Coding Geometry
Aligned to Glencoe Geometry 2018 & Code.org’s Computer Science Discoveries 23’-24’
Using the Coding Geometry Course: A Guide for Teachers
In this video, we will explore the coding geometry course designed to reinforce students' geometry skills through coding. We will cover the following topics:
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Suggested Pacing
Unit 1: 22 Periods Activities 1-8 Problem Solving and Computing
Unit 2: 56 Periods Activities 9-26 Intro to Apps and Games
Unit 3: 49 Periods Activities 27-36 Advanced games
Unit 4: 28 Periods Activities 37- 52 Data and Society
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Geometry Lessons & Math Standards
LESSON: 4-7: Triangles and Coordinate Proofs�PG#: 334�CCSS: G.CO.IO, G.GPE.4
LESSON: 5-1: Bisectors of Triangles�PG#: 354�CCSS: G.CO.10, G.MG.3
LESSON: 5-2: Medians and Altitudes of Triangles�PG#: 365�CCSS: G.CO.10, G.MG.3
Code.org: Lesson 10: Intro to Problem Solving - Spaghetti Bridge (Alternate Lesson 1) Pick the lesson or alternate that works for you
Overview�Question of the Day: What can help us to work together and solve problems as a team?�For this lesson, you will work with a group to design, build, test, and reflect on a spaghetti bridge that will support as many books as possible.
Resources�Spaghetti Bridge - Activity Guide
Levels: This lesson contains no levels.
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Assessment(s): Student Activity Guide,
Assess students' understanding of the properties of triangles and coordinate proofs as applied to bridge construction. Evaluate their ability to design and build a spaghetti bridge that incorporates geometric concepts.
Suggested Pacing:
5
Activity 2: U1C1L2 The Problem Solving Process
Geometry Lessons & Math Standards
CCSS.MATH.PRACTICE.MP1 �Make sense of problems and persevere in solving them.
CCSS.MATH.PRACTICE.MP3 �Construct viable arguments and critique the reasoning of others.
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�1B-AP-08 - Compare and refine multiple algorithms for the same task and determine which is the most appropriate.�1B-AP-11 - Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
Code.org: Lesson 2: The Problem Solving Process
Overview�Question of the Day: What are some common steps we can use to solve many different types of problems?�You will learn about the Problem Solving Process we use in Computer Science and dive into a few strategies to implement each step.
Resources�Problem Solving Process - Video�The Problem Solving Process - Activity Guide��Levels�Problem Solving Process - Video
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Assessment(s): Activity Guide, Venn Diagram of comparison between The problem solving process and standards for mathematical practices.
Suggested Pacing:
2
Activity 3: U1C1L3 Exploring Problem Solving
Geometry Lessons & Math Standards
CCSS.MATH.PRACTICE.MP1 �Make sense of problems and persevere in solving them.
CCSS.MATH.PRACTICE.MP3 �Construct viable arguments and critique the reasoning of others.
CSTA K-12 Computer Science Standards (2017)
AP - Algorithms & Programming
1B-AP-08 - Compare and refine multiple algorithms for the same task and determine which is the most appropriate.
1B-AP-11 - Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
1B-AP-16 - Take on varying roles, with teacher guidance, when collaborating with peers during the design, implementation and review stages of program development.
Code.org: Lesson 3: Exploring Problem Solving (There are two alternatives for this lesson so pick the ones that work best for your students)
Overview�Question of the Day: How can we apply the problem solving process to many different kinds of problems?�Today you will apply the Problem-Solving Process to three different problems which will grow increasingly complex!
Resources�Solving Problems - Activity Guide
Levels�This lesson contains no levels
6
Assessment(s): Activity Guide
Suggested Pacing:
2
Activity 4: U1C2L4 What is a Computer?
Geometry Lessons & Math Standards
CCSS.MATH.PRACTICE.MP1 �Make sense of problems and persevere in solving them.
CCSS.MATH.PRACTICE.MP3 �Construct viable arguments and critique the reasoning of others.
CSTA K-12 Computer Science Standards (2017)�CS - Computing Systems�1B-CS-01 - Describe how internal and external parts of computing devices function to form a system.
Code.org: Lesson 4: What is a Computer?
Overview�Question of the Day: What is a computer?�In this lesson, you will work with a group to figure out what makes a computer a computer!
Vocabulary�Computer - A machine that works with information.
Resources�What is a Computer - Video�What is a Computer (Version A) - Activity Guide �What is a Computer (Version B) - Activity Guide
Levels�1 Video: What Makes a Computer, a Computer?
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Assessment(s): Posters
Suggested Pacing:
2
Activity 5: U1C2L5 Input and Output
Geometry Lessons & Math Standards
LESSON: Chapter 0-4: Algebraic Expressions�PG#: P10�CCSS: 6.EE.A.2, 6.EE.A.2a, 6.EE.A.2b
LESSON: Chapter 0-5: Linear Equations�PG#: P11�CCSS: 8.EE.C.7, 8.EE.C.7a, 8.EE.C.7b
Code.org: Lesson 5: Input and Output
Overview�Question of the Day: How do computers use input and output to get and give the information that they need to solve problems?�In this lesson, you will learn about how computers get and give information to the user through various inputs and outputs.
Vocabulary�Input - the information computers get from users, devices, or other computers�Output - the information computers give to users, devices, or other computers
Resources�Input and Output - Activity Guide
Levels: 1 App: Pet Chooser, 2 App: Story Creator, 3 App: Improved Pet App
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Assessment(s): Activity Guide
Suggested Pacing:
3
Activity 6: U1C2L6 Processing
Geometry Lessons & Math Standards
CCSS.MATH.PRACTICE.MP1 �Make sense of problems and persevere in solving them.
CCSS.MATH.PRACTICE.MP3 �Construct viable arguments and critique the reasoning of others.
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.�2-AP-17 - Systematically test and refine programs using a range of test cases.�CS - Computing Systems�1B-CS-01 - Describe how internal and external parts of computing devices function to form a system.�1B-CS-02 - Model how computer hardware and software work together as a system to accomplish tasks.
Code.org Lesson 6: Processing
Overview�Question of the Day: What are the different ways computers can process information?�In this lesson, you will learn about the four types of processing that computers may use to turn input into output.
Vocabulary�Processing - The thinking work computers do to turn input into output.
Resources�Apps with Processing - Activity Guide
Levels: 1 App: Is It Your Birthday?, 2 App: National Parks, 3 App: How Many Countries, 4 App: My Famous Birthday, 5 App: Stamp Notebook, 6 App: The Fastest Finger, 7 App: Guess the Number, 8 App: Where Should I Live?
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Assessment(s): Activity Guide
Suggested Pacing:
2
Activity 7: U1C2L7 Storage
Geometry Lessons & Math Standards
CCSS.MATH.PRACTICE.MP1 �Make sense of problems and persevere in solving them.
CCSS.MATH.PRACTICE.MP3 �Construct viable arguments and critique the reasoning of others.
CSTA K-12 Computer Science Standards (2017)
AP - Algorithms & Programming
2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.
IC - Impacts of Computing
2-IC-20 - Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.
Code.org Lesson 7: Storage�
Overview�Question of the Day: Why is storage an important part of the computing process?�In this lesson, you learn about the last criteria that make a computer a computer - storage!
Vocabulary�storage - saving information to use in the future
Resources�Apps with Storage - Activity Guide �What Do Computers Do - Video
Levels: 1 App: Outfit Picker, 2 App: Friend Finder, 3 App: Choose a Kid's Movie, 4 Video: IOSP Model
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Assessment(s): Activity Guide
Suggested Pacing:
2
Activity 8: U1C2L8 Project - Propose an App
Geometry Lessons & Math Standards
CCSS.MATH.PRACTICE.MP1 �Make sense of problems and persevere in solving them.
CCSS.MATH.PRACTICE.MP3 �Construct viable arguments and critique the reasoning of others.
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.�2-AP-15 - Seek and incorporate feedback from team members and users to refine a solution that meets user needs.�2-AP-18 - Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.�CS - Computing Systems�2-CS-02 - Design projects that combine hardware and software components to collect and exchange data.
Code.org Lesson 8: Project - Propose an App
Overview�Question of the Day: How can the IOSP model help us to design an app that solves a problem?�For this lesson, you will spend a few days creating an idea for an app that solves a real-world problem using input, output, storage, and processing.
Resources�Apps and Problem Solving - Activity Guide �Apps and Problem Solving - Peer Review �Apps and Problem Solving - Rubric �Apps and Problem Solving - Student Checklist - Resource �Computer Science Practices - Reflection �
Levels: 1 End-of-Unit Survey
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Assessment(s): Guide, Poster, Note that there is a rubric for this project.
Suggested Pacing:
4 (Activity Guide, Poster, Presentation, Peer Review and Reflection)
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.
Code.org Lesson 1: Programming for a Purpose
Overview�Question of the Day: How can we design animations and games based on the needs of a user?�In this lesson, you will explore how we can design animations and games for different users and purposes
Resources�(Warm Up) Word Search - Activity Guide �Animation and Game Design Template - Resource �Animation and Game Design for Users - Activity Guide �Problem Solving and Design - Resource �The Problem Solving Process - Video
Levels 1 Animation and Game Templates, 2 Check-In Survey
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Assessment(s): Animation and game Design for Users, Animation and Game design template
Suggested Pacing:
2
Geometry Lessons & Math Standards
LESSON: 0-7 Ordered Pairs�PG #: P15�CCSS: G.CO.1
Code.org Lesson 2: Plotting Shapes
Overview�Question of the Day: How can we clearly communicate how to draw something on a screen?�In this lesson, you will explore the challenges of communicating clear instructions using a Game Lab tool to draw shapes on the Game Lab's grid!
Resources�Drawing Shapes (Version A) - Activity Guide �Drawing Shapes (Version B) - Activity Guide
Levels 1 Drawing Shapes
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Assessment(s): Activity Guide
Suggested Pacing:
2
Geometry Lessons & Math Standards
LESSON: 1-6 Two-Dimensional Figures�PG #: 56�CCSS: G.GPE.7
Code.org Lesson 3: Drawing in Game Lab
Overview�Question of the Day: How can we communicate to a computer how to draw shapes on the screen? In this lesson, you will begin to use Game Lab to position shapes on the screen while working through the concepts of sequencing and debugging.
Vocabulary�Bug - Part of a program that does not work correctly.�Debugging - Finding and fixing problems in an algorithm or program.�Program - An algorithm that has been coded into something that can be run by a machine.
Introduced Code�ellipse(x, y, w, h)�fill(color)�rect(x, y, w, h)
Resources�Drawing in Game Lab - Part 1 - Video�Drawing in Game Lab - Part 2 - Video
Levels: 1 Predict - Introduction to Game Lab, 2-6 Skill Building, 7 Practice, 8 Assessment, 9 Challenges
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Assessment(s): Assessment Level
Suggested Pacing:
2
Geometry Lessons & Math Standards
Continuing,�LESSON: 1-6 Two-Dimensional Figures�PG #: 56�CCSS: G.GPE.7
Code.org Lesson 4: Shapes and Parameters
Overview�Question of the Day: How can we use parameters to give the computer more specific instructions? In this lesson, you will continue working in Game Lab and increasing your familiarity with drawing shapes to the screen by manipulating the "parameters" of the shapes you are using to draw.
Vocabulary�Parameter - Additional information provided as input to a block to customize its functionality��Introduced Code�background(color)�ellipse(x, y, w, h)�rect(x, y, w, h)
Levels 1 Predict, 2-6 Skill Building, 7 Practice, 8 Assessment, 9 Challenges
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Assessment(s): Assessment Level, Activity 12: Geometry in Game Lab on next slide
Suggested Pacing:
3
Activity 12: Geometry in Game Lab
Skyline at Sunset:
Objective: To demonstrate your understanding of geometric shapes and their representation in Game Lab, your challenge is to create a skyline scene during sunset.
Assignment Details:
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Geometry Lessons & Math Standards
LESSON: 0-4 Algebraic Expressions�PG #: P10�CCSS: 6.EE.A.2, 6.EE.A.2a, 6.EE.A.2b
LESSON: 0-5 Linear Equations�PG #: P11�CCSS: 8.EE.C.7, 8.EE.C.7a, 8.EE.C.7b
Code.org Lesson 5: Variables
Overview�Question of the Day: How can we use variables to store information in our programs? In this lesson, you will be introduced to variables - an important concept in programming used to store values for your programs!
Vocabulary�Variable - A label for a piece of information used in a program.�
Introduced Code�var x = ___;�var x;
Resources�Introduction to Variables - Video�Variables - Resource�Variables - Video
Levels: 1 Prediction, 2 Predict, 3-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
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Assessment(s): Assessment Level, Activity 13: Using Variables to Create Your Own Artwork on the next slide
Suggested Pacing:
4
Activity 13: Using Variables to Create Your Own Artwork
Objective: The goal of this lesson is to understand how variables can be used to define different aspects of a shape or object in your code. By the end of this assignment, you will be able to create a complex scene in which every element is defined by a variable.
Assignment Details:
Remember to keep your code organized and easy to read. Good luck, and have fun creating your scene!
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Activity 14: Random Art Generator
Objective:�The objective of this assignment is to apply your knowledge of random numbers and geometry to create a unique and interactive piece of art. You'll be using randomness to generate unexpected color schemes and shapes that change each time your program runs. This task will reinforce your understanding of randomness in programming and how it can make programs more dynamic and engaging.
Assignment Details:
Remember, the goal is not just to complete the task but also to explore the possibilities of randomness in programming. Be creative, and have fun with your design!
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Geometry Lessons & Math Standards
Continuing,�LESSON: 1-6 Two-Dimensional Figures�PG #: 56�CCSS: G.GPE.7
Code.org Lesson 7: Mini-Project - Robot Faces
Resources�Activity Guide - Robot Face Planning - Activity Guide �Problem Solving with Programming - Resource �Robot Faces - Rubric
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Assessment(s): Activity Guide, Activity 15: Polygon Gallery on the next slide
Suggested Pacing:
3
Activity 15: Polygon Gallery
Objective: �To apply your knowledge of regular and irregular polygons, creating a gallery of polygons using code, and identifying the properties of each polygon using comments.
Assignment Details:
Download any sprites you created that I feel are high quality and that you may use in other apps, games, or cards.
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Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 8: Sprites
Overview�Question of the Day: How can we use sprites to help us keep track of lots of information in our programs? Today you will learn about sprites which will not only give you a way to keep track of various pieces of information in your programs but will also allow you to create more interesting and fun images!
Vocabulary�Sprite - A character on the screen with properties that describe its location, movement, and look.�
Introduced Code�drawSprites()�sprite.setAnimation(label)�var sprite = createSprite(x, y)
Resources�Introduction to Sprites - Video�The Animation Tab - Video
Levels: 1 Predict, 2-7 Skill Building, 8 Check for Understanding, 9 Practice, 10 Assessment, 11 Challenges
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Assessment(s): Level 10 Assessment, Activity 16:Spriteland Adventure
Suggested Pacing:
3
Activity 16:Spriteland Adventure
Objective:�The objective of this challenge is to explore the world of sprites and unleash your creativity by creating custom sprites using various tools. You will also have the opportunity to download sprites to your Chromebook for future use. By the end of this challenge, you will have gained experience in using built-in sprites, creating your own sprites, and incorporating them into a scene.
Assignment Details:
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Geometry Lessons & Math Standards
LESSON: 3-3 Rotations�PG#: 240�CCSS: G.CO.2, G.CO.4, G.CO.5, G.CO.6�
LESSON: 7-1 Dilations�PG#: 492�CCSS: G.CO.2, G.SRT.1
Code.org Lesson 9: Sprite Properties
Overview�Question of the Day: How can we use sprite properties to change their appearance on the screen?�In this lesson, you will continue working with sprites, using their properties to change their appearance.
Vocabulary�Dot notation - the way that sprites' properties are used in Game Lab, by connecting the sprite and property with a dot.�Property - A label for a characteristic of a sprite, such as its location and appearance
Introduced Code�sprite.rotation�sprite.scale�sprite.x�sprite.y
Resources�Sprite Properties - Video
Levels: 1 Prediction, 2-3 Skill Building, 4 Practice, 5 Assessment, 6 Challenges
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Assessment(s): Level 5 Assessment
Suggested Pacing:
3
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 10: Text
Overview�Question of the Day: How can we use text to improve our scenes and animations?�In this lesson, you will learn how to use Game Lab's text commands to add captions to your scenes.
Levels: 1 Prediction, 2-3 Skill Building, 4 Practice, 5 Assessment, 6 Challenges
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Assessment(s): Level 5 Assessment
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 11: Mini-Project - Captioned Scenes
Overview�Question of the Day: How can we use Game Lab to express our creativity?�In this lesson, you will get the opportunity to be creative by using the problem-solving process to design and program a scene of your choice.
Resources�Captioned Scenes - Rubric�Problem Solving with Programming - Resource �Sprite Scene Planning - Activity Guide
Levels: 1 Captioned Scene Example, 2 Create a Background, 3 Add Sprites, 4 Add Text, 5 Review Your Scene
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Assessment(s): Level 5 Review Your Scene, Activity 19: Transformative Scenes on the next slide
Suggested Pacing:
3
Activity 19: Transformative Scenes
Objective: �Apply concepts of sprite creation, rotation, scaling, and shape manipulation to create captivating and visually dynamic scenes using code.
Assignment details:
Remember to test and refine your scene as you go, ensuring that each element is visually appealing and aligned with your creative vision. Consider the composition, color palette, and overall aesthetic appeal of your scene.
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Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 12: The Draw Loop
Overview�Question of the Day: How can we animate our images in Game Lab?�In this lesson, you will learn how to use the draw loop with random numbers to create your first simple animations.
Introduced Code�World.frameRate�function draw() {}
Resources�Introduction to the Draw Loop - Video
Levels: 1 Predict, 2 Skill Building, 3 Predict, 4-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
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Assessment(s): Level 7 Assessment
Suggested Pacing:
2
Geometry Lessons & Math Standards
Lesson: 3-2 Translations�PG#: 232�CCSS: G.CO.2, G.CO.4, G.CO.5, G.CO.6
Lesson: 3-4 Compositions of Transformations�PG#: 249�CCSS: G.CO.2, G.CO.5
Code.org Lesson 13: Sprite Movement
Overview�Question of the Day: How can we control sprite movement in Game Lab?�In this lesson, you will learn how to control sprite movement using the counter pattern.
Resources�Sprite Movement - Video�The Counter Pattern - Video�
Levels: 1 Prediction, 2-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
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Assessment(s): Level 7 Assessment, Activity 21: Moving Scene on the following slide
Suggested Pacing:
5
Activity 21: Moving Scene
Objective: �Create an engaging scene using sprite animations, compositions of transformations, and randomization to add unique elements to your program.
Assignment Details:
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Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 14: Mini-Project - Animation
Overview�Question of the Day: How can we combine different programming patterns to make a complete animation?�In this lesson, you will combine all the concepts you have learned in the previous lessons to create your first animated scene of your own design!
Resources�Animated Scene - Rubric �Animated Scene - Activity Guide �Problem Solving with Programming - Resource
Levels: 1 Example Animated Scene, 2 Draw a Background, 3 Add Sprites, 4 Add Text, 5 Add Movement, 6 Review Your Animated Scene
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Assessment(s): Level 6 Review Your Animated Scene, Activity Guide, Rubric
Suggested Pacing:
3
Geometry Lessons & Math Standards
LESSON: 0-6 Linear Inequalities�PG#: P13�CCSS: G.GPE.5
LESSON: 2-2 Statements, Conditionals, and Biconditionals�PG#: 119�CCSS:G-CO.9
LESSON: 2-3 Deductive Reasoning�PG#: 131�CCSS: G-GPE.4
Code.org Lesson 15: Conditionals
Overview�Question of the Day: How can programs react to changes as they are running?�In this lesson, you will learn about booleans and conditionals, which will allow you to create programs that run differently depending on whether a condition is true.
Vocabulary�Boolean Expression - in programming, an expression that evaluates to True or False.�Condition - Something a program checks to see whether it is true before deciding to take an action.�Conditionals - Statements that only run when certain conditions are true.
Introduced Code�___ != ___�___ < ___�___ <= ___�___ == ___�___ > ___�___ >= ___�if (condition) { statement }
Resources�Boolean Expressions - Video�Conditional Statements - Video�If Statements - Resource
Levels: 1 Prediction, 2 Quick Check, 3-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
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Assessment(s): Level 7 Assessment, Activity 23: Conditional Movement on the next slide
Suggested Pacing:
5 (2 days for math lessons, 1 for CSD, 2 for challenge)
Activity 23: Conditional Movement
Objective: �Create an interactive scene using sprites and conditional statements to control movement and ensure objects stay within the screen boundaries.
Assignment Details:
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Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 16: Keyboard Input
Overview�Question of the Day: How can our programs react to user input?�In this lesson, you will learn how to use the keyDown() block which will let your programs respond to user input.
Introduced Code�keyDown(code)
Levels: 1 Prediction, 2-4 Skill Building, 5 Practice, 6 Assessment, 7 Challenges
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Assessment(s): Level 6 Assessment, Activity 24: Full-Screen Movement Challenge on the next slide
Suggested Pacing:
3
Activity 24: Full-Screen Movement Challenge
Objective: �Enhance the sprite movement in the game by incorporating screen boundaries to prevent the sprite from going off the screen or implementing wrap-around behavior.
Assignment Details:
35
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 17: Mouse Input
Overview�Question of the Day: What are more ways that the computer can react to user input?�In this lesson, you will expand on what you have learned about if statements and explore if-else statements as well as learn about how to use the mouse to get input from your user that you can use in your conditional statements.
Vocabulary�Conditionals - Statements that only run when certain conditions are true.
Introduced Code�if (condition) { statement1 } else { statement2 }�keyWentDown(code)�keyWentUp(code)�mouseDidMove()�mouseDown(button)�mouseWentDown(button)�mouseWentUp(button)�sprite.visible
Resources�If/Else Statements - Video
Levels: 1 Prediction, 2-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
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Assessment(s): Level 7 Assessment
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-15 - Seek and incorporate feedback from team members and users to refine a solution that meets user needs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-18 - Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 18: Project - Interactive Card
Overview�Question of the Day: What skills and practices are important when creating an interactive program?�In this lesson, you will plan and develop an interactive greeting card using all the programming concepts and techniques you have learned so far!
Resources�Computer Science Practices - Reflection �Interactive Card - Rubric �Interactive Card - Activity Guide - Activity Guide �Interactive Card - Peer Review - Activity Guide �Interactive Card - Student Checklist - Resource �Problem Solving with Programming - Resource
Levels: 1 Demo App: Interactive Card, 2 Interactive Card Examples, 3-7 Project Work, 8 Reflection
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Assessment(s): Activity Guide, Peer Review, Interactive Card in Level 7
Suggested Pacing:
4
Geometry Lessons & Math Standards
LESSON: Chapter 2-8: Slope and Equations of Lines�PG#: Page 178�CCSS: G.GPE.5
LESSON: Chapter 3-3: Rotations�PG#: Page 240�CCSS: G.CO.2, G.CO.4, G.CO.5, G.CO.6
Code.org Lesson 19: Velocity
Overview�Question of the Day: How can programming languages hide complicated patterns so that it is easier to program?�In this lesson, you will learn how to set a sprite's velocity which uses the counter pattern to move your sprites.
Introduced Code�sprite.rotationSpeed�sprite.velocityX�sprite.velocityY
Resources�Velocity - Video
Levels: 1 Predict, 2-7 Skill Building, 8 Practice, 9 Assessment, 10 Challenges
38
Assessment(s): Level 9 Assessment, Activity 27: Dynamic Motion Scene on the next slide
Suggested Pacing:
4
Activity 27: Dynamic Motion Scene
Objective: �Create an engaging scene with interactive elements that incorporate motion, including objects with various speeds and meaningful rotations. Understand and describe the significance of slope in relation to the movement of objects in the scene.
Assignment Details:
39
Geometry Lessons & Math Standards
LESSON: 0-9 Square Roots and Simplifying Radicals�PG#: P19�CCSS: G.GPE.7
LESSON: 1-2 Line Segments and Distance�PG#: 14�CCSS: G.CO.1, G.CO.12
LESSON: 1-3 Locating Points and Midpoints�PG#: 26�CCSS: G.CO.1, G.CO.12, G.GPE.6
LESSON: 8-2 The Pythagorean Theorem and Its Converse�PG#: 575�CCSS: G.SRT.8, G.MG.3
Code.org Lesson 20: Collision Detection
Overview�Question of the Day: How can programming help make complicated problems more simple?�In this lesson, you will learn about collision detection by exploring how a computer could use math, the sprite location, and size to detect whether sprites are touching.
Vocabulary�Abstraction - a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.�
Introduced Code�Sprite.debug�sprite.isTouching(target)
Resources�Collision Detection (Version A) - Activity Guide �Collision Detection (Version B) - Activity Guide
Levels: 1 Sample Game, 2-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
40
Assessment(s): Level 7 Assessment
Suggested Pacing:
8
Activity 28: Collision Alert
Objective: �Check for collisions between a user-controlled object and another object on the screen. Display a warning message when the user-controlled object is within a certain range of the other object, but not yet touching. Additionally, calculate the distance between the user-controlled object and a flat surface using the drawing tools.
Assignment Details:
41
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-17 - Systematically test and refine programs using a range of test cases.
Code.org Lesson 21: Mini-Project - Side Scroller
Overview�Question of the Day: How can the new types of sprite movement and collision detection be used to create a game?�In this lesson, you will use what you have learned about collision detection and velocity to create a simple side-scroller game!
Resources�Problem Solving with Programming - Resource �Side Scroller - Rubric �Side Scroller - Activity Guide
Levels: 1 Side Scroller Example, 2 Draw Your Background, 3 Create Your Sprites, 4 Player Controls, 5 Looping, 6 Sprite Interactions, 7 Scoring & Scoreboard, 8 Review Your Game
42
Assessment(s): Level 8 Review your Game, Activity guide
Suggested Pacing:
6(3 to work through levels, 2 to hone their game and debug, 1 to share)
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 22: Complex Sprite Movement
Overview�Question of the Day: How can previous blocks be combined in new patterns to make interesting movements?�In this lesson, you will learn to combine the velocity properties of sprites with the counter pattern to create more complex sprite movements.
Levels: 1 Prediction, 2-4 Skill Building, 5 Practice, 6 Assessment, 7 Challenges
43
Assessment(s): Level 6 Assessment
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 23: Collisions
Overview�Question of the Day: How can programmers build on abstractions to create further abstractions?�In this lesson, you will learn how to use the new collision blocks (collide, displace, bounce, and bounceOff) to make your sprite interact in new ways.
Vocabulary�Abstraction - a simplified representation of something more complex. Abstractions allow you to hide details to help you manage complexity, focus on relevant concepts, and reason about problems at a higher level.
Introduced Code�setCollider(type, xOffset, yOffset, width/radius, height, rotationOffset)�sprite.bounce(target)�sprite.bounceOff(target)�Sprite.bounciness�sprite.collide(target)�sprite.displace(target)
Levels: 1 Code Prediction, 2-5 Skill Building, 6 Practice, 7 Assessment, 8 Challenges
44
Assessment(s):
Suggested Pacing:
2
Objective:
Create an animated scene with a sprite "collecting" other sprites. Exercise creativity by designing a scenario where the main character interacts with and collects other sprites, applying collision and direction principles learned in the lesson.
Assignment Details:
45
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 24: Mini-Project - Flyer Game
Overview�Question of the Day: How can the new types of collisions and modeling movement be used to create a game?�In this lesson, you will use what you have learned about simulating gravity and the different types of collisions to create a simple flyer game!
Resources�Flyer Game - Rubric �Flyer Game - Activity Guide �Problem Solving with Programming - Resource
Levels: 1 Flyer Game Example, 2 Make Your Sprites, 3-5 Player Controls, 6 Sprite Movement, 7 Sprite Interactions, 8 Review Your Game
46
Assessment(s): Level 8 Review Your Game, Activity Guide
Suggested Pacing:
5(3 to work through bubbles, 1 to review and debug, 1 to share)
Geometry Lessons & Math Standards
LESSON: 0-4 Algebraic Expressions
PG#: P10
CCSS: 6.EE.3, 6.EE.6, 7.EE.1
LESSON: 0-5 Linear Equations
PG#: P11
CCSS: 8.EE.5, 8.EE.6, 8.EE.7a
Code.org Lesson 25: Functions
Overview�Question of the Day: How can programmers use functions to create their own abstractions?�In this lesson, you will learn how to better organize your code using functions to make your program code more readable and remove repeated blocks of code.
Vocabulary�Function - A named bit of programming instructions.�
Introduced Code�function myFunction() { // function body, including optional "return" command. }�myFunction();
Resources�Functions - Video�Functions - Resource
Levels: 1 Predict, 2-3 Skill Building, 4 Predict, 5 Practice, 6 Quick Check, 7-9 Collector Game, 10 Challenges
47
Assessment(s): Level 9 Assessment
Suggested Pacing:
4
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 26: The Game Design Process
Overview�Question of the Day: How does having a plan help to make a large project easier?�In this lesson, you will explore the process you will use for the remainder of the unit when designing games.
Resources�Defender Game
Levels: 1 Same Game, 2 Plan Your Project, 3-4 Set Up Sprites, 5-7 Control Your Player, 8-12 Sprite Interactions, 13 Challenges
48
Assessment(s): Level 12, Defender Game
Suggested Pacing:
5
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 27: Using the Game Design Process
Overview�Question of the Day: How can the problem-solving process help programmers to manage large projects?�In this multi-day lesson, you will use the problem-solving process to create a platform jumper game!
Resources�Planning Your Platform Game - Activity Guide
Levels: 1 Sample Platform Jumper Game, 2 Build a Platform Jumper, 3-6 Platform Jumper - Background and Variables, 7-9 Platform Jumper - Platforms, 10-12 Platform Jumper - Items, 13-16 Platform Jumper - Player, 17 Platform Jumper Review, 18 Challenges
49
Assessment(s): Activity Guide, Level 17 Platform Jumper Review
Suggested Pacing:
5
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.�2-AP-11 - Create clearly named variables that represent different data types and perform operations on their values.�2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals.�2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.�2-AP-15 - Seek and incorporate feedback from team members and users to refine a solution that meets user needs.�2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution.�2-AP-17 - Systematically test and refine programs using a range of test cases.�2-AP-18 - Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.�2-AP-19 - Document programs in order to make them easier to follow, test, and debug.
Code.org Lesson 28: Project - Design a Game
Overview�Question of the Day: How can the five CS practices (problem-solving, persistence, communication, collaboration, and creativity) help programmers to complete large projects?�In this lesson, you will use the problem-solving process to plan and build an original game!
Resources�Computer Science Practices - Reflection �Make Your Own Game - Activity Guide �Make Your Own Game - Rubric �Make Your Own Game - Peer Review - Activity Guide �Make Your Own Game - Student Checklist - Resource �Problem Solving with Programming - Resource
Levels: 1 Sample Games, 2-5 Project - Background and Variables, 6-10 Project - Sprites and Interactions, 11 Review Your Game, 12 End-Of-Unit Survey
50
Assessment(s):
Suggested Pacing:
8 (design, code, share, reflect)
Geometry Lessons & Math Standards
LESSON: 0-1 Changing Units of Measure Within Systems�PG#: P4�CCSS: 5.MD.1, 5.MD.2
LESSON: 0-2 Changing Units of Measure Between Systems�PG#: P6�CCSS: 6.RP.3, 6.RP.3d
Code.org Lesson 1: Representation Matters
Overview�Question of the Day: How does data affect decisions we make every day?�In this lesson, you will explore what data is and how it is used to solve problems.
Resources�Representation Matters - Activity Guide
Levels: 1 Check-In Survey
51
Assessment(s): Activity Guide
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�DA - Data & Analysis�2-DA-07 - Represent data using multiple encoding schemes.
Code.org Lesson 2: Patterns and Representation
Overview�Question of the Day: How can we create a system for representing information?�In this lesson, you will create a system to represent information by working with a group to create a system that can represent any letter in the alphabet using only a single stack of cards.
Vocabulary�Decode - to change how information is represented so that it can be read by a person�Encode - to change how information is represented so that it can be read by a computer
Resources�Animal Shapes �Representing Information - Activity Guide �
Levels: This lesson contains no levels.
52
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017) DA - Data & Analysis�2-DA-07 - Represent data using multiple encoding schemes.
Code.org Lesson 3: ASCII and Binary Representation
Overview�Question of the Day: What system do computers use to represent letters and words?�In this lesson, you will be learning about binary and the ASCII system used for representing text.
Vocabulary�ASCII - a popular system for representing text in binary�Binary System - a way of representing information using only two options�Bit - a single piece of binary information
Resources�ASCII Challenges - Activity Guide �ASCII Text - Resource
Levels: This lesson contains no levels.
53
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�DA - Data & Analysis�2-DA-07 - Represent data using multiple encoding schemes.
Code.org Lesson 4: Representing Images
Overview�Question of the Day: What system do computers use to represent images?�In this lesson, you will continue exploring how you can create systems to represent information using binary, this time images!
Vocabulary�Pixel - a tiny square or dot which contains a single point of color of a larger image.
Levels: 1-5 Representing Images
54
Assessment(s): Level 5(students draw their own image)
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)|�DA - Data & Analysis�2-DA-07 - Represent data using multiple encoding schemes.
Code.org Lesson 5: Representing Numbers
Overview�Question of the Day: What system do computers use to represent numbers?�In this lesson, you will learn about the actual binary number system!
Resources�Binary and Data - Video�Number Cards - Manipulative �Representing Numbers 2021 - Activity Guide
Levels: 1 Binary Number Widget
55
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�DA - Data & Analysis�2-DA-07 - Represent data using multiple encoding schemes.
Code.org Lesson 6: Combining Representations
Overview�Question of the Day: How do computers tell the difference between binary codes for letters, numbers, or images?�In this lesson, you'll combine ASCII, binary, and images to explore ways to encode more complex types of information.
Resources�Activity Guide - Pet Records - Activity Guide �ASCII to Binary Table - Reference
Levels: 1 8-Bit Binary Number Widget
56
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�NI - Networks & the Internet�2-NI-05 - Explain how physical and digital security measures protect electronic information.�2-NI-06 - Apply multiple methods of encryption to model the secure transmission of information.
Code.org Lesson 7: Keeping Data Secret
Overview�Question of the Day: How can we keep data secret and protect it from misuse?�In this lesson, you will explore different levels of security, look at the importance of privacy, and learn how to encrypt information!
Vocabulary�Decrypt - to change information so that its hidden meaning is shown�Encrypt - to change information so that its meaning is hidden
Resources�Medical Records - Activity Guide �Secret Messages 2021 - Activity Guide
Levels
This lesson contains no levels.
57
Assessment(s): Medical Records Activity Guide, possibly Secret Messages as well.
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�DA - Data & Analysis
Code.org Lesson 8: Project - Create a Representation
Overview�Question of the Day: How can I represent complex information using binary systems?�In this lesson, you will explore how to use ASCII, binary, and image formats to represent your perfect day!
Resources�Computer Science Practices - Reflection �Create a Representation �Create a Representation - Rubric �Create a Representation - Student Checklist
58
Assessment(s): Create a Representation Project Guide
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�DA - Data & Analysis�2-DA-08 - Collect data using computational tools and transform the data to make it more useful and reliable.
Code.org Lesson 9: Problem Solving With Data
Overview�Question of the Day: How can we use data to solve problems in our community?�In this lesson, you will decide what a city most needs to spend resources on as a way to see how to use data to solve problems.
Resources�Problem Solving with Data - Activity Guide
Levels
This lesson contains no levels.
59
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
LESSON: 12-1 Representing Sample Spaces�PG#: 859�CCSS: S.CP.1
Code.org Lesson 10: Structuring Data
Overview�Question of the Day: how can we make it easier for computers to process data?�In this lesson, you will learn how to present data in different ways that can help people understand the data better as well as which parts of the process can be done by a computer and which parts need a human.
Resources�Structuring Data 2021 - Activity Guide
Levels: 1 Pizza Party Data
60
Assessment(s): Activity Guide
Suggested Pacing:
3
Geometry Lessons & Math Standards
LESSON: 12-2 Probability and Counting�PG#: 866�CCSS: S.CP.1
LESSON: 12-3 Probability with Permutations and Combinations�PG#: 872�CCSS: S.CP.9
Code.org Lesson 11: Interpreting Data
Overview�Question of the Day: How can patterns in data help us make decisions?�In this lesson, you will learn about cross-tabulation which will allow you to graph relationships between various pieces of data.
Resources�Interpreting Data - Activity Guide �Interpreting Data - Resource
Levels: This lesson contains no levels.
61
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�DA - Data & Analysis�2-DA-08 - Collect data using computational tools and transform the data to make it more useful and reliable.
Code.org Lesson 12: Making Decisions with Data
Overview�Question of the Day: how can patterns in data help make a decision?�In this lesson, you will get a chance to practice the data problem-solving process you learned about in the previous lesson.
Resources�Making Decisions with Data - Activity Guide �Problem Solving Process with Data - Resource
Levels: This lesson contains no levels.
62
Assessment(s): Activity Guide
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.�DA - Data & Analysis�2-DA-08 - Collect data using computational tools and transform the data to make it more useful and reliable.�IC - Impacts of Computing�2-IC-22 - Collaborate with many contributors through strategies such as crowdsourcing or surveys when creating a computational artifact.
Code.org Lesson 13: Automating Data Decisions
Overview�Question of the Day: How can computers help us make decisions about data?�In this lesson, you will examine how a computer could be used to complete the decision-making step of the data problem-solving process.
Resources�Automating Data Decisions - Resource �Automating Data Decisions - Activity Guide
Levels: This lesson contains no levels.
63
Assessment(s): Activity Guide
Suggested Pacing:
3 (a day for researching)
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�IC - Impacts of Computing�2-IC-20 - Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.�2-IC-23 - Describe tradeoffs between allowing information to be public and keeping information private and secure.
Code.org Lesson 14: Problem Solving with Big Data
Overview�Question of the Day: How is our data collected and why is it useful?�In this lesson, you will get a look at how data is collected and used by organizations to solve real problems in the real world.
Resources�Amazon and Data - Video�Data in the Real World - Activity Guide �Netflix and Data - Video�Waze and Data - Video
Levels: This lesson contains no levels.
64
Assessment(s): Activity Guide
Suggested Pacing:
1
Geometry Lessons & Math Standards
Code.org Lesson 15: Data and Machine Learning
Overview�Question of the Day: How can machines "learn"?�In this lesson, you get to work with Artificial Intelligence and learn about Machine Learning.
Resources�Video: Impact on Society - Video�Video: Machine Learning - Video�Video: Training Data and Bias - Video
Levels: 1-3 AI for Oceans: Fish vs Not Fish, 4-5 AI for Oceans: Types of Fish, 4, 5
65
Assessment(s): Journal (have students journal about what they learned)
Suggested Pacing:
2
Geometry Lessons & Math Standards
CSTA K-12 Computer Science Standards (2017)�AP - Algorithms & Programming�2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.�2-AP-15 - Seek and incorporate feedback from team members and users to refine a solution that meets user needs.�2-AP-18 - Distribute tasks and maintain a project timeline when collaboratively developing computational artifacts.�DA - Data & Analysis�2-DA-08 - Collect data using computational tools and transform the data to make it more useful and reliable.�IC - Impacts of Computing�2-IC-23 - Describe tradeoffs between allowing information to be public and keeping information private and secure.
Code.org Lesson 16: Project - Make a Recommendation
Overview�Question of the Day: How can I use data to make my own recommendations?�In this lesson, you will design a recommendation engine based on data that you collect and analyze from your classmates.
Resources�Computer Science Practices - Reflection �Make a Recommendation - Peer Review �Make a Recommendation - Rubric �Make a Recommendation - Project Guide �Make a Recommendation - Student Checklist
Levels: 1 Sample App, 2 End-Of-Unit Survey
66
Assessment(s): Project Guide
Suggested Pacing:
5(Develop project, peer review, Reflection, survey)