Functions
(View Complete Item Description)Pamela explains how you can write your own custom functions to group your code and make it more reusable.
Material Type: Interactive, Lesson
Pamela explains how you can write your own custom functions to group your code and make it more reusable.
Material Type: Interactive, Lesson
Using Boolean operators, students will write code that compares values to make logical decisions.
Material Type: Lesson Plan
Learn how to write code that will add color and outlines to your drawings, using the JavaScript language and ProcessingJS library.
Material Type: Interactive, Lesson
Using Boolean operators, students will write code that checks the location of a sprite to make sure it doesn't go off-screen.
Material Type: Lesson Plan
Up until this point students have been writing code that executes exactly the same way each time it is run - reliable, but not very flexible. In this lesson, your class will begin to code with conditionals, allowing them to write code that functions differently depending on the specific conditions the program encounters.
Material Type: Lesson Plan
Up until this point students have been writing code that executes exactly the same way each time it is run - reliable, but not very flexible. In this lesson, your class will begin to code with conditionals, allowing them to write code that functions differently depending on the specific conditions the program encounters.
Material Type: Lesson Plan
In the past lessons students have defined Variables and written Fast Functions. In this stage, they will continue to explore function writing with ever increasing complexity.
Material Type: Lesson Plan
In this lesson, students write `if` and `if-else` statements in JavaScript for the first time. The concepts of conditional execution should carry over from the previous lesson, leaving this lesson to get into the nitty gritty details of writing working code. Students will write code in a series of "toy" problems setup for them in App Lab that require students to do everything from debug common problems, write simple programs that output to the console, or implement the conditional logic into an existing app or game, like "Password Checker" or a simple Dice Game. The lesson ends with a problem requiring nested `if` statements to foreshadow the next lesson.
Material Type: Lesson Plan
Students are introduced to the health risks caused by cooking and heating with inefficient cook stoves inside homes, a common practice in rural developing communities. Students simulate the cook stove scenario and use the engineering design process, including iterative trials, to increase warmth inside a building while reducing air quality problems. Students then collect and graph data, and analyze their findings.
Material Type: Activity/Lab
By combining the Draw Loop and the Counter Pattern, students write programs that move sprites across the screen, as well as animate other sprite properties.
Material Type: Lesson Plan
In this lesson students are introduced to the **return** command and learn to write their own functions that return values. Students first complete a simple unplugged activity based on the game **Go Fish** to introduce the concept of a return value. They will then complete a short sequence of exercises in Code Studio, which introduces preferred patterns for writing functions that return values. At the end of the sequence, students write and use functions that return values in a simple turtle driver app.
Material Type: Lesson Plan
Several activities are included to teach and research the differences between renewable and non-renewable resources and various energy resources. The students work with a quantitative, but simple model of energy resources to show how rapidly a finite, non-renewable energy sources can be depleted, whereas renewable resources continue to be available. The students then complete a homework assignment or a longer, in-depth research project to learn about how various technologies that capture energy resources for human uses and their pros and cons. Fact sheets are included to help students get started on their investigation of their assigned energy source.
Material Type: Activity/Lab, Lesson Plan
Harry estimates how long it will take him to get to the front of a long ticket line in this Cyberchase video segment.
Material Type: Lecture
With the assistance of a few teacher demonstrations (online animation, using a radiometer and rubbing hands), students review the concept of heat transfer through convection, conduction and radiation. Then they apply an understanding of these ideas as they use wireless temperature probes to investigate the heating capacity of different materials sand and water under heat lamps (or outside in full sunshine). The experiment models how radiant energy drives convection within the atmosphere and oceans, thus producing winds and weather conditions, while giving students the hands-on opportunity to understand the value of remote-sensing capabilities designed by engineers. Students collect and record temperature data on how fast sand and water heat and cool. Then they create multi-line graphs to display and compare their data, and discuss the need for efficient and reliable engineer-designed tools like wireless sensors in real-world applications.
Material Type: Activity/Lab
We solve a circuit by writing Kirchhoff's Voltage Law in terms of "mesh currents." This video covers the first three steps out of four. Created by Willy McAllister.
Material Type: Lesson
In this video segment from Cyberchase, through addition and regrouping in base sixty, Matt helps Digit figure out what time his CyberSoufflŰ__ŰÖ will be done.
Material Type: Lecture
The engineers at Splash Engineering (the students) have been commissioned by Thirsty County to conduct a study of evaporation and transpiration in their region. During one week, students observe and measure (by weight) the ongoing evaporation of water in pans set up with different variables, and then assess what factors may affect evaporation. Variables include adding to the water an amount of soil and an amount of soil with growing plants.
Material Type: Activity/Lab
This lesson will probably take two days to complete. It introduces students to algorithms that process lists of data. The students will do two unplugged activities related to algorithms and program some of them themselves in App Lab. The **for** loop is re-introduced to implement these algorithms because it’s straightforward to use to process all the elements of a list. The lesson begins with an unplugged activity in which students write an algorithm to find the minimum value in a hand of cards. Students then move to Code Studio to write programs that use loops and arrays. Students are shown how to use a **for** loop to visit every element in an array. Students use this pattern to process an array in increasingly complex ways. At the end of the progression, students will write functions which process arrays to find or alter information, including finding the minimum value - a problem they worked on in the unplugged activity. Finally, an unplugged activity has students reason about linear vs. binary search and attempt to write pseudocode for a binary search.
Material Type: Lesson Plan
Students will practice `while` loops, `until` loops, and `if / else` statements. All of these blocks use conditionals. By practicing all three, students will learn to write complex and flexible code.
Material Type: Lesson Plan
Students will practice `while` loops, `until` loops, and `if / else` statements. All of these blocks use conditionals. By practicing all three, students will learn to write complex and flexible code.
Material Type: Lesson Plan