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Hour of Code 1.3:  Make a Flappy game
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In this lesson, learners get an introductory experience with computer science and create a game using basic block code.This lesson has been designed for learners in the middle grades, ages 10-16, but can be adapted for younger or older learners using the differentiation suggestions provided.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 1.4: Playlab
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In this lesson, learners get an introductory experience with computer science and create a game using basic block code.This lesson has been designed for learners in the middle grades, ages 10-16, but can be adapted for younger or older learners using the differentiation suggestions provided.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 1.5: Star Wars: Building a Galaxy with Code
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has two versions.

**Option 1: Blocks**

The first option uses drag-drop blocks. This version works best for:

- Students on mobile devices without keyboards
- Younger students (6+ because the tutorial requires reading)
- International students

We recommend this for international students because JavaScript syntax is not translated and for the first Hour of Code, the translated blocks provide a better introduction.

**Option 2: JavaScript**

This option teaches the same basic concepts, but because it uses both drag-drop blocks and JavaScript, the students need to be able to type on a keyboard. For older students on computers, learning JavaScript can be fun and provide an additional challenge. This version of the tutorial is also great if you have some students in your class who have already learned some coding. It is recommended for ages 11+.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 1.6: MINECRAFT Hour of Code
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CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson works well for any students old enough to read (ages 6+). Younger learners will probably not finish the tutorial, but will have lots of fun working through the puzzles for an hour. High school students will mostly finish the tutorial and have some time to play on the free play level at the end.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 1.7: Intro to App Lab
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**Tutorial Summary:** This tutorial is designed to quickly introduce the App Lab programming environment as a powerful tool for building and sharing apps. The tutorial itself teaches students to create and control buttons, text, images, sounds, and screens in JavaScript using either blocks or text. At the end of the tutorial students are given time to either extend a project they started building into a "Choose Your Own Adventure", "Greeting Card", or "Personality Quiz" app. They can also continue on to build more projects featured on the code.org/applab page.

**Age Appropriateness:** The tutorial is designed for students over 13. Because it allows students to upload custom sounds and images, young students should not use this without supervision. To protect students privacy, if your students are under 13, they will not be able to use this tutorial unless you first set up accounts for them in a section you manage.

**Checking Correctness:** This tutorial will not tell students whether they completed the level correctly. Encourage students to use the target images and directions provided in every level to know if they are on the right track. If students want to move on past a particularly tricky level they can simply click "Finish" and continue on.

Have fun completing your Hour of Code with App Lab!

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 1.8: Dance Party
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CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for learners of all ages but does require reading. This activity requires sound as the tool was built to respond to music.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 2.1:  Programming Unplugged: My Robotic Friends Relay
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This activity will begin with a short review of "My Robotic Friends," then will quickly move to a race against the clock, as students break into teams and work together to write a program one instruction at a time.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 2.2: Text Compression
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CC BY-NC-SA
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At some point we reach a physical limit of how fast we can send bits and if we want to send a large amount of information faster, we have to find a way to represent the same information with fewer bits - we must **compress** the data. In this lesson, students will use the Text Compression Widget to compress segments of English text by looking for patterns and substituting symbols for larger patterns of text.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 2.3: Simple Encryption
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CC BY-NC-SA
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In this lesson, students are introduced to the need for encryption and simple techniques for breaking (or cracking) secret messages. Students try their own hand at cracking a message encoded with the classic Caesar cipher and also a Random Substitution Cipher. Students should become well-acquainted with idea that in an age of powerful computational tools, techniques of encryption will need to be more sophisticated. The most important aspect of this lesson is to understand how and why encryption plays a role in all of our lives every day on the Internet, and that making good encryption is not trivial. Students will get their feet wet with understanding the considerations that must go into making strong encryption in the face of powerful computational tools that can be used to crack it. The need for secrecy when sending bits over the Internet is important for anyone using the Internet.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
Hour of Code 2.4: Dance Party: Unplugged
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CC BY-NC-SA
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Students will learn that events are a useful way to control when an action happens, and can even be used to make make multiple things act in sync. In programming, you can use events to respond to a user controlling it (like pressing buttons or clicking the mouse). Events can make your program more interesting and interactive.

Subject:
Applied Science
Computer Science
Material Type:
Lesson Plan
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
07/08/2021
How Is a Radio Wave Emitted?
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Educational Use
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This illustrated essay from A Science Odyssey Web site explains the science behind radio waves, including the role of electrons and electromagnetic fields.

Subject:
Applied Science
Chemistry
Computer Science
Engineering
Physical Science
Physics
Material Type:
Activity/Lab
Interactive
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
National Science Foundation
WGBH Educational Foundation
Date Added:
01/29/2004
Is There A Connection Between Computer Network Topologies And A Malaysian Wedding?
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CC BY-NC-SA
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The aim of this video lesson is to teach students about the different topologies of computer networks and how they function. The approach that is used is highly correlated with common knowledge about weddings and the local Malay culture associated with weddings. Students should be able to relate the act of delivering food to a large crowd of people to the basic principles of network topologies and the method of data transfer within each type of topology. The lesson will begin in a classroom with students working in small groups, answering assigned questions. Teaching aids such as color cards will be used. One student from each group will be appointed as the wedding event manager, and she/he will have to discuss and act out with group members in order to answer more challenging questions. At the end of the lesson, students will be asked to come up with their own version of a hybrid computer network topology. The lesson concept taught here not only educates students on computer topologies, but also introduces students to an important cultural perspective of Malaysia. Above all, this video is designed to assist students with their study of Computer Literacy in schools. The lesson will take up to 60 minutes to complete. Materials needed include: 10 red cards representing waitresses; 10 green cards representing waiters; 10 blue cards representing tables in the hall; a sketch book; and classroom tables and chairs.

Subject:
Applied Science
Computer Science
Engineering
Material Type:
Lecture
Provider:
MIT
Provider Set:
MIT Blossoms
Author:
Dr. Zaleha Abdullah Juhazreen, Juhazreen Junaidi, Norah Md. Noor, Dr. Noor Azean Atan, Dr. Mohd Nihra Haruzuan Mohamad Said, Dr. Shaharuddin Md Salleh
Date Added:
06/15/2021
Kismet
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Educational Use
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In this video segment adapted from the Massachusetts Institute of Technology, researchers in the Artificial Intelligence Laboratory working to engineer smarter robots are now building a machine that interacts socially with people.

Subject:
Applied Science
Computer Science
Engineering
Material Type:
Activity/Lab
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
Argosy Foundation
WGBH Educational Foundation
Date Added:
05/09/2006
LEGO Robots
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In this segment adapted from ZOOM, cast members use computers to program a robot in preparation for the FIRST LEGO League Challenge tournament. Despite meticulous planning and programming by its designers, an autonomous robot can encounter unexpected challenges. This is true for both LEGOŰ_í_Œ_ robots and Martian rovers. In this video segment adapted from ZOOM, cast members enter the FIRST LEGOŰ_í_Œ_ League Challenge tournament and work as a team to program their LEGOŰ_í_Œ_ robot to navigate a complex obstacle course. Grades 3-8.

Subject:
Applied Science
Computer Science
Engineering
Material Type:
Activity/Lab
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
Argosy Foundation
WGBH Educational Foundation
Date Added:
05/09/2006
Lesson: App Development with Code.org
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CC BY
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What apps do you use, how often do you use them, and why? This resource was created as a criterion for a professional development activity where the author created an app using the Code.org platform. The app focus is on the Red Tailed Boa as an invasive species in the U.S. Virgin Islands. That app can be viewed here or via the following link link: https://studio.code.org/projects/applab/ffbcpEOiEX-f0qZevO31O3sIQ-RxEQBG8esxHkfVbIs. Feel free to modify and/or use this lesson resource as a foundation for profesional development and growth and/or as an instructional within your classrooms. It can be used by instructors to introduce students to the exciting world of app development, specifically the development of apps using the app lab on Code.org. The lesson was designed to target students at the 9th - 12th grade levels for a duration of 5 to 8 hours, split into multiple session if needed. The duration can and should be adapted based on the needs of the students. Thank you for your interest. Have fun!

Subject:
Computer Science
Computing and Information
Material Type:
Lesson
Lesson Plan
Unit of Study
Author:
Everett Ryan
Date Added:
02/03/2024
Planning Your Future Career in Advanced Technology
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Educational Use
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In this media-rich, self-paced lesson, students explore the industries that produce and rely on advanced technology and assess how their goals and interests may make them well suited for a career in this cutting-edge sector.

Subject:
Applied Science
Career and Technical Education
Computer Science
Ecology
Engineering
Environmental Science
Life Science
Manufacturing
Material Type:
Activity/Lab
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media Common Core Collection
Author:
National Science Foundation
WGBH Educational Foundation
Date Added:
02/13/2011
Program Analysis Using App Inventor
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In computer science, program analysis is used to determine the behavior of computer programs. Flow charts are an important tool for understanding how programs work by tracing control flow. Control flow is a graphical representation of the logic present in the program. In this lesson, students learn about, design and create flow charts for different scenarios, including a game based on the Battleship® created by Hasbro©. In the associated activity, Flow Charting App Inventor, students apply their knowledge from this lesson and gain experience with a software application called App Inventor. This lesson and its associated activity can be stand-alone or used as a launching point for the Android Acceleration Application unit or any lesson involving App Inventor.

Subject:
Applied Science
Computer Science
Engineering
Material Type:
Lesson Plan
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Brian Sandall
Rich Powers
Date Added:
09/18/2014
Programming a Robot
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Educational Use
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In this video segment from Cyberchase, the CyberSquad breaks down an action into a series of steps in order to program a robot to do what they need it to do.

Subject:
Applied Science
Computer Science
Engineering
Geometry
Mathematics
Physical Science
Physics
Material Type:
Lecture
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
The William and Flora Hewlett Foundation
WNET
Date Added:
08/29/2008
Shaundra Bryant Daily
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Educational Use
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In this video from Science City, Shaundra Bryant Daily, an electrical engineer, describes a software program she developed to help girls reflect on their emotions, and how her two passionsí_í_íŹscience and danceí_í_íŹare connected.

Subject:
Applied Science
Computer Science
Engineering
Material Type:
Lecture
Provider:
PBS LearningMedia
Provider Set:
PBS Learning Media: Multimedia Resources for the Classroom and Professional Development
Author:
Partnership for a Nation of Learners
WGBH Educational Foundation
Date Added:
09/18/2007
Studying Evolution with Digital Organisms
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Educational Use
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Students observe natural selection in action and investigate the underlying mechanism, including random mutation and differential fitness based on environmental characteristics. They do this through use of the free AVIDA-ED digital evolution software application.

Subject:
Applied Science
Engineering
Genetics
Life Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Louise Mead
Robert Pennock
Wendy Johnson
Date Added:
09/18/2014