DAY 13 - Coding and Computer Science for Kids 1
Category: Coding & Computer Science 1
Date: June 27, 2018
Description:
Coding and Computer Science for Kids 1 - DAY 13
 
 

 

♦LEARNING POST-ASSESSMENTS:

ON YOUR LAST CLASS DAY, no notes:

1) Take Computer Science POST-TEST.

2) Take the Coding POST-TEST.

 

 


♦CODING & COMPUTER SCIENCE VOCABULARY CHECK-IN AND/OR PRACTICE:

 

♦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.
 

 

CODING AND COMPUTER SCIENCE - DAY 13
 
Code.org WRAP-UP:
 

Lesson Overview:

Students prepare and present a mini-lesson, game, or activity to teach the class a key coding or computer science concept that continues our learning in computer science. Our final wrap-up session in the 20-hour Accelerated Intro to CS Course series will help us to relive our favorite moments, while providing us with the next steps to take to continue our computer science learning journey on our own.

 

 
 
Essential Question:

Which computer science or coding concept(s) or skill(s) do I wish to review and teach the class?

 

• I can recall learning events covered over the last 19 Code.org lessons.

• I can reinvent concepts already covered by creating new games, activities, or mini-lessons.

• I can work in small groups to blend seemingly unique subjects.

 
 
 

 

Code.org Coding and Computer Science Vocabulary

 

Coding Vocabulary:

*Abstraction — (n.) Removing details from a solution so that it can work for many problems.

*Algorithm — (n.) A list of steps to finish a task. A set of instructions that can be performed with or without a computer.

Ambiguous — (adj.) Having more than one meaning

Automate — (v.) To make something happen automatically (without help from people).

*Blockly (block-based programming language) — (n.) A visual programming language where you drag and drop blocks to write code.

*Bug — (n.) Problem with your code.

*Call (a function) — (n.) This is the piece of code that you add to a program to indicate that the program should run the code inside a function at a certain time.

Chorus — (n.) A piece of music that repeats often

*Code — (n.) One or more commands or algorithm(s) designed to be carried out by a computer.

Coding — (n. / v.) Transforming actions into a symbolic language

*Command — (n.) An instruction for the computer. Many commands put together make up algorithms and computer programs.

*Conditional — (n.) A statement that is either true or false depending on the situation.

*Debugging — (n. / v.) Finding and fixing problems in code.

*Decompose — (v.) To break a hard problem up into smaller, easier ones.

Decrement — (n.) To subtract a certain amount (often 1), once or many times.

Efficiency — (adj.) Having the best outcome for the least amount of work.

Else — (n.) Another way of saying “Otherwise.”

Environment — (n.) The world in which we live.

Evaluate — (v.) To work at an answer.

*Event — (n.) An action that causes something to happen.

*Event-handler — (n.) A monitor for a specific event or action on a computer. When you write code for an event handler, it will be executed every time that event or action occurs. Many event-handlers respond to human actions such as mouse clicks.

*Function — (n.) A piece of code that can be called over and over.

Function Call — (n.) The piece of a program that sends the computer to a function.

Function Definition — (n.) The piece of a program that tells the computer what to do when the code calls a function.

Function Definition — (n.) The piece of a program that tells the computer what to do when the code calls a function.

If Statement — (n.) A line that determines whether or not you run a certain chunk of code.

Increment — (n.) To add a certain amount (often 1), once or many times

Interface — (n.) The way something allows you to connect with it.

*Iteration — (n.) A repetitive action or command typically created with programming loops.

*Loop — (n.) The action of doing something over and over again.

Nested Statements — (n.) A statement inside another statement.

Open Source — (n.) Software that is created for free use by everyone.

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

Parameters — (n.) Extra bits of information that you can pass into a function to customize it.

Pattern — (n.) A theme that is repeated many times.

Persistence — (n.) Trying again and again, even when something is very hard.

*Program — (n.) Instructions that can be understood and followed by a machine.

Programming — (n.) Writing instructions for a digital tool.

Queue — (n.) 1. A waiting line; 2. A sequence of messages or jobs held in temporary storage in a computer awaiting transmission or processing.

Recursive — (n.) A definition that refers to the word it is trying to define.

Sequence — (n.) The order in which things are done.

Simulation — (n.) Pretending to be (a stand-in for) the real thing.

Specific(n.) Referring to only one exact thing.

Template (n.) A frame to guide you in creating something new.

*Toolbox — (n.) The tall grey bar in the middle section of Code.org's online learning system where all the commands you can use to write your program are displayed.

*Variable – (n.) A placeholder for a value that can change.

*Workspace — (n.) The white area on Code.org's online learning system where you drag and drop commands to build your program.

 

Computer Science Vocabulary:

*Binary — (n.) A way of representing information using only two options.

*Computational Thinking — (n.) A method of problem-solving that helps computer scientists prepare problems for digital solutions.

*Computer Science — (n.) The art of blending human ideas and digital tools to increase problem solving power.

*Computer Scientist — (n.) A person who is skilled at modifying problems for digital solutions.

*Crowdsourcing — (n.) Getting help from a large group of people to finish something faster.

*Data — (n.) Information, including: facts, samples, names and numbers.

*Digital Citizen — (n.) Someone who acts safely, responsibly, and respectfully online.

*Digital Footprint — (n.) The information about someone on the Internet.

*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.

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 www.code.org).

*Username — (n.) A name you make up so that you can see or do things on a website, sometimes called a "screen name."

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

 


MATERIALS:

It is a good idea to provide a large variety of items to pique the classroom interest and prompt clever inventions. Some inspiring materials tend to be:

 

• Battery-operated tea lights

• Aluminum foil

• Lego blocks

• Markers

• Paper (lined, blank, graph, construction)

• Scissors

• Tape

• Beads

• String

• Popsicle sticks

• Pipe cleaners

 

PREPARATION:

We may review some ideas together beforehand, but we can also literally just pile the supplies on the table and encourage students to be creative and begin!

 
 

 


Lesson Steps:
 

This is our final opportunity to be specific about the concepts that our class has learned over the last 20 lessons. Hopefully, we will create some interesting games or learning activities for our class that provide insight as to how much we have really learned and digested.

 

We have almost completed the entire Code.org Accelerated Intro to CS Course. That is a *huge* achievement, given that you have learned more over these past three weeks than most adults will ever know about coding and computer science. This now puts us in an elite category of thinkers, and we should really consider “paying it forward” and sharing our knowledge with others.

 

Let’s review our lessons completed below. Computer Science is a skill just like any other, and concepts start to feel a lot simpler the more we practice.

 

1) Intro: What is Computer Science?

2) Maze #1: Sequence, Loops, Conditionals, Nesting

3) Computational Thinking: Decompose, Patterns, Abstraction, Algorithms

4) Graph Paper Programming: Draw what the algorithm tells you

5) Artist #1: Draw Shapes, Loops, Increment

6) Algorithms: Put shapes into pictures, Folding paper

7) Artist #2: Figure out algorithm

8) Functional Activity: Sun-catchers - Program, functions, variables

9) Farmer #1: Conditionals, Repetition, Variables

10) Conditionals Exercise: Coding with Cards

11) Artist #3: Calling functions, Repeat with Loops, Variables & Parameters

12) Song Writing: Functions like a chorus, Passing parameters, Parameters as Variables

13) Farmer #2: Functions

14) Abstraction: Mad Lib style stories

15) Artist #4: Functions and Parameters

16) Coding Under Pressure: Double Checking, Debugging

17) Farmer #3: Importance of Order, Debug pre-made program

18) Internet: What is the Internet? How does it work?

19) Artist #5: Free Play

20) CS Wrap-Up: What did we learn? What was your favorite part?

 

Individually or in a small group of 2-3 students, choose one coding or computer science concept or skill and create a game or activity that teaches us to understand your chosen concept or skill.

 

You have free access to the materials table and your computers. When we reconvene, each group will describe their game, mini-lesson, or learning activity to the class. If we enjoy the games, we could play them on another day.

 

Congratulations to all of us who have completed all 2o Code.org Accelerated Intro to CS Course lessons (or who are still working toward completing them). Computer science is still a rare skill, and now our class has grasped the basics of it!

 

Be sure to check out more resources to continue your coding and computer science learning on your own. Some of the best resources include Code.org Learn Beyond and CS Is Fun.

 

 

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

 
 
The circles will turn green when they are completed correctly.
 
 
 

 


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 Code.org 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 Code.org, 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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