn about the complexity of sending messages over the Internet.

• I can translate Web addresses into IP addresses.

• I can practice creative problem solving.


DNS (Domain Name Service) — (n.) The service that translates URLs to IP addresses.

DSL/Cable — (n.) A method of sending information using telephone or television cables.

Fiber-Optic Cable — (n.) A cable that uses light to send information (often shortened to “fiber”).

Internet — (n.) A group of computers and servers that are networked together.

IP (Internet Protocol) — (n.) An agreed upon set of requirements for delivering packets across a network.

IP Address — (n.) A number assigned to any item that is connected to the Internet.

Network — (n.) A group of things that are connected to each other.

Packets — (n.) Small chunks of information that have been carefully formed from larger chunks of information.

Routing — (v.) Finding the best path through a network.

Servers — (n.) Computers that exist only to provide information to others.

URL (Universal Resource Locator) — (n.) An easy-to-remember address for calling a web page (like

Wi-Fi — (n.) A wireless method of sending information using radio waves.




Think back to our last Relay Programming lesson.

Class Participation Questions:

• What did we do in our last lesson?

• What is debugging?

• Why is it important?


Lesson Steps:
What is the Internet?
The Internet is an extremely busy place. Although it may seem like everything happens instantly, information travels through virtual channels at all times during the day and night.
The Internet is a public place and is thus used by billions of people across the globe each day. It is important that we strive to use the Internet safely and responsibly, avoiding sharing private and personal information, protecting ourselves from scammers and hackers, and taking care to send kind messages to other people. It is also important to remember that everything we search, post, and send online becomes part of our digital footprint, the information that people can find out about us on the Internet.
If we wanted to visit the Hortonville Area School District Web site, we might do one of the following:
1) Type  into a Web browser.
2) Enter our school district name on a search engine.
It is important to understand that there is no place to which information can travel via the Internet.
All addresses inside the Internet are combinations of numbers, rather than names. This is just like our telephones. We may place a call by selecting “Grandma’s Cell” from our address book, but underneath, we are really dialing a ten-digit number.
Something similar happens with web pages. When you ask for a Web site address “,” the inquiry goes out to the Internet to translate that name into an IP address, or number assigned to any item that is connected to the Internet.
After a series of steps, the inquiry comes upon the DNS Translation Table, where it can acquire the numerical version of the URL address that you originally entered. At last, you have the number of the place where you are going to send or receive your information.
However, that is only part of the challenge. Believe it or not, the Internet is not able to send and receive an unlimited amount of information at one time.
Sending a message over the Internet is a lot like sending a message through the mail if every letter we sent required thousands of envelopes!
Every message we send through the Internet gets chopped up and each piece is wrapped in its own version of an envelope. These packets are specially formed chunks of information that easily flow through any of the Internet's channels.
Sometimes, a few of those packets will get lost, because the Internet is a crazy place. In that case, the packets need to be resent, and the whole message is put on hold until they arrive.
Even if you're sending messages to another person, they first have to go to at least one server, a special computer that is supposed to be always on and ready to send and receive information. Every website has a server. Even email goes through servers.
Servers don't have names like you and I do. They are actually addressed using numbers called IP addresses, and they look a little strange.
For example: One of's IP addresses is
Think of it like trying to send all your favorite pictures to your grandma in just one single envelope. It just wouldn’t all fit. Instead, you need to break your message up into smaller pieces. You can send a series of these envelopes to your grandma, each with its own “packet.”
  • So, what if there is a delay in the mail, and a few of the envelopes come at the wrong time, and a few of the envelopes are missing altogether?
  • How can Grandma know if all the envelopes arrived?
  • How can she know which ones are missing, or what order to open them?
To solve that problem, we can number each of the envelopes as X of Y. If one of our messages is cut into 10 pieces, we will label the pieces 1 of 10, 2 of 10, and so on.
Next, we are going to play an Internet game in which students will simulate sending messages over the Internet. Students will come to the front table and prepare to deliver messages to students standing in the back of the class. First, we will need Message Writers in the front. Next, we will need the Servers to stand in the back of the computer lab.
The Servers will all have numbers that they can hold to identify where each Message Writer needs to go. These are called IP addresses.
The Message Writers will select a message from the pile. Each message tells us the URL where it needs to be delivered, how many pieces it must be broken into, and what method it is using to be delivered (Fiber, Wi-Fi, or DSL/Cable).
Each Message Writer needs to follow these instructions:
1) Translate the URL to an IP address using the DNS Translation Table on the board.
2) Rip the message into the number of pieces mentioned on the envelope.
3) Number each piece appropriately.
4) Carry the message, one piece at a time, to the Server in the method appropriate for the transmission type:
Wi-Fi: Convenient, but spotty. Wi-Fi doesn’t require cables, but since the signal bounces all over the place, packets can get lost pretty easily. Simulation: Internet must carry each packet on their shoulder (no hands).
Cable/DSL: Fairly good at delivering messages, but you must be connected to a wire. Simulation: Internet must carry each packet on the back of one hand and must keep the other hand touching a wall, desk, chair or the floor at all times.
Fiber Optic Cable: The best at delivering messages, but you must be connected to a wire. Simulation: Internet can carry packets in hand, but must keep the other hand touching a wall, desk, chair or the floor at all times.
Whenever a piece of the message touches the ground, it is considered a “dropped packet” and the Internet User must ignore that packet until the rest of the pieces have been delivered, then return to the front of the room and re-deliver any dropped packets.
5) Servers will put all messages back together on their side of the room.
6) The game is over when all Servers have re-assembled their messages, delivered them to another person, and the Message Receivers have read their messages out loud.
• Which method of delivery was easiest to complete without dropping a packet?
• If Wi-Fi drops so many packets, why do you suppose it is still used?
• Do you think it is possible to create a method of delivery that does not require cables but is more reliable than radio waves? What might that look like?

1) Describe the Internet and DNS to students.
2) Explain the Internet Game.
3) Choose volunteers to act as Internet Users, and an equal number to be Servers.
4) Give each server an IP address.
5) Give each Internet User a message with instructions for delivery.
6) Internet Users must prepare message for delivery as noted, translate the URL to an IP address, then deliver in the style required by the type of transmission.
7) Servers can put messages back together in order and the game is complete when all Servers have read their messages.
8) The Server then needs to relay the information to a third party. This is a more accurate version of how message delivery works, since a message is rarely just left on the server.
Internet Game Reflection:
  • What did we learn?
  • What kind of connection would you rather have (Wi-Fi, DSL/Cable, or Fiber Optic)? Why?
  • Why might it take your message a long time to get somewhere?


♦Check your Accelerated Intro to CS Course Progress so far in your account:

The circles will turn green when they are completed correctly.


The Artist 5 Activity


In these puzzles, you are a zombie artist who loves drawing. Try running programs and making changes to see what happens. Can you figure out how it works? Or will you delete it and replace it with something totally different? Use all the same blocks arranged in categories: Actions: Move Forward, Turn, Draw; Color: Set Color; Functions: Do something; Logic: if, =, and, not, true, null, test if true if false; Loops: Repeat, and Counters; Math: change value; and Variables: Set i to value, set counter to.

Additional Learning Tasks:

1) Log in to Edmodo and check notifications for our Coding and Computer Science group. Check your Profile for Edmodo badges earned so far.
2) Log in to your account and work in your Accelerated Intro to CS Course activities.
3) Explore and study vocabulary words and definitions using the following Quizlet sets:
(Optional: Join our Coding and Computer Science class by clicking here.)
(Study Flashcards and play Match game.)
[We will also play Quizlet Live at school.]
(Study Flashcards and play Match game.)
[We will also play Quizlet Live at school.]
4) Check out additional coding apps and resources using your own devices at home.

  Curriculum Attribution: All Accelerated Intro to CS Course lessons are adapted directly from, an exemplary non-profit organization committed to educating and empowering students, teachers, and parents with essential coding and computer science technology skills.
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