All resources in English Language Arts

CS Fundamentals 4.10: Conditionals with Cards

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This lesson demonstrates how conditionals can be used to tailor a program to specific information. We don’t always have all of the information we need when writing a program. Sometimes you will want to do something different in one situation than in another, even if you don't know what situation will be true when your code runs. That is where conditionals come in. Conditionals allow a computer to make a decision, based on the information that is true any time your code is run.

Material Type: Lesson Plan

CS Discoveries 2019-2020: Web Development Lesson 2.3: Intro to HTML

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In this lesson students are introduced HTML as a solution to the problem of how to communicate both the content and structure of a website to a computer. The lesson begins with a brief unplugged activity demonstrating the challenges of effectively communicating the structure of a web page. Students then look at an exemplar HTML page in Web Lab and discuss with their classmates how HTML tags help solve this problem. Students then write their first HTML. A wrap-up discussion helps to solidify the understanding of content vs. structure that was developed throughout the lesson.

Material Type: Lesson Plan

Pollution Solutions

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To develop an understanding of modern industrial technologies that clean up and prevent air pollution, students build and observe a variety of simple models of engineering pollutant recovery methods: scrubber, electrostatic precipitator, cyclone and baghouse. In an associated literacy activity, students become more aware of global environmental problems and play a part in their solution by writing environmental action campaign letters.

Material Type: Activity/Lab, Lesson Plan

Authors: Amy Kolenbrander, Benjamin S. Terry, Denise W. Carlson, Janet Yowell, Malinda Schaefer Zarske, Natalie Mach

Android Acceleration Application

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In the first of two sequential lessons, students create mobile apps that collect data from an Android device's accelerometer and then store that data to a database. This lesson provides practice with MIT's App Inventor software and culminates with students writing their own apps for measuring acceleration. In the second lesson, students are given an app for an Android device, which measures acceleration. They investigate acceleration by collecting acceleration vs. time data using the accelerometer of a sliding Android device. Then they use the data to create velocity vs. time graphs and approximate the maximum velocity of the device.

Material Type: Full Course, Unit of Study

Authors: Brian Sandall, Scott Burns

Stress, Inc.

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Students explore the physical and psychological effect of stress and tension on human beings. Concepts of stress and stress management are introduced. Students discover how perception serves to fuel a huge industry dedicated to minimizing risk and relieving stress. Students complete a writing activity focused on developing critical thinking skills. Note: The literacy activities for the Mechanics unit are based on physical themes that have broad application to our experience in the world concepts of rhythm, balance, spin, gravity, levity, inertia, momentum, friction, stress and tension.

Material Type: Activity/Lab, Lesson Plan

Authors: Denise Carlson, Jane Evenson, Malinda Schaefer Zarske

Animal Survival

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Learn about the structure and function of living organisms by drawing an imaginary animal in the Take the Stage game show, ANIMAL SURVIVAL! Viewers become contestants on a game show and are challenged to draw an imaginary animal that could live and survive in either the desert, ocean, or the arctic tundra. When drawing the imaginary animal, the contestants write out two distinct structures and a function for each of the structures that help it survive. Learning Objective: Compare the structures and functions of different species that help them live and survive in a specific environment.

Material Type: Lesson

CS Discoveries 2019-2020: Physical Computing Lesson 6.2: Designing Screens with Code

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In Unit 4 students learned a very simple approach to app development in App Lab that required a separate screen for most interactions. To expand the kinds of apps that students can make, and to encourage them to think in new ways about how users interact with apps, we introduce the `setProperty()` block. This command can be used to set the content and properties of various UI elements, allowing students to write programs that update information on a single screen, instead of manually creating duplicate screens. In this lesson students build up simple apps that only require a single screen, the content of which is changed using `setProperty()`.

Material Type: Lesson Plan

Android App Development

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Students develop an app for an Android device that utilizes its built-in internal sensors, specifically the accelerometer. The goal of this activity is to teach programming design and skills using MIT's App Inventor software (free to download from the Internet) as the vehicle for learning. The activity should be exciting for students who are interested in applying what they learn to writing other applications for Android devices. Students learn the steps of the engineering design process as they identify the problem, develop solutions, select and implement a possible solution, test the solution and redesign, as needed, to accomplish the design requirements.

Material Type: Activity/Lab

Authors: Brian Sandall, Scott Burns

CS Principles 2019-2020 3.5: Creating Functions

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In this lesson, students learn to define and call procedures (in JavaScript, procedures are called “functions”) in order to create and give a name to a group of commands for easy and repeated use in their code. They will be introduced to functions as a form of abstraction that enables them to write code in larger, more logical chunks and focus on what something does, rather than how it does it. As they explore the use of functions through a sequence of activities in App Lab, they will be asked to think about where they see the need for functions and how these functions can make their code clearer or more concise. At the end of the lesson students review the concept of abstraction and are introduced to elements of the Create PT in preparation for the Practice PT at the end of the unit.

Material Type: Lesson Plan

CS Principles 2019-2020 2.6: Rapid Research - Format Showdown

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In this lesson students will conduct a small amount of research to explore a file format either currently in use or from history. Students will conduct research in order to complete a "one-pager" that summarizes their findings. They will also design a computational artifact (video, audio, graphic, etc.) that succinctly summarizes the advantages of their format over other similar ones. This lesson is intended to be a quick, short version of a performance task in which students rapidly do some research and respond in writing. It might take 2 class days but should not take more. The goal is to develop skills that students will use when they complete the actual Explore PT later in the year.

Material Type: Lesson Plan

Riding the Gravity Wave

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Students write a biographical sketch of an artist or athlete who lives on the edge, riding the gravity wave, to better understand how these artists and athletes work with gravity and manage risk. Note: The literacy activities for the Mechanics unit are based on physical themes that have broad application to our experience in the world concepts of rhythm, balance, spin, gravity, levity, inertia, momentum, friction, stress and tension.

Material Type: Activity/Lab

Authors: Denise Carlson, Jane Evenson, Malinda Schaefer Zarske

Classifying Animals by Appearance Versus DNA Sequence

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The topic of this video module is how to classify animals based on how closely related they are. The main learning objective is that students will learn how to make phylogenetic trees based on both physical characteristics and on DNA sequence. Students will also learn why the objective and quantitative nature of DNA sequencing is preferable when it come to classifying animals based on how closely related they are. Knowledge prerequisites to this lesson include that students have some understanding of what DNA is and that they have a familiarity with the base-pairing rules and with writing a DNA sequence.

Material Type: Lecture

Author: Megan E. Rokop

How Do You Store All This Data?

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During this lesson, students start to see the data structure they will use to store their images, towards finding a solution to this unit's Grand Challenge. Students are introduced to two-dimensional arrays and vector classes. Then they are guided to see that a vector class is the most efficient way of storing the data for their images. Grand Challenge: To write a program to simulate peripheral vision by merging two images.

Material Type: Lesson Plan

Author: Anna Goncharova

A River Ran Through It

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Students learn how water is used to generate electricity. They investigate water's potential-to-kinetic energy transformation in hands-on activities about falling water and waterwheels. During the activities, they take measurements, calculate averages and graph results. Students also learn the history of the waterwheel and how engineers use water turbines in hydroelectric power plants today. They discover the advantages and disadvantages of hydroelectric power. In a literacy activity, students learn and write about an innovative new hydro-electrical power generation technology.

Material Type: Activity/Lab, Lesson Plan

Authors: Denise W. Carlson, Malinda Schaefer Zarske, Natalie Mach, Sabre Duren, Xochitl Zamora-Thompson

Windmill of Your Mind: Distributed Energy Goes to School

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Students research the feasibility of installing a wind-turbine distributed energy (DE) system for their school. They write a proposal (actually, the executive summary of a proposal) to the school principal based on their findings and recommendations. While this activity is geared towards fifth-grade and older students, and Internet research capabilities are required, some portions of this activity may be appropriate for younger students.

Material Type: Activity/Lab

Authors: Denise Carlson, Jane Evenson, Malinda Schaefer Zarske

Rocking the Boat

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The concepts of stability and equilibrium are introduced while students learn how these ideas are related to the concept of center of mass. They gain further understanding when they see, first-hand, how equilibrium is closely related to an object's center of mass. In an associated literacy activity, students learn about motion capture technology, the importance of center of gravity in animation and how use the concept of center of gravity in writing an action scene.

Material Type: Activity/Lab, Lesson Plan

Authors: Ben Heavner, Denise Carlson, Malinda Schaefer Zarske, Sabre Duren

CS Principles 2019-2020 4.4: Rapid Research - Data Innovations

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In this lesson students will conduct a small amount of research to explore a computing innovation that leverages the use of data. Students will research a topic of personal interest and respond to questions about about how that innovation produces, uses, or consumes data. The lesson is intended to give students practice with doing research of this nature and provides a small amount of scaffolding to help students figure out what to look for. This lesson is intended to be a quick, short version of a performance task in which students rapidly do some research and respond in writing. It might take 2 class days but should not take more. The goal is to generate ideas for exploration later when students complete the actual Explore PT later in the year.

Material Type: Lesson Plan

CS Discoveries 2019-2020: Data and Society Lesson 5.8: Create a Representation

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In this lesson students design a structure to represent their perfect day using the binary representation systems they've learned in this chapter. Students will first write a short description of their perfect day and then review with a partner to identify the key pieces of information they think a computer could capture. As a class students will decide how a punch card of bytes of information will be interpreted to represent those pieces of information. Students will then use the ASCII, binary number, and image formats they have learned to represent their perfect days. Students then trade punch cards and try to decode what the other student's perfect day is like. The lesson ends with a reflection.

Material Type: Lesson Plan

Design and Test a Ping-Pong Paddle

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Emphasizing the design, build, and test steps of the engineering design process, groups create a ping-pong paddle. After building their paddle, students conduct tests and compare their design to a store-bought paddle and use a Venn diagram to organize their information. Based on their results, students write product reviews for their paddle. This project allows students to build and test a design, iterate upon that design as well as explore how data analysis of a product works.

Material Type: Activity/Lab

Authors: Kelsey Mongeon, Michelle Kuhlman