Teacher Guide: STEM Project
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1 Teacher Guide: STEM Project Time: 60 minutes of code/stem Grades: 3 5, 6 8, 9 12 Difficulty: Beginner Students complete a set of three coding puzzles that introduce them to some basic coding concepts. Then elementary schoolers make an interactive ecological pyramid, middle schoolers make a Solar System simulation, and high schoolers make an analog clock with step by step instructions. Students use coding and outside research to complete their projects. Activity Requirements : This activity requires computers with a Web browser and an Internet connection. Headphones recommended. Programming Activities Introduction to Tynker (5 minutes) Review this short clip with your class. Encourage students to read aloud as you go through this activity together. Students learn how visual programming works and what they can do with code. Learn to Code with Gus (15 Minutes) Students solve three coding puzzles to help Gus the spaceman recover his lost possessions. They learn and apply computational thinking concepts like sequencing and pattern recognition. At the end of this activity, students understand basic programming concepts like loops and sequencing. STEM Project (40 Minutes) Elementary schoolers make an interactive ecological pyramid, middle schoolers make a Solar System simulation, and high schoolers make an analog clock. All projects have step by step instructions. Students use the Internet to do more research and add extra information. Each student will produce a unique project. Hour of Code Certificate Be sure to download a personalized certificate for your students when they complete this activity.
2 Lesson Overview Objectives. Students will be able to apply these concepts: Use visual code blocks to create a program Sequencing of steps Use loops for repetition Use Actors, sounds, and scenes from the Media Library Display information effectively using programming Key Project. Create a unique STEM project using coding, critical thinking, and outside research. Late Elementary School : Code an interactive ocean ecological pyramid. Middle School : Code a Solar System simulation. High School : Code an analog clock. Standards Mapping CCSS ELA: RI.3.3, W.3.6, RI.4.5, RI.4.3, RI.5.10, RST.6 8.4, RST.6 8.7, RST , RST CCSS Math: MP.3.2, MP.3.8, MD.4.5, NF.4.7 CSTA: L1:6.CT.1, L1:6.CPP.5, L1:6.CPP.6, L2:9.CT.1, L2:9.CT.3, L2:9.CT.5, L2:9.CT.12, L2:9.CPP.3, L2:9.CPP.5 Lesson Guide For the entire lesson, it is important to strike a balance between students learning independently and collaboratively. Students often learn programming well when they work in pairs. They can help each other and catch mistakes that the other student makes. We suggest that you read directions aloud as a class, then allow students time to experiment on their own for each puzzle or each step of the DIY project. 1. Introduction This introduction gives students a taste of what they ll be able to create when they learn to code using Tynker. Display the introduction on an overhead if possible. Ask for student volunteers to read each speech bubble aloud. Encourage dramatic flair! 2. Collect the Tablet Puzzle Walk four steps. Point out that there are two parts of the screen when they re solving puzzles or creating projects: the code palette on the left side of the screen and the middle section. Students must drag blocks from the code palette into the main part of the screen, where they connect them to make programs. 3. Avoid Obstacles Puzzle Walk two steps, then jump, then walk one more step.
3 4. Detect the Pattern Puzzle Jump Walk Jump Walk Jump Walk. After students have tried on their own, discuss this puzzle as a class. Show them that there are multiple ways to solve this puzzle. They can drag out six blocks or they can use a repeat block so they only need three blocks. This is a crucial programming concept, so it s worth spending some extra time on this topic to make sure students understand loops. For younger students, it might help to write out the six lines of the long version of the program on the board, then circle the first Jump and Walk. Show them that repeating this piece of code three times is the same as the full longer version. Ask your students why one way of writing this code might be preferable to the other. What if, instead of having to jump then walk three times, Gus was much further from the tablet and needed to jump then walk 30 times to get to it? In programming, the ideal solution is often thought of as the most succinct, elegant way to accomplish something. But there are many ways to solve a problem, and as long as they all work, they are all valid! 5. STEM Do It Yourself Project Introduction This introduction gives a short overview of all the blocks that students will need to make their STEM projects. Display on an overhead if possible. Ask for student volunteers to read each speech bubble aloud. Encourage dramatic flair! 6. STEM Do It Yourself Project We recommend having the students complete the project individually (or in pairs if there is a shortage of laptops) while you go through the steps together as a class. Have a volunteer read each step aloud, then allow the students to do it themselves before moving on. If your students already have programming experience, they may feel confident working independently or as pairs on this project. You can walk around the classroom and answer questions as they work. 7. Lesson Wrap Up Encourage students to continue working on their programs outside of class. In our experience, kids love the opportunity to create projects and experiment with programming, and will voluntarily continue projects at home. Tell your students that they can create an account on Tynker for free and use it to explore Tynker s educational resources and make many more projects on their own.
4 Puzzle Solutions
5 Teacher Guide to Tynker Hour of Code 2015 All of Tynker s activities combine structured and open ended components to support multiple learning styles. This experience emphasizes that programming requires not only knowledge of how to use a language, but also creativity and critical thinking to figure out how to build projects. This year, Tynker is offering a wide variety of activities appropriate for all grades and experience levels. What Tynker Provides Self contained, game based activities that students can complete with minimal support A combination of structured and open ended activities that teach and allow students to create Puzzle solutions for all of our puzzles so you can give hints to any students who get stuck Common Core alignment for all activities A customized Hour of Code certificate for each activity that will show up in the student dashboard when a student completes an hour of programming Why Children Love Tynker Tynker puzzles use game based learning to teach programming and computational thinking concepts in a fun way Tynker tutorials guide students through all the steps to create storytelling projects, games, animations, and much more The Tynker Workshop allows students to create anything they can imagine with code Tynker s built in Physics Engine makes it easy to create exciting projects Tynker s high quality media assets give students tons of creative options Recommended Setup and Logistics Ideal environment: a computer lab, library, or classroom with your class Students can work individually or in pairs Students should have headphones if possible, but if not, you can turn the computer volume down Set up a free teacher account on tynker.com prior to the activity and add your students so you can track their progress and share a class showcase (Note: Creating a teacher account is optional. You can complete your Hour of Code with Tynker without creating an account.) Tynker Activities 2015 Learn to Code with Monster High Code Monsters Learn to Code with Hot Wheels Code Commander Tynker Mobile App Program Drones and Robots STEM Projects We hope you take a look at all of our Hour of Code activities to figure out which one is right for your class. Join the global movement and host your Hour of Code with Tynker!
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