Computer Science Education Week Teacher/Volunteer Guide

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1 Computer Science Education Week Teacher/Volunteer Guide What is the Hour of Code/Computer Science Education Week? Computer Science Education Week (CSEdWeek) is an annual program dedicated to inspiring K-12 students to take interest in computer science. It is held in recognition of the birthday of computing pioneer Admiral Grace Murray Hopper (December 9, 1906). During this week, different programs take place. Code.org created the Hour of Code where during one hour, students are introduced to programming. While programming is an important part of computer science, there are other facets that can be explored during the Computer Science Education Week. Because of the awareness and success Code.org was able to generate, the computer science education week is now more broadly referred as the Hour of Code event. Why are we hosting the Hour of Code in our school? Computer Science is intellectually important to students growing up in the 21 st century where technology is exponentially growing in all professions. For more information on the subject, please visit: Preparing for the Event 1. Register your Hour of Code online using: You will receive gift cards and it helps track how many participants engaged for the Computer Science Education week. 2. Go through the material for your class, as if you were a student. Think about what questions students might have, where you think time should be spent together as a class. 3. If you want to be able to save the projects on Scratch, create accounts on scratch.mit.edu for your class. Do not use the time during the event to create the accounts, instead, do it ahead of time and print out the accounts on a paper (username and passwords) that you can pass to the students at the beginning of the event. You will need one account per pair of student (not one for the entire class). However, the students can still do the activity without being logged into an account. 4. If you are going to be instructing, rehearse the material with a co-worker, a child at home to get some feedback. Day of the Event 1. 1 computer per 2 kids, pair programming (except 6 th grade who will need a headset) 2. Introduce yourself to the classroom and what you do. Introduce the Computer Science Education Week and what computer science is. 3. Take a count of who has done any programming before and who as not. Report the data at the end of the event

2 4. Explain the student what they will be doing during the hour of Code and get started. Don t forget: HAVE FUN!!! 5. Distribute post-it and explain that if they have a question, stick the post-it on top of their screen so as soon as an instructor is free, they can walk to them rd and 6 th graders: distribute Headsets. 7. Ideally, have a volunteer log into the Chromebooks and open Safari to the link of the activity (see the lesson plan) 8. If some students have finished their activity they can 1. Help others 2. Find another activity on:

3 6 th Grade Objective: Learning how to draw using JavaScript Concept: - Using functions - Typing Code - Using geometric figures to draw shapes Introduction: 5 min Welcome to the hour of Code. Introduce yourself, what you do for a living, connect with the students. During the hour of code they will follow a program from Khan Academy but if they have any questions, you are here to help. Ask them to take a computer and a headset, and go to the website, start learning. Link to the website: Wrap up: 5 min Make sure you keep 5 min before the hour and start shutting down the computers Ask them: - tell me one thing you learnt today? - did you think it was difficult? (count raise of hands) - do you like this type of activity where you learn to make things on the computer? - Who thought it was fun? - Who would like to explore and do more Computer Science activities in the future?

4 4 th and 5 th Grade Objective: Learn to sequence instructions, write procedures, and utilize loops to solve levels Tool: Lightbot Concept: - Sequential programming - Procedure - Patterns - Loops Loops: P1 calls Procedure 1 so calling P1 inside the definition of Procedure 1 makes a loop Make sure you keep 5 min before the hour and start shutting down the computers Ask them: - tell me one thing you learnt today? - did you think it was difficult? (count raise of hands) - do you like this type of activity where you learn to make things on the computer? - Who thought it was fun? - Who would like to explore and do more Computer Science activities in the future?

5 3 rd Grade Objective: Introduction to Scratch, 2 truths and 1 lie Prior to the Hour of Code: create an account in Scratch (1 account per pair of students) Account name and password should be provided to the students at the beginning of the session. Students should receive headsets. One computer per pair of students for pair programming Tool: Scratch Curriculum: Concept: - Conditional statement - User Input Introduction: - Introduce Scratch - Introduce Pair programming where one student is the driver and the other student the navigator. While the driver focuses on the details, the navigator helps looking at the overall program and make correction, suggestions. Switch roles often. Watch the following video: as a group (while the volunteers open the chrome books and type the URL in) Remixing the project: Click on Starter Project

6 It will take you to: Select Remix (it will ask the students to login) Follow instructions from CS first website. If you have any question, stick a post-it to the top of your computing device. One volunteer will come when available. Make sure you keep 5 min before the hour and start shutting down the computers Ask them: - tell me one thing you learnt today? - did you think it was difficult? (count raise of hands) - do you like this type of activity where you learn to make things on the computer? - Who thought it was fun? - Who would like to explore and do more Computer Science activities in the future?

7 2 nd Grade Objective: How a pumpkin grows Concepts: - Sequential programming - Create a simple animation - Event Handling - Loops Prior to the Hour of Code: create an account in Scratch (1 account per pair of students) Account name and password should be distributed to the students at the beginning of the class Tool: Scratch: Lesson Plan: Students will be working in pairs. One student is the driver: she handles the mouse, keyboard and the other student is the navigator: helping to find the tools on the screen and correcting mistakes, making suggestions. A. Quick overview of Scratch: 1. Open the browser to and go to scratch.mit.edu 2. Login using the username and password provided to you 3. Students discover together the programming interface of Scratch

8 Stage: Place where the program is executed once the green flag is selected Sprite List: All the things or characters that make your program. Right clicking on a Sprite enables you to delete it, rename it or change some other characteristics. If you select a particular Sprite, the Script Area is refreshed to display the scripts belonging to this sprite. A sprite can have several costumes Blocks Palette: All the instructions available to drag into your Script Area. They are in 10 categories Script Area: This is the location where you drag the instruction blocks for your sprite or Backdrop. The blocks will lock to each other like Lego. When you click on the blocks that you have assembled, they will execute and you will see the result in the Stage. You can also use the When GreenFlag is clicked event to have a set of block execute every time you select the Green Flag B. Remix a Project: 1. Go to the following project: 2. Click on See Inside button on the upper right corner.

9 3. If you have signed in, you can Remix the project by clicking Remix button on the top right corner 4. How many sprites do we have in this program? How many costumes do we have? What are the costumes showing? -> It shows the different stage of a growing pumpkin 5. Let s try to create an animation that would show the plant growing C. Switching Costumes: Make sure you have the Scripts tab selected for the Pumpkin Sprite. Select the block category called Looks in purple. Can you look with your partner and find a block that would allow us to switch costumes? è There are 2 of them: Either switch costume to costume name or Next Costume Try the first one and drag the block enough time to get all the costumes. Execute the program by clicking on the blocks. What happens when you execute the program? -> the last costume is showing and we do not have time to see the progression. Click on the category Control (Yellow color). Is there a block that can help us to slow down the animation? è the wait block can be inserted between each swith costume to block. Try that. D. Adding a new Sprite and a new costume It s time to change roles in your pair programming: navigators become drivers and vice versa.

10 In the Sprite List, we want to add a new Sprite from the library. Click on the first icon (1). In the Sprite library, find the Cloud and add it to the list Select the Cloud Sprite and click on the Costume. Right click on the costume and select duplicate. Rename the duplicate to Rain. We want this cloud to be a raining cloud. So use tools on the right hand side to draw lines under the cloud to make rain. Place the cloud on the top part of the Stage to be on top of the plant. E. Growing the plant with rain: What do plant need in order to grow? Sun, water and soil. I will let you work with your partner to change your program so each time the user clicks on the cloud, the cloud changes its costume to the rainy cloud for 1 second and the plant grows. I will give you a hint: 2 Sprites can communicate with each other using the Broadcast block in the Events category. One Sprite broadcast a message and the other cloud can Receive the message and execute a set of blocks. You will also need the When this sprite is clicked block on the rain to catch the event when a user clicks on the cloud

11 F. Extra: make the cloud move in the sky Using the motion blocks, the students can choose an initial position for the sprite when the program starts ( When GreenFlag is clicked block) and glide across the screen for 10 seconds. The initialization blocks ( When GreenFlag is clicked ) can also be used to set the correct costume when the program starts

12 1 st Grade Objective: Learn concepts used in creating games Concepts: - Sequential programming - Event - Loops Tool: Code.org PlayLab Studio Lesson Plan: Open the following link in front of the class and play the video to show Pair Programming While they are watching the video, have a volunteer open all computers and open the browser to the following URL:

13 Kindergarten - PreK Objective: Learn Drag and Drop Concepts: Computer literacy: using a mouse Sequential programming Tool: Code.org Lesson Plan: Open the following link in front of the class and play the video to show Pair Programming While they are watching the video, have a volunteer open all computers and open the browser to the following URL: Have the students do the first sets of puzzle from Course 1. They take turn: they can either do one puzzle and the next student tries the same puzzle or switch as they progress When they are done, they can continue to:

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