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codeSpark Teacher’s Guide<br />

Dear Intrepid Teacher,<br />

Thank you for your interest in teaching computer science to your kids! Knowledge of<br />

computer science and “algorithmic thinking” is increasingly necessary for success in<br />

our digital world. This skill is becoming a critical component of 21st century literacy.<br />

codeSpark created The Foos as an introduction to the “ABCs of Computer Science.”<br />

While it’s important to prepare kids for the modern workplace, computer science is<br />

about much more than getting a job in high tech. Research shows that computer<br />

science helps students improve in core areas like math, logic, and even reading<br />

comprehension. Often people think of programming or coding as computer science<br />

but that is just one element. At its core, computer science is the study of how to use<br />

logical thinking to identify, simplify and solve complex problems, not 0’s and 1’s.<br />

Studies from MIT and Tufts University show that students as young as five can learn<br />

complex computer science concepts, especially when artificial barriers like<br />

programming syntax are out of the way.<br />

codeSpark has created a unique and powerful approach to teaching computer<br />

science built on cutting edge research and hundreds of hours of prototype testing.<br />

codeSpark’s learning games are designed with no words so even pre-readers and ELL<br />

students can play and learn from our powerful curriculum.<br />

By playing our games, your students will improve their critical thinking skills, and<br />

improve in other disciplines, all while having a lot of fun!<br />

-- The codeSpark Team<br />

Have questions or feedback? Email us at info@codespark.org<br />

Get our app here – http://thefoos.com<br />

!2


Table of Contents<br />

Computer Science for K - 5<br />

4<br />

11<br />

23<br />

36<br />

40<br />

51<br />

63<br />

73<br />

80<br />

87<br />

91<br />

98<br />

144<br />

145<br />

146<br />

147<br />

Overview<br />

Lesson 1: Sequencing<br />

Lesson 2: Flexible Sequences<br />

Lesson 3: Commands & Parameters<br />

Lesson 4: Events<br />

Lesson 5: Loops<br />

Lesson 6: Efficiency<br />

Lesson 7: Endless Loops<br />

Lesson 8: Conditionals Statements I<br />

Lesson 9: Conditionals Statements II<br />

Lesson 10: Debugging<br />

Worksheets<br />

Glossary<br />

Rubric<br />

References<br />

Acknowledgements<br />

!3


OVERVIEW<br />

Computer Science for K - 5<br />

Teacher Overview:<br />

Our ten lesson plans provide a fun, flexible and engaging introduction to foundational<br />

computer science concepts. They target students in K – 3rd grade, but we’ve<br />

successfully tested with students as old as 8th grade.<br />

These lesson plans are meant to be highly adaptable. We often suggest variations<br />

within the plans themselves. You will be the best judge of what your students need to<br />

spend more time on and what they seem to enjoy the most.<br />

In addition, most lessons include both an activity with our game, The Foos, and an<br />

“unplugged” activity that does not require a computer or other connected device.<br />

Materials:<br />

Our game, “The Foos" – Code for an Hour. Download it at thefoos.com<br />

Available for FREE on iPad, iPhone, Android Devices and web (e.g. major<br />

browsers Chrome, Safari, IE, etc.)<br />

Props as needed: see each lesson for specifics<br />

No experience is necessary, but we recommend you review the lessons and play a<br />

few levels of the game prior to teaching it for the first time.<br />

Note: This curriculum gives you approximately 10 hours of<br />

lessons. If you sign up for our “Foosletter” at thefoos.com, we<br />

will notify you when we expand the curriculum and release new<br />

versions of the game.<br />

!4


OVERVIEW<br />

Computer Science for K - 5<br />

What Is Computer Science?<br />

Computer Science, or “CS” boils down to solving problems with very specific sets of<br />

instructions because computers only do exactly what they are told to do. We think of<br />

computers as smart but in reality we need to tell them what to do! They can’t<br />

anticipate what we want from them; only computer scientists can come up with<br />

precise instructions computers need in order to act. Learning to think like a computer<br />

scientist or programmer helps children break down problems, think in logical<br />

sequences, and use precise language to give instructions.<br />

How To Think Like A Computer Scientist:<br />

• computers do only what they are told<br />

• everyday processes like getting ready for school or making toast can be thought<br />

of as a set of instructions (ex. Get bread, put in toaster, toast… etc)<br />

• computer science often begins with a problem to solve<br />

• computer scientists have to be very creative in order to: solve problems,<br />

entertain, help with everyday tasks, etc<br />

• computer scientists mostly work in teams, not alone. Teams are generally better<br />

at finding creative solutions to problems than individuals<br />

• “Test and learn” strategies for problem solving are generally the best. Making<br />

mistakes is always part of the journey to the right answer<br />

• computer scientists have to be able to recognize patterns through the noise, a<br />

concept known as “abstraction.”<br />

The first lesson focuses on identifying common objects that only work when given<br />

the proper instructions. Then we will put this idea to work by programming the Police<br />

Foo – the first character players meet in our game.<br />

!5


OVERVIEW<br />

Computer Science for K - 5<br />

Who Are The Foos?<br />

The Foos are lovable and cute characters recently discovered by scientists. They are<br />

very small and live deep inside every computer, including smartphones, tablets and<br />

the computers in your class!<br />

Each Foo can walk, jump, throw, eat and navigate their world, called “Fooville.” Some<br />

Foos have special abilities that make them unique, for example:<br />

• Police Foo - can chase and capture the Glitch<br />

• Chef Foo - can make many kinds of food<br />

• Ninja Foo - can shrink or grow bigger<br />

• Astronaut Foo - can travel in four different directions<br />

• Construction Foo - can make crates and also blow them up<br />

But, just like computers, the Foos only do what they are told. Students must learn to<br />

give them specific commands, or program the Foos, in a specific order.<br />

Look out! The blue character with the white horns is the Glitch. He<br />

is a force of chaos in Fooville. Sometimes he makes a mess,<br />

sometimes he throws things around and sometimes he appears<br />

unexpectedly.<br />

!6


OVERVIEW<br />

Computer Science for K - 5<br />

How Do The Foos Help Me Teach Computer Science?<br />

Each Foo is like an animated little computer. Students program them to solve<br />

problems, gain new abilities and explore Fooville. As the student progresses through<br />

the game, the programs required get more complex. Programming helps solve all<br />

kinds of problems in the lives of the Foos, just how the skills learned from<br />

programming can help solve problems in real life!<br />

“The Foos" combines both structured and open-ended experiences to scaffold<br />

learning. In addition to our structured levels that teach students how to play “The<br />

Foos,” we have several “Toy Box” areas where students can let their imaginations run<br />

free by programing various Foos to interact with each other. As students unlock more<br />

Foos and abilities in the structured levels, their options for play in the Toy Box areas<br />

expand too.<br />

Most importantly, Foos are really, really fun to play with! This means students get<br />

deeply engaged with sophisticated concepts and look forward to learning more and<br />

testing their knowledge of the game and of programming. Computer Science quickly<br />

becomes a favorite subject!<br />

What Are Some Common Misconceptions About<br />

Computer Science?<br />

• Computers are smart! - Computers are actually dumb and require specific<br />

instructions to work. They just work very quickly.<br />

• Computer Science is only programming - CS is actually multidisciplinary that<br />

teaches math, problem solving, and logic.<br />

• Computer Science is just for boys - Ada Lovelace is considered to be the first<br />

computer programmer. The first all electronic computer was programmed by 6<br />

women.<br />

!7


OVERVIEW<br />

Computer Science for K - 5<br />

Is The Foos Aligned With Common Core Standards?<br />

Yes! The Foos Curriculum is aligned with the Common Core Standards for<br />

Mathematical Practice, which are listed below. Completing all 10 lessons fulfills all the<br />

standards.<br />

Common Core Standards for Mathematical Practice<br />

Mathematical Practice<br />

CCSS.MATH.PRACTICE.MP1<br />

Make sense of problems and persevere in<br />

solving them<br />

CCSS.MATH.PRACTICE.MP2<br />

Reason abstractly and quantitatively<br />

CCSS.MATH.PRACTICE.MP3<br />

Construct viable arguments and critique the<br />

reasoning of others<br />

CCSS.MATH.PRACTICE.MP4<br />

Model with mathematics<br />

CCSS.MATH.PRACTICE.MP5<br />

Use appropriate tools strategically<br />

CCSS.MATH.PRACTICE.MP6<br />

Attend to precision<br />

CCSS.MATH.PRACTICE.MP7<br />

Look for and make use of structure<br />

CCSS.MATH.PRACTICE.MP8<br />

Look for and express regularity in repeated<br />

reasoning<br />

Lesson<br />

• Lesson 1: Sequencing<br />

• Lesson 4: Events<br />

• Lesson 10: Debugging<br />

• Lesson 8: Conditional Statements I<br />

• Lesson 9: Conditional Statements II<br />

• Lesson 10: Debugging<br />

• Lesson 5: Loops<br />

• Lesson 7: Endless Loops<br />

• Lesson 6: Efficiency<br />

• Lesson 5: Loops<br />

• Lesson 7: Endless Loops<br />

• Lesson 8: Conditional Statements I<br />

• Lesson 9: Conditional Statements II<br />

• Lesson 1: Sequencing<br />

• Lesson 3: Commands and Parameters<br />

• Lesson 5: Loops<br />

• Lesson 7: Endless Loops<br />

• Lesson 1: Sequencing<br />

• Lesson 2: Flexible Sequences<br />

• Lesson 10: Debugging<br />

• Lesson 5: Loops<br />

• Lesson 7: Endless Loops<br />

• Lesson 8: Conditional Statements I<br />

• Lesson 9: Conditional Statements II<br />

!8


OVERVIEW<br />

Computer Science for K - 5<br />

Tips and Tricks<br />

Here’s the Main Selection screen, click on the puzzle levels.<br />

To unlock all the Levels in that chapter:<br />

If you want kids to skip ahead, simply click and hold the last level in that chapter<br />

(circled).<br />

!9


OVERVIEW<br />

Computer Science for K - 5<br />

Reset your progress:<br />

To reset your progress go to the profile screen (in the Main Selection) you can make a<br />

new profile. If you already have three profiles you can delete one.<br />

Make New Profile<br />

Delete<br />

!10


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Time:<br />

45-60 Min<br />

Materials:<br />

Tablets or Computers with The Foos<br />

A pencil for each student<br />

Story Sequence 1 & 2 handouts<br />

Learning Goals:<br />

Understand that computers are powerful, but need help to work.<br />

- They only do what they are told, in the specific order instructions are received.<br />

- Figuring out what instructions to give computers can be tricky.<br />

Accustom students to using “test and learn” strategies for problem solving.<br />

- “Making mistakes is always part of the journey to the right answer.”<br />

Vocabulary:<br />

Programming: Creating a sequence of instructions, or an algorithm, that makes a<br />

computer do something<br />

Algorithm: Instructions to solve a problem or complete a task<br />

Sequence: The step-by-step order in which instructions should occur<br />

!11


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Introduction:<br />

Begin with a group discussion of the computers that are around us. Some look like<br />

laptops, others might be cell phones, projectors, or thermostats.<br />

Discuss some “instructions” we give to these computers and what they do. For<br />

example, we can tell calculators to add or our cellphones to make phone calls.<br />

Introduction (cont.):<br />

In computer science, we use the word algorithm to describe the instructions we give<br />

computers to solve problems. The specific order of those instructions is called a<br />

sequence.<br />

Ask students to think about the algorithm to get ready for school in the morning.<br />

“What if you put your coat on before your clothes? Your shirt and pants would be on<br />

top of your coat, which is just silly!“. When we write algorithms, the order of<br />

instructions is really important.<br />

Introduce the “Test and Learn” strategy to solving problems, which students can use<br />

as they play “The Foos.”<br />

!12


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Step 1 : Understand<br />

the problem<br />

If not, what did you<br />

learn from testing<br />

your plan?<br />

What is the goal of the<br />

puzzle?<br />

Step 4: Learn<br />

Did you solve the<br />

problem?<br />

Test and Learn<br />

Step 2: Make a plan<br />

What do you want The<br />

Foo to do?<br />

Step 3: Test the plan<br />

What happened when you<br />

tested your algorithm?<br />

Write an algorithm<br />

you think would fix<br />

the problem<br />

!13


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Game Activities:<br />

Let students explore and play the first eight (8) levels (Police Foo).<br />

If students have difficulty with the game, reinforce the “Test and Learn” strategy for<br />

problem solving.<br />

Unplugged Activity:<br />

1. Put students into pairs.<br />

2. Hand out a pencil and Story Sequence 1 handout to each pair.<br />

3. Have each pair work together to identify which picture comes first, second,<br />

third, etc. in the story and have them put a number next to each picture to<br />

identify the order of events.<br />

4. For an extra challenge, have students try Story Sequence 2.<br />

ProTip: Encourage students to use the Test and Learn Strategy (pg. 11) throughout<br />

the codeSpark curriculum. This will help develop their problem solving skills and<br />

persistence. You can also try out the strategy in other classroom activities as well!<br />

<br />

Next page is an answer guide for Story Sequences 1 & 2. Debrief Discussion:<br />

!14


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer sheet! Activities in back of the book!<br />

Story Sequence 1<br />

How to Solve:<br />

The Glitch mixed up all these stories!<br />

The Foos need your help to put the<br />

pictures back in the correct order so the<br />

stories make sense.<br />

2<br />

1<br />

Number the boxes in the<br />

correct order.<br />

Activities Next Page >><br />

!15


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer Key<br />

1<br />

2 3<br />

1<br />

Number the boxes in the<br />

correct order<br />

2<br />

2<br />

1<br />

3<br />

!16


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer Key<br />

3<br />

Number the boxes in the correct order<br />

2<br />

4<br />

1 3<br />

4<br />

1 2<br />

4<br />

3<br />

!17


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer sheet! Activities in back of the book!<br />

Story Sequence 2<br />

How to Solve:<br />

The Glitch mixed up all these stories!<br />

Help the Foos put these stories in the right order.<br />

But be careful ! Some of the pictures don't belong.<br />

Number the boxes<br />

in the correct order.<br />

2<br />

1<br />

Write an X in the<br />

box if it doesn’t<br />

belong.<br />

x<br />

Activities Next Page >><br />

!18


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer Key<br />

1<br />

Number the boxes in the correct order and write an X in the box<br />

if it doesn’t belong.<br />

3<br />

2<br />

4<br />

X<br />

1<br />

!19


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer Key<br />

2<br />

Number the boxes in the correct order and write an X in the box<br />

if it doesn’t belong.<br />

3<br />

2<br />

1<br />

X<br />

5<br />

4<br />

!20


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Answer Key<br />

3 Number the boxes in the correct order and write an X in the box<br />

if it doesn’t belong.<br />

1<br />

X<br />

3 4<br />

2<br />

5<br />

!21


Lesson 1<br />

Sequencing<br />

The Foos Chapter 1<br />

Debrief Discussion:<br />

• What was the most challenging part of the Story Sequence activities?<br />

• Brainstorm other everyday algorithms (e.g., getting ready for bed, the class’ daily<br />

schedule).<br />

• If time allows, try writing them out on the board to see if the order makes sense.<br />

!22


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Time:<br />

45-60 Min<br />

Materials:<br />

Tablets or computers with The Foos<br />

Pencils and paper<br />

Flexible Sequence 1 & 2<br />

Learning Goals:<br />

Understand that actions must happen in a specific order to complete a task.<br />

Learn that some sequences are more flexible than others.<br />

- For example, making a peanut butter sandwich requires you start and end with<br />

a piece of bread but it doesn’t really matter if you put peanut butter or jelly on<br />

first<br />

Vocabulary:<br />

Sequence: The step-by-step order in which instructions should occur.<br />

Introduction:<br />

Discuss how some sequences are more flexible than others.<br />

Ask students if they can think of any flexible sequences in their morning routine.<br />

(Perhaps they brush their teeth then eat breakfast or brush their teeth after eating<br />

breakfast).<br />

!23


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

More examples: (order they would start to clean their room, order to put on their<br />

clothes, order they hug their stuffed animals)<br />

Introduction (cont):<br />

Some sequences are completely flexible while others require certain beginning and<br />

end points (such as getting up and going to school, this sequence will always begin<br />

with waking up and it will always end with arriving at school). Reinforce that some<br />

sequences are only semi-flexible.<br />

Game Activities:<br />

Replay levels 5-8 to reinforce programming and sequencing logic.<br />

Play Chapter 2: Builder Foo levels 9-12.<br />

Ask students if they think the Foos contain flexible sequences? It does!<br />

Encourage students to try different sequences to retry or get 3 stars in their already<br />

finished levels.<br />

!24


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Unplugged Activity:<br />

1. Divide students into pairs.<br />

2. Hand out a pencil and Flexible Sandwich Sequence handout to each pair.<br />

3. Have pairs solve the sandwich sequences as they did in Lesson 1, but reiterate<br />

that with these, there is not necessarily a “correct” order.<br />

4. Have pairs share their solutions with another pair to see how their sequences<br />

differ.<br />

5. For an extra challenge, have pairs try the Flexible Story Sequence Handout.<br />

ProTip: Paired Programming - If some of your students finish early, have them help<br />

other students who are still working. You can also pair up students at the beginning,<br />

where one person “drives” by controlling the mouse, keyboard, or touchscreen and the<br />

other person “navigates” by answering the driver’s questions and pointing out<br />

potential problems or mistakes.<br />

Next page is an answer guide for Flexible Sequences handouts 1 & 2.<br />

!25


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer sheet! Activities in back of the book!<br />

Flexible Sequence 1<br />

How to Solve:<br />

Help Chef Foo make sandwiches<br />

for his friends<br />

Number the boxes in the order Chef should combine these<br />

ingredients. There are mutiple correct answers!<br />

1 4 3<br />

2<br />

Bread Bread Ham<br />

Mayo<br />

Remember that bread is always the<br />

first and last part of any sandwhich<br />

Activities Next Page >><br />

!26


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

1<br />

Number the boxes in the order Chef should combine these ingredients.<br />

1 3<br />

2<br />

Bread Bread Ham<br />

2<br />

Number the boxes in the order Chef should combine these ingredients.<br />

There are many correct answers!<br />

1 4<br />

Bread<br />

Bread<br />

Flexible<br />

Flexible<br />

Peanut Butter<br />

Jelly<br />

!27


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

3 Number the boxes in the order Chef should combine these ingredients.<br />

There are many correct answers!<br />

1<br />

Flexible<br />

Bread<br />

Mayo<br />

5<br />

Flexible<br />

Ham<br />

Bread<br />

Flexible<br />

Cheese<br />

!28


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

4 Number the boxes in the order Chef should combine these ingredients.<br />

There are many correct answers!<br />

1<br />

Flexible<br />

Bread<br />

Mayo<br />

6<br />

Flexible<br />

Ham<br />

Bread<br />

Flexible<br />

Flexible<br />

Cheese<br />

Turkey<br />

!29


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer sheet! Activities in back of the book!<br />

Flexible Sequence 2<br />

The Glitch has struck again and mixed up these sequences!<br />

Help the Foos get them back into the right order.<br />

How to Solve:<br />

Number the boxes in the correct order.<br />

(there are mutiple correct answers)<br />

1 4<br />

Friend Comes to Play<br />

Watch TV<br />

Play Catch<br />

Friend Goes Home<br />

Some Events must come first<br />

Some Events must come last<br />

Activities Next Page >><br />

!30


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

1<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

1 4<br />

Friend Comes to Play<br />

Flexible<br />

Friend Goes Home<br />

Flexible<br />

Watch TV<br />

Play Catch<br />

!31


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

2<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

1<br />

Flexible<br />

Wake Up<br />

Flexible<br />

Put on Shoes<br />

Flexible<br />

Put on Clothes<br />

Put on Jacket<br />

6<br />

Flexible<br />

STOP<br />

Get on the Bus<br />

Eat Breakfast<br />

!32


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

3<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

Flexible<br />

6<br />

Play Video Games<br />

Friend Goes Home<br />

1<br />

Flexible<br />

Friend Comes to Play<br />

Flexible<br />

Eat Lunch<br />

Flexible<br />

Watch TV<br />

Play Catch<br />

!33


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Answer Key<br />

4<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

1<br />

Flexible<br />

Wake Up<br />

Flexible<br />

Put on Shoes<br />

Flexible<br />

Put on Clothes<br />

Flexible<br />

Put on Jacket<br />

Flexible<br />

Brush Teeth<br />

Flexible<br />

Eat Breakfast<br />

8<br />

STOP<br />

Wash Hands<br />

Get on the Bus<br />

!34


Lesson 2<br />

Flexible Sequences<br />

The Foos Chapter 1 & 2<br />

Debrief Discussion<br />

• Did any pairs have different story sequences? Were both sequences correct? Why<br />

or why not?<br />

• If you were building a sandwich robot, what part of sandwich building would be<br />

easiest to automate? What would be hardest? Why?<br />

!35


Lesson 3<br />

Commands & Parameters<br />

The Foos Chapter 2 & 3<br />

Time:<br />

45-60 min<br />

Materials:<br />

Tablets or computers with “The Foos"<br />

1 set of the Commands & Parameters cards for each student<br />

Pencils and paper<br />

Learning Goals:<br />

Learn what commands are and how they can be modified with parameters.<br />

Learn that commands are the primary instruction while parameters are the details –<br />

For example “walk” is a command and “left” is a parameter.<br />

Vocabulary:<br />

Command: primary instructions that tells the computer what action to perform (e.g.,<br />

run, jump, walk)<br />

Parameter: details of instructions that adds more specific information about the<br />

command (e.g., direction, color, object to perform an action on)<br />

Introduction:<br />

Introduce the concepts of commands and parameters by asking the class to tell you<br />

the directions to get from your classroom to the library. Tell students to be specific<br />

and make sure to include things like the direction (left, right, up, down).<br />

!36


Lesson 3<br />

Commands & Parameters<br />

The Foos Chapter 2 & 3<br />

Write out the directions on the board and reinforce that the directions are a type of<br />

algorithm telling you how to get from the classroom to the library . Circle any<br />

commands they give you and underline any parameters. Are there similarities with<br />

words that are circled and words that are underlined?<br />

Introduction (cont.):<br />

Explain that sequences must include commands that tell you what action to do and<br />

parameters that add more specific information about how the action should be done.<br />

Game Activities:<br />

Complete all levels in Chapter 2: Builder Foo <br />

Go onto Chapter 3: Ninja Levels (reinforcement levels)<br />

After the game ask students to name some of the commands in the Foos. Then have<br />

them try to name some of the parameters (reinforce the differences between the<br />

two).<br />

!37


Lesson 3<br />

Commands & Parameters<br />

The Foos Chapter 2 & 3<br />

Unplugged Activity:<br />

1. Divide students into pairs.<br />

2. Pass out 1 set of Commands & Parameters cards to each student.<br />

3. Pass out a pencil and a piece of paper to each group of students.<br />

4. Using these cards, each group tries to create as many programming instructions<br />

as possible in 5-10 minutes.<br />

- Remind students that a programming instruction must include a command and<br />

a parameter.<br />

- Combine a command card and a parameter card to create a single instruction.<br />

- Record each unique instruction that students create on the paper.<br />

5. After 5-10 minutes, count how many unique instructions each group created.<br />

ProTip: Debriefing - Gathering the class as a whole group to debrief the lesson helps<br />

students to reflect on their learning. Debrief Discussions are also intended as a time<br />

to relate the lesson content to the real-world and make computer science relevant to<br />

students’ everyday lives.<br />

Next page has Command and Parameter Cards.<br />

!38


Lesson 3<br />

Commands & Parameters<br />

The Foos Chapter 2 & 3<br />

Commands & Parameters Cards<br />

Grey cards are Commands while white cards are Parameters<br />

WALK JUMP RIGHT LEFT<br />

CHASE TRHOW UP APPLE<br />

PICK UP BUILD BALL GLITCH<br />

BLOW UP<br />

CHANGE<br />

COLOR<br />

RED<br />

BLUE<br />

WALK JUMP RIGHT LEFT<br />

CHASE<br />

THROW<br />

STRAIGHT<br />

UP<br />

APPLE<br />

PICK UP BUILD BALL GLITCH<br />

BLOW UP<br />

CHANGE<br />

COLOR<br />

RED<br />

BLUE<br />

Cards also available in the back of the book.<br />

!39


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Time:<br />

45-60 min<br />

Materials:<br />

Tablets or computers with “The Foos"<br />

Crayons<br />

Remote map handout for students<br />

Master copy with directions for remote control map activity<br />

Learning Goals:<br />

Understand that events allow us to have options in algorithms. They are not predetermined<br />

but cause things to happen only when the event occurs.<br />

Vocabulary:<br />

Event: an action or cue that signals a new line of code to run.<br />

For example:<br />

- When a student raises their hand (the event), you call on them (resulting action of<br />

the event).<br />

- When the alarm clock goes off (the event), you wake up (resulting action of the<br />

event).<br />

Introduction:<br />

Introduce the concept of events by telling students you are going to ask them a<br />

question and you want them to raise their hand if they want you to call on them for<br />

the answer.<br />

!40


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Then ask a simple question that most students will be able to answer:<br />

What is the color of my hair?<br />

What is the weather today?<br />

What day of the week is it?<br />

Introduction(cont.):<br />

Call on a student who has a hand raised and let him/her answer the question. Then<br />

ask the class how you knew the student wanted you to call on him/her.<br />

The class should mention that the student raised his/her hand.<br />

<br />

Explain that when the student raised his/her hand, it is an event because it was an<br />

action that prompted something else to happen--you calling on the student.<br />

Ask the class if they can think of any other types of everyday events. You might need<br />

to clarify that you are not talking about events in the conventional sense, like a<br />

birthday party or a sports game. In computer science, events are actions that cause<br />

something else to happen.<br />

Here are some examples:<br />

- If you have a call and response to get the student’s attention, your “call” is the<br />

event and their response is the resulting action (e.g., you clap three times and the<br />

class claps once to let you know they are paying attention; you turn the lights off<br />

and the class becomes quiet).<br />

- When the alarm clock goes off (the event), you wake up (resulting action of the<br />

event).<br />

- When the street light turns green (the event), cars start driving (resulting action of<br />

the event)<br />

- When you click the power button on a computer (the event), the computer turns on<br />

(resulting action of the event).<br />

!41


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

ProTip: Clarifying Events - If students are confused about events, ask them to<br />

think about their favorite game and the ways in which they let the character<br />

know what to do. You can also bring up “The Foos" to show them a specific<br />

example. Point out that if there were no events in the entire game, it would be<br />

really boring to play.<br />

Game Activities:<br />

Astronaut level 25-29<br />

Ask: Which parts of the code were events? How do you know?<br />

!42


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

There are 4 types of events in the Foos:<br />

1. Touch event: When you click on, or touch, the Foo (the event), the code runs<br />

(resulting action of the event).<br />

2. Play event: When you click the play button (the event), the code runs (resulting<br />

action of the event).<br />

!43


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

3. Bump event: When the Foo bumps into something, like the towers in Chapter 4<br />

(the event), the code runs (resulting action of the event).<br />

4. Shout/Hear event: When the Foo hears something, like an order for pasta in<br />

Chapter 5 (the event), the code runs (resulting action of the event).<br />

!44


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Unplugged Activity:<br />

1. Hand out a colored crayon and a Map handout to each student. Make sure<br />

you have the master copy of the handout with the directions.<br />

2. Tell the class that you aren’t allowed to “say” the location of the treasure<br />

but you can tell them through Events.<br />

3. On the board, write out the following directions<br />

• When I clap my hands, move one block Right.<br />

• When I snap my fingers, move one block Left.<br />

• When I stomp my feet, move one block Up.<br />

• When I turn the lights on and off, move one block Down.<br />

4. Start the activity by telling students to put their crayon on the center of<br />

their maps. Then follow the directions provided in the master copy of the<br />

map handout. Make sure to pause in between each line of directions so<br />

students have time to move crayons and so they understand when two<br />

lines of consecutive directions have the same action (e.g., when you want<br />

students to move left two squares, you stomp your feet and then stomp<br />

your feet again).<br />

5. When you finish going through each activity, all students should end at the<br />

same point on the map. Answer sheet and the shape the students draw<br />

should match.<br />

6. Play again with Map 2 and 3.<br />

7. Feel free to add in your own directions to make the game more<br />

challenging.<br />

Next page is an answer guide for Events handout.<br />

!45


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

The secret map<br />

Answer sheet! Activities in back of the book!<br />

Your teacher is sending you location of a teasure on this map.<br />

The location is secret so they can’t tell you except through events!<br />

How to decode:<br />

Hand Clap Event…<br />

Snap Fingers Event…<br />

Stomp Feet Event…<br />

Turn Light On And Off…<br />

Go Right one space on the chart.<br />

Go Left one space on the chart.<br />

Go Up one space on the chart.<br />

Go Down one space on the chart.<br />

!46


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Answer Key<br />

1<br />

Directions:<br />

Turn lights on and off, Snap, Stomp, Snap,<br />

Turn lights on and off<br />

!47


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Answer Key<br />

2<br />

Directions:<br />

Turn lights on and off, Clap, Clap, Stomp, Stomp, Stomp,<br />

Snap<br />

!48


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Answer Key<br />

3<br />

Directions:<br />

Stomp, Snap, Stomp, Snap, Turn lights on and off, Snap,<br />

Turn lights on and off, Clap, Turn lights on and off, Clap,<br />

Turn lights on and off, Clap, Stomp<br />

!49


Lesson 4<br />

Events<br />

The Foos Chapter 4<br />

Debrief Discussion:<br />

• What were the events in the map activity? What were the resulting actions?<br />

• What were the events in the Foos?<br />

• Why do you think events are important for computer programs (hint: provide<br />

options for users so not everything is completely predetermined)?<br />

• What are some other everyday events?<br />

!50


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Time:<br />

45-60 min<br />

Materials<br />

Tablets or computers with “The Foos"<br />

Pencils<br />

Loops 1 & 2 Handouts<br />

Learning Objectives:<br />

Understand why a loop is powerful<br />

Understand that some sequences are more efficient, and thus more desirable, than<br />

others.<br />

Efficiency is important because computers don't have unlimited processing power.<br />

Recognize everyday routines that might benefit from a loop command.<br />

Recognize the use of loops in favorite video games.<br />

Vocabulary:<br />

Loop: A set of instructions that is repeated over and over again.<br />

Introduction:<br />

Introduce the concept of loops by brainstorming examples of everyday activities that<br />

include repeated actions, or loops.<br />

Explain that loops help make code more efficient since computers only have so much<br />

power. Write the name of an activity and the steps or loops to complete it.<br />

!51


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Introduction (cont.):<br />

Examples:<br />

- Washing Hands: Wet hands — Soap hands — LOOP: (Rub hands, 3 times) – Rinse<br />

hands<br />

- Brushing teeth: Squeeze paste — wet brush — LOOP: (brush teeth, 10 times) —<br />

spit — Rinse — brush<br />

- Spreading butter: get butter -- LOOP: (spread, 3 times)<br />

Game Activities:<br />

Have the students play Chapter 2 episode 10 when the loops gets introduced.<br />

Loop<br />

Have students replay the rest of the Chapter 2 levels. Can they use a loop on every<br />

level?<br />

Does this generally make their programs smaller (e.g. do they use fewer total<br />

commands to solve the puzzle)?<br />

!52


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Have students explore Chapter 3, Levels 17-20 again if time allows.<br />

Can they use multiple loops within a level?<br />

Does understanding loops make challenges easier?<br />

Unplugged Activity:<br />

1. Divide students up into pairs.<br />

2. Hand out a pencil and Loops Handout 1 to each pair.<br />

3. Have students work together to complete the handout.<br />

4. For an extra challenge, have students try Loops Handout 2!<br />

Next page is an answer guide for Loop handouts 1 & 2.<br />

!53


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Looping Activity 1<br />

Answer sheet! Activities in back of the book!<br />

It’s almost Snack Time and Police Foo is hungry.<br />

Help her navigate to her snack.<br />

How to Solve:<br />

Give Police Foo the right loop command to reach the<br />

Donut square.<br />

3<br />

Fill in the blank to solve<br />

Activities Next Page >><br />

!54


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Answer Key<br />

1<br />

Help Police Foo reach the Donut Square!<br />

4<br />

2<br />

Help Police Foo reach the Donut Square!<br />

4<br />

!55


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Answer Key<br />

3<br />

Help Police Foo reach the Donut Square!<br />

5<br />

4<br />

Help Police Foo reach the Donut Square!<br />

Oh no! The arrow is missing !<br />

write the correct arrow in the blank<br />

4<br />

!56


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Looping Activity 2<br />

Answer sheet! Activities in back of the book!<br />

Astronaut Foo has lost her puppy in space.<br />

Help her navigate to her puppy.<br />

How to Solve:<br />

Give Astronaut Foo the right loop commands to reach the puppy square.<br />

Remember the second loop will only run after the first loop has finished.<br />

3 2<br />

Fill in the blank to solve<br />

Activities Next Page >><br />

!57


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Answer Key<br />

1<br />

Help Astronaut Foo reach the Puppy Square!<br />

Fill in the blank<br />

2<br />

2<br />

Help Astronaut Foo reach the Puppy Square!<br />

2<br />

2<br />

!58


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Answer Key<br />

3<br />

Help Astronaut Foo reach the Puppy Square!<br />

4<br />

3<br />

!59


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Answer Key<br />

4<br />

Help Astronaut Foo reach the Puppy Square!<br />

4 3<br />

Fill in the blank<br />

Fill in the blank<br />

!60


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Answer Key<br />

5<br />

Help Astronaut Foo reach the Puppy Square!<br />

3 2<br />

Oh no, the arrow is gone.<br />

Fill in this blank too !<br />

Fill in the blank<br />

!61


Lesson 5<br />

Loops<br />

The Foos Chapter 2 & 3<br />

Debrief Discusion:<br />

• What are the benefits of using loops?<br />

• What are some classroom activities that we could write as an action sequence with<br />

loops? (If time allows, write the sequences on the board).<br />

• Can there be more than one loop within a sequence?<br />

• What are some favorite games that seem to have loops?<br />

- Examples: Temple Run, Subway Surfer, or Minion Rush are all “Endless Runner”<br />

games where the player controlled character is always moving forward. This is a<br />

classic example of using a loop for efficiency. The player only has to think about<br />

up/down and right/left. Forward is taken care of by the loop.<br />

ProTip: Real Life Loops - To help students better understand loops, have them play<br />

these games and see if they can identify where the loops are: “Temple Run,” “Subway<br />

Surfer,” and “Minion Rush.”<br />

!62


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Time:<br />

45-60 min<br />

Materials:<br />

Tablets or computers with “The Foos"<br />

4 different colored crayons<br />

Foos Patch Quilt Handout<br />

Learning Goals:<br />

Practice making programs more efficient.<br />

Understand the concept of efficiency and that the best programs are the most<br />

efficient<br />

Efficient programs use the fewest commands<br />

Vocabulary:<br />

Efficient programs: Programs that respond more quickly and take less memory and<br />

power<br />

Introduction:<br />

On the board, draw an A on one side and a B on the other. Then draw a straight line<br />

from point A to point B and in a different color, draw a curved line with ups and downs<br />

but still goes from point A to point B.<br />

Tell students that your car is running out of gas and you need get from Point A to the<br />

gas station before you run out. Which line should you take (answer: straight line)?<br />

Ask students why taking the straight line would be better.<br />

!63


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Point out that the straight line is the shorter route and would take up less gas so you<br />

would be less likely to run out of gas before you got to the gas station.<br />

Introduce the concept of efficiency and note that in the driving example, straight line<br />

was more efficient because it got you from point A to point B the quickest.<br />

Explain how in computer science, we also want to be efficient when we write code.<br />

The most efficient code is always desirable because computers don't have unlimited<br />

processing power just like we don’t have unlimited amounts of gas to drive from point<br />

A to B.<br />

The “best solution” generally involves the fewest commands, but sometimes it’s quite<br />

challenging to write a short program and creativity is required to solve the problem.<br />

Game Activities:<br />

Have students replay The Foos Chapter 3 & 4.<br />

Are there multiple ways to get through the levels?<br />

Which are some of the most efficient?<br />

!64


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

What commands made your students’ more efficient?<br />

<br />

Does the number of stars you receive mean your code was more efficient?<br />

Unplugged Activity:<br />

Pass out crayons and the Foo Patch Quilt handout. Students should have access to a<br />

variety of crayon colors.<br />

There are two rules for coloring the blanket:<br />

• Each color will cost the Foos more money because they’ll need to buy more fabric,<br />

so using more colors would not be efficient. Students need to use the fewest colors<br />

they can to finish the quilt.<br />

• The Foos don’t want any patches that touch to be the same color.<br />

ProTip: The Four Color Theorem - Did you know that you only need four different<br />

colors to color a map with no adjacent regions having the same color? This is called<br />

the Four Color Theorem and is the basis behind the Foos Patch Quilt activity. Have<br />

your students test out the theorem with larger maps.<br />

Next page is an answer guide for Foo Quilt Making.<br />

!65


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Foo Quilt making<br />

Answer sheet! Activities in back of the book!<br />

Help the Foos make a Quilt!<br />

Color in the patches with the color that the fabric should be.<br />

But watch out! Fabric can be expensive.<br />

Rule 1 -<br />

Rule 2 -<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

Color in the patches.<br />

Try to use the least<br />

amout of crayons.<br />

One patch can not be<br />

the same color as the<br />

square next to it.<br />

Activities Next Page >><br />

!66


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Answer Key<br />

1<br />

Color in the Quilt<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

Color 1 Color 2<br />

Color 1<br />

Color 2 Color 1<br />

Color 2<br />

Color 1 Color 2<br />

Color 1<br />

!67


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Answer Key<br />

2<br />

Color in the Quilt<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

Color 1<br />

Color 1<br />

Color 2 Color 2<br />

Color 1<br />

Color 2<br />

Color 2<br />

Color 1 Color 1<br />

Color 1<br />

Color 2<br />

Color 2<br />

Color 2<br />

Color 2<br />

Color 1 Color 1<br />

Color 1<br />

!68


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Answer Key<br />

3<br />

Color in the Quilt<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

(This is just one of many possible solutions)<br />

Color 1<br />

Color 3<br />

Color 2<br />

Color 3<br />

Color 2<br />

Color 1<br />

Color 1<br />

Color 1<br />

Color 2<br />

Color 3<br />

Color 2<br />

Color 3<br />

Color 1<br />

!69


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Answer Key<br />

4<br />

Color in the Quilt<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

Color 1 Color 1<br />

Color 2<br />

Color 2 Color 2<br />

Color 1<br />

Color 1<br />

Color 2<br />

Color 1<br />

Color 2<br />

Color 1<br />

Color 2<br />

Color 2<br />

Color 1<br />

Color 2<br />

Color 1<br />

Color 2<br />

Color 1<br />

Color 1<br />

Color 2<br />

Color 2 Color 2<br />

Color 1 Color 1<br />

!70


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Answer Key<br />

5<br />

Color in the Quilt<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

Color 2<br />

Color 3<br />

Color 1<br />

Color 2<br />

Color<br />

1<br />

Color 3<br />

Color 2<br />

Color 1<br />

!71


Lesson 6<br />

Efficiency<br />

The Foos Chapter 3 & 4<br />

Debrief Discussion:<br />

• When playing “The Foos”, what sequences were most efficient? Why? What<br />

commands helped make the sequences efficient (e.g., loops)?<br />

• How many colors did you use to color the quilt? Did anyone use fewer colors?<br />

• Can you think of other everyday activities where we want to be efficient?<br />

- Turning off the water when brushing teeth is efficient because it helps save<br />

water.<br />

- Taking the shortest route to school is efficient because you get to school faster<br />

and save time and gas!<br />

!72


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

Time:<br />

45-60min<br />

Materials:<br />

Tablets or computers with “The Foos”<br />

Command and Parameter Dance Cards<br />

Rules for Whoosh ball<br />

Learning Goals:<br />

Understand the difference between a loop and an endless or infinite loop<br />

Understand how an event can interrupt an endless loop, but once this event is over,<br />

the loop continues<br />

Vocabulary:<br />

Endless loop: A set of instructions that is repeated over and over again without end.<br />

Event: an action or cue that signals a new line of code to run.<br />

Introduction:<br />

Review the topic of basic loops and why loops are beneficial (hint: they make code<br />

more efficient).<br />

Introduce the concept of endless loops and provide some examples: the earth<br />

rotating around the sun, time, electricity.<br />

!73


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

When writing code we can include events that interrupt an endless loop and cause<br />

something else to happen. But once the event is over, the endless loop continues.<br />

Introduction (cont.):<br />

Example:<br />

- Electricity is an endless loop, but when you flip the light switch, it temporarily shuts<br />

off until the light switch is turned on again.<br />

- Teach students “This is the song that never ends” as an example of an endless<br />

loop.<br />

Game Activities:<br />

“This is the song that never ends.<br />

It goes on and on my friends.<br />

Someone started singing it not knowing what it was,<br />

and they'll continue singing it forever just because.”<br />

(Repeat over and over)<br />

Have students play “The Foos," Chapter 4, Level 27 with the Astronaut Foo.<br />

!74


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

What are the benefits of the endless loop in this level?<br />

Set to infinite<br />

The infinity sign at the bottom of the command has the Astronaut moving endlessly<br />

to the right.<br />

<br />

Ask students to come up with a solution for the level that does not require an infinite<br />

loop.<br />

<br />

After they’ve completed the level ask them if they think using the infinite loop was<br />

better?<br />

Now students are ready to play levels 28 through 34.<br />

!75


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

Unplugged Activity 1:<br />

1. Divide students into pairs and provide each pair with Command and Parameters<br />

Dance Cards (see examples on the next page).<br />

2. In pairs, have students use the cards to create their own dances. There are two<br />

rules for dance:<br />

- The dance must be contained within a endless loop.<br />

- It must include at least one command and one parameter.<br />

3. Have pairs write down the sequence of actions and the parameters that make up<br />

their dance.<br />

4. Have each pair present their dance to the whole class (act it out!) and ask the<br />

other students to identify what were the commands and parameters of the dance<br />

loop.<br />

ProTip: Debugging - Often in computer science, we encounter mistakes that make<br />

our programs do things incorrectly. When creating their dance, students might have<br />

made mistakes in their code. Remind students that making mistakes is part of the<br />

process, and we can learn from every mistake.<br />

!76


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

Endless Loop Dance Activity<br />

Commands & Parameters Cards<br />

Grey cards are Commands while white cards are Parameters<br />

CLAP<br />

TURN<br />

AROUND<br />

ONCE<br />

TWICE<br />

SNAP<br />

FINGERS<br />

WAVE HAND THREE TIMES RIGHT<br />

JUMP SHAKE HIPS LEFT UP<br />

HOP WIGGLE DOWN FAST<br />

WADDLE TAP FOOT SLOW FOUR TIMES<br />

Cards available in the back of the book with other activities.<br />

!77


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

Debrief:<br />

• How could you tell the dance was looping? Which commands stood out most?<br />

• What are some real-life situations where endless loops would be more beneficial<br />

than regular loops? What are situations where regular loops might be better?<br />

- Examples: treadmills, escalators, turn signals, water cycle<br />

Unplugged Activity 2:<br />

1. Have students stand in a circle and tell them you have a ball of energy (it’s<br />

imaginary), and the only way to move the ball around the circle is with the sound<br />

“whoosh”.<br />

2. To start the game, send the whoosh ball to the student on your right, exemplifying<br />

how students should say “whoosh” as they send the whoosh ball around. Have<br />

students continue sending the whoosh ball around the circle until it comes back to<br />

you.<br />

3. Introduce two new events. One is “Boink,” which reverses the direction of the ball,<br />

and the other is “Zap,” which sends the ball across the circle. For Boink, tell<br />

students to put their hands up in the “stop” position and say “Boink” to reverse the<br />

direction of the whoosh ball. For Zap, tell students to make eye contact with<br />

someone across the circle and point to that person while saying “Zap” to send the<br />

whoosh ball across the circle. Then play with all three commands.<br />

4. After playing for several minutes, have the whole group discuss and draw out the<br />

code for Whoosh Ball.<br />

!78


Lesson 7<br />

Endless Loops<br />

The Foos Chapter 4<br />

Debrief:<br />

• Have students talk about the code for Whoosh ball. Do they think that loops can be<br />

interrupted by events sometimes?<br />

• Which event interrupts the endless loop in the Astronaut Levels? (hint: Bump<br />

event)<br />

<br />

!79


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

Time:<br />

45-60 min<br />

Materials:<br />

Tablets or computers with “The Foos"<br />

Dice<br />

Dice Game Instructions<br />

Bingo Cards<br />

Pencils<br />

Learning Goals:<br />

Understand that a programmer can cause actions to only occur under certain<br />

conditions.<br />

• “IF” blocks describe actions that occur only IF a certain condition is met. For<br />

example, IF it is raining, you use an umbrella.<br />

Demonstrate how IF statements are used in everyday life.<br />

Demonstrate how IF statements can be used to make programs more dynamic and<br />

efficient.<br />

Understand a specific instance of the IF condition is broadcasting messages with<br />

selective responses.<br />

- For example: IF I call your name, you line up at the door. Here, the message is<br />

calling the student’s name and the selective response is the one student who is<br />

named lines up at the door.<br />

!80


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

Vocabulary:<br />

Conditional statements/actions: statements/actions that only occur under certain<br />

conditions.<br />

“IF” block: statements/actions that occur only IF the specified condition is met.<br />

Broadcast messaging and selective response: A special case where an IF statement<br />

is broadcast but only those things meeting the condition respond.<br />

Introduction:<br />

Introduce the concept of conditional statements and the IF block by letting the class<br />

know that if they are completely quiet for 10 seconds, you will do something like:<br />

- Put on music and have a dance break<br />

- Play a fun game<br />

- Do 10 jumping jacks<br />

Start counting right away. If the students succeed, give them the reward. Otherwise, let<br />

them know why they did not get the reward.<br />

Then ask the class, “What was the condition of the reward?”<br />

- The condition was if they were quiet for 10 seconds.<br />

- If they were, the condition would be true and they get the reward.<br />

- If they were not, the condition would be false so they do not get the reward.<br />

Ask the students if they can think of other conditional statements from their everyday<br />

life.<br />

Here are some examples:<br />

- If it is cold, you wear a coat.<br />

- If you are tired, you go to sleep.<br />

Introduce the special IF condition of broadcast messaging and selective response.<br />

Let the students know they will have to listen carefully to your instructions in order to<br />

!81


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

go back to their desks/tables to start playing “The Foos.” Then use broadcasting<br />

messaging IF statements to call students back to their tables. Keep broadcasting IF<br />

statements until all students have been selected to return to their desks to start the<br />

game activities.<br />

Here are some examples:<br />

- IF you are wearing red, you can return to your desk.<br />

- IF you have a brother, you can return to your desk.<br />

- IF your birthday is in October, you can return to your desk.<br />

Game Activities:<br />

Have students play Chapter 5, Levels 35-44, with the Chef Foo.<br />

“IF” block<br />

Can they identify the IF blocks?<br />

In the previous chapter, the Astronaut had the bump event. In this chapter the chef<br />

has a new event (broadcast message). When does it run code (selective response)?<br />

Were the IF conditions necessary?<br />

!82


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

Unplugged Activity 1:<br />

1. Have students team up in groups of (3-4) and pass out dice and Dice Game<br />

instructions to each group (or write out instructions on a white board/<br />

blackboard).<br />

2. Have students play the game several times, or as time allows.<br />

Dice Game on next page.<br />

!83


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

Iffy Dice Game<br />

You will be competing for Dice Victory!<br />

The Rules:<br />

Make a Group.<br />

The oldest player must keep score on a blank piece of paper.<br />

The youngest player rolls first.<br />

The player to the right of youngest rolls next.<br />

Continue taking turns rolling and passing the dice to the right.<br />

IF you roll…<br />

IF you roll…<br />

IF you roll…<br />

IF you roll…<br />

IF you roll…<br />

IF you roll…<br />

you add 1 point to your score.<br />

you steal a point from your neighbor to the right.<br />

you subtract 1 point from your score.<br />

you have to do 10 jumping jacks.<br />

give a point to your neighbor on the left.<br />

you lose a turn.<br />

IF you… have 5 points you’re the winner!<br />

!84


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

Debrief Discussion:<br />

Could you write the code for the Dice Game?<br />

Make a list of every day “IF” conditions that you use in the classroom.<br />

- “If” you do your homework, you get a star<br />

- “If” it is Monday, we go to gym class<br />

- “If” it is raining, we have indoor recess.<br />

ProTip: More Dice Games - If students really enjoy the Iffy Dice Game, have them<br />

create their own set of IF statement rules and play the game again. You can also play<br />

this game with a deck of cards by assigning IF statement rules to each color, suit,<br />

and/or number value.<br />

Unplugged Activity 2 - Bingo:<br />

1. Pass out Bingo cards to each student.<br />

2. Explain the Rules:<br />

- Pick your favorite numbers between 1-100 and fill the empty boxes on the<br />

Bingo board.<br />

- IF one of your numbers is the same as a number called an X over its box.<br />

- IF you have a complete row, raise your hand and say Bingo!<br />

3. Play several rounds of Bingo as time allows (tip: write called numbers on the<br />

board).<br />

!85


Lesson 8<br />

conditional Statements I<br />

The Foos Chapter 5<br />

Blank Bingo boards available in the back of the book.<br />

Debrief:<br />

What were the IF conditions in Bingo?<br />

Can you think of other games or activities that have IF conditions?<br />

!86


Lesson 9<br />

conditional Statements II<br />

The Foos Chapter 5<br />

Time:<br />

45-60 min<br />

Materials:<br />

Tablets or computers with “The Foos"<br />

Dice<br />

Learning Goals:<br />

Understand that the IF statement can be extended to explain what should happen if<br />

the condition is not met using the IF/ELSE command.<br />

ELSE statements describe what action occurs when the IF statement is false. For<br />

example, IF I call your name, you line up at the door. Or ELSE, you sit on the carpet.<br />

Understand that IF statements can be extended to have multiple IF conditions using<br />

the ELSE/IF command.<br />

Practice how IF, IF/ELSE, and ELSE/IF statements can be used to make programs<br />

more dynamic and efficient.<br />

Practice using IF, IF/ELSE, and ELSE/IF statements embedded in loops to make<br />

programs more dynamic and efficient.<br />

Vocabulary:<br />

IF block- statements/actions that occur only IF the specified condition is met.<br />

Else statement - When an IF action isn't met the ELSE action will execute.<br />

!87


Lesson 9<br />

conditional Statements II<br />

The Foos Chapter 5<br />

Introduction:<br />

Review the concept of IF conditional statements from the previous lesson by<br />

providing a couple of examples:<br />

- If it is sunny, you wear sunglasses.<br />

- If it is Monday, you go to art class.<br />

What happens if the “If” condition is false? If it is NOT Monday, then what?<br />

Explain that sometimes we want an extra condition in case the “IF” statement is not<br />

true. We use the “ELSE” statement instead.<br />

Using a die, show an example of an IF/ELSE statement by telling the class, “IF I roll a<br />

three, then everybody claps. Or else, everybody snaps their fingers.” Roll the dice and<br />

show it to the class to see if they react properly.<br />

What was the IF condition?<br />

What was the ELSE condition?<br />

Which condition was met?<br />

Explain to the class that there could also be more than one condition.<br />

For example, “What if I wanted you to clap IF I roll a 3, or ELSE IF I roll something less<br />

than a 3, everyone says “Yay!” or ELSE you snap your fingers. So now we have the<br />

commands IF, ELSE IF, and ELSE.”<br />

Clarify the IF, ELSE IF, ELSE statements:<br />

-IF is the first condition (roll a 3)<br />

-ELSE IF gets looked at only if the IF condition is not true<br />

(roll something less than 3)<br />

-ELSE gets looked at only if nothing before it is true<br />

(roll something not 3 or less than 3)<br />

!88


Lesson 9<br />

conditional Statements II<br />

The Foos Chapter 5<br />

Flow Chart of an IF/ELSE Statement:<br />

IF I roll a 3, clap. ELSE IF I roll less than 3, say “Yay!” ELSE snap fingers.<br />

IF (roll 3)<br />

yes<br />

no<br />

clap<br />

ELSE IF<br />

(roll


Lesson 9<br />

conditional Statements II<br />

The Foos Chapter 5<br />

Debrief Discussion (Red Light/Green Light):<br />

Choose one of the IF/ELSE statements from the game and as a class, write out the<br />

code for it. For example:<br />

- IF you have a sister, take one step backward. ELSE take one step forward.<br />

Can you think of other games that have IF and IF/ELSE conditions?<br />

Pro Tip: Lining up with IF Statements - The next time your class is lining up to leave<br />

the room, use conditional IF statements to call students to line up. Keep using IF<br />

statements until all students are lined up.<br />

!90


Lesson 10<br />

Debugging<br />

Foo Studio<br />

Materials:<br />

Tablets or computers with “The Foos”<br />

Pencils<br />

Debugging A and B Handouts<br />

Learning Goals:<br />

Practice creative problem solving skills, including novel ways to solve a problem and<br />

fix algorithms that may be unclear or missing steps.<br />

Recognize that mistakes happen all the time in coding and practice trial and error as<br />

a technique to find solutions.<br />

Vocabulary:<br />

Bugs: Mistakes or problems in algorithms that cause the computer program to do<br />

something we don’t want it to do.<br />

Debugging: Finding and fixing problems in algorithms or computer programs.<br />

Persistence: Continuing to try to do something even when it’s hard.<br />

Introduction:<br />

Introduce the concept of debugging and how sometimes things go wrong with<br />

computers and we need to fix them by adjusting the instructions we give them.<br />

Introduce the concept of persistence. Discuss how many times we initially make<br />

some mistakes when trying something new but mistakes offer opportunities to learn.<br />

Examples include: learning to walk, ride a bike, read, and tie shoes.<br />

!91


Lesson 10<br />

Debugging<br />

Foo Studio<br />

The same applies for computer science. Coding can be really challenging and even<br />

some of the best coders make mistakes, but they persist until they find the best<br />

solution.<br />

Game Activities:<br />

Foo Studio is a new addition to The Foos where players can build their own video<br />

game levels, share those levels with friends and play levels their peers make. Players<br />

can apply the coding principles they learned in the puzzle levels to reprogram any<br />

object in Foo Studio.<br />

Players earn coins in the puzzle levels that can be used to purchase Foo Store items.<br />

All purchased items can be used in Foo Studio levels.<br />

This is the tutorial page:<br />

Main Screen<br />

Tutorial levels<br />

Foo Store<br />

Student section<br />

Published levels<br />

(all users)<br />

Coins<br />

!92


Lesson 10<br />

Debugging<br />

Foo Studio<br />

This is the player page:<br />

Create a new level<br />

Unpublished<br />

levels<br />

Player’s published<br />

levels (visible to all)<br />

This is the “create your own level” section:<br />

change level name<br />

play level<br />

“Draw” (opens item inventory)<br />

“Erase” (erases placed items)<br />

!93


Lesson 10<br />

Debugging<br />

Foo Studio<br />

Delete<br />

Copy<br />

Resize<br />

Rotate<br />

Programming block section<br />

This is the Published Levels section. All levels the players publish can be seen by<br />

everyone, and players can play levels published by other players:<br />

New Levels<br />

Featured Levels<br />

Highest<br />

Rated Levels<br />

!94


Lesson 10<br />

Debugging<br />

Foo Studio<br />

Did students make any mistakes in their code that they had to revise?<br />

How did they figure out what was wrong and how to fix it?<br />

Unplugged Activity 1:<br />

1. Divide students into pairs.<br />

2. Give each pair the name of a simple object. Tell pairs not to share their object<br />

with other pairs.<br />

3. Examples of objects: dog, person, tree, flower, cupcake, apple, etc.<br />

4. Have each pair write the algorithm to draw their object, but have students include<br />

3 “bugs,” or mistakes in their algorithms.<br />

5. Once all pairs have finished their algorithms, have them switch with another pair<br />

and try to draw the object according to the algorithm. Remind students that they<br />

will need to find the bugs and fix the code to draw the object correctly.<br />

Debrief Discussion (Draw and Debug):<br />

Did the drawings come out as expected? If not, what strategies did they use to find<br />

and fix the bugs?<br />

What did they have to add or take out to make the algorithms clearer?<br />

Were there any unintentional bugs that needed to be fixed to make the algorithm<br />

result in the correct drawing? If time allows, have pairs revise and retest their new<br />

algorithms.<br />

ProTip: Persistence - Developing persistence in problem solving is an important 21st<br />

Century Skill for all students to learn. You can encourage persistence by:<br />

!95


Lesson 10<br />

Debugging<br />

- Asking students thoughtful questions that help them problem solve on their own.<br />

- Pointing out actions that helped students accomplish their goals so they<br />

recognize how persistence is connected with their goals.<br />

- Modeling persistence in your teaching.<br />

Unplugged Activity 2:<br />

1. Divide students into pairs.<br />

2. Give each pair a “How to” activity for which they will have to write the algorithm.<br />

Tell students not to share their activities with other pairs. Here are some<br />

examples:<br />

- How to bake a cake<br />

- How to build a paper airplane<br />

- How to get to the playground<br />

- How to write their name<br />

- How to make a sandwich<br />

- How to tie your shoes<br />

3. Have each pair write out the list of steps, or algorithm, to complete their “How to”<br />

activity.<br />

4. Once all pairs are finished, gather the class back together and have each pair share<br />

the steps of their “How to” activity WITHOUT letting the rest of the class know what<br />

the activity is they are trying to teach.<br />

5. Have the rest of the class try to guess what the activity is. If the class has trouble,<br />

ask the pair what they might need to do to revise, or debug, their algorithm to make<br />

the activity clearer.<br />

!96


Lesson 10<br />

Debugging<br />

Debrief Discussion (Design and Debug):<br />

Could the class figure out the activity? Did they need clarification or modifications to<br />

the steps provided?<br />

Are there different ways you could write out the steps to the same activity? Does the<br />

order matter or could things be switched around (e.g., if the activity was baking a cake,<br />

does it matter if you put the eggs in first or the butter?)<br />

!97


WorkSheets by Section<br />

!98


Sequencing<br />

!99


Story Sequence 1<br />

How to Solve:<br />

The Glitch mixed up all these stories!<br />

The Foos need your help to put the<br />

pictures back in the correct order so the<br />

stories make sense.<br />

2<br />

1<br />

Number the boxes in the<br />

correct order.<br />

Activities Next Page >><br />

!100


1<br />

Number the boxes in the<br />

correct order.<br />

2<br />

!101


3<br />

Number the boxes in the correct order.<br />

4<br />

!102


Story Sequence 2<br />

How to Solve:<br />

The Glitch mixed up all these stories!<br />

Help the Foos put these stories in the right order.<br />

But be careful ! Some of the pictures don't belong.<br />

Number the boxes<br />

in the order that the<br />

story goes.<br />

2<br />

1<br />

Write an X in the<br />

box if it doesn’t<br />

belong.<br />

x<br />

Activities Next Page >><br />

!103


1<br />

Number the boxes in the correct order and write an X in the box<br />

if it doesn’t belong.<br />

!104


2<br />

Number the boxes in the correct order and write an X in the box<br />

if it doesn’t belong.<br />

!105


3<br />

Number the boxes in the correct order and write an X in the box<br />

if it doesn’t belong.<br />

!106


Flexible Sequences<br />

!107


Flexible Sequence 1<br />

How to Solve:<br />

Help Chef Foo make sandwiches<br />

for his friends<br />

Number the boxes in the order Chef should combine these<br />

ingredients. There are mutiple correct answers!<br />

1 4 3<br />

2<br />

Bread Bread Ham<br />

Mayo<br />

Remember that bread is always the<br />

first and last part of any sandwhich<br />

Activities Next Page >><br />

!108


1<br />

Number the boxes in the order Chef should combine these ingredients.<br />

1 3<br />

Bread Bread Ham<br />

2<br />

Number the boxes in the order Chef should combine these ingredients.<br />

There are many correct answers!<br />

Bread<br />

Bread<br />

Peanut Butter<br />

Jelly<br />

!109


3 Number the boxes in the order Chef should combine these ingredients.<br />

There are many correct answers!<br />

Bread<br />

Mayo<br />

Ham<br />

Bread<br />

Cheese<br />

!110


4 Number the boxes in the order Chef should combine these ingredients.<br />

There are many correct answers!<br />

Bread<br />

Mayo<br />

Ham<br />

Bread<br />

Cheese<br />

Turkey<br />

!111


Flexible Sequence 2<br />

The Glitch has struck again and mixed up these sequences!<br />

Help the Foos get them back into the right order.<br />

How to Solve:<br />

Number the boxes in the correct order.<br />

(there are mutiple correct answers)<br />

1 4<br />

Friend Comes to Play<br />

Watch TV<br />

Play Catch<br />

Friend Goes Home<br />

Some Events must come first<br />

Some Events must come last<br />

Activities Next Page >><br />

!112


1<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

Friend Comes to Play<br />

Friend Goes Home<br />

Watch TV<br />

Play Catch<br />

!113


2<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

Wake Up<br />

Put on Shoes<br />

Put on Clothes<br />

Put on Jacket<br />

STOP<br />

Get on the Bus<br />

Eat Breakfast<br />

!114


3<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

Play Video Games<br />

Friend Goes Home<br />

Friend Comes to Play<br />

Eat Lunch<br />

Watch TV<br />

Play Catch<br />

!115


4<br />

Put the pictures in the correct order.<br />

(there are mutiple correct answers)<br />

Wake Up<br />

Put on Shoes<br />

Put on Clothes<br />

Put on Jacket<br />

Brush Teeth<br />

Eat Breakfast<br />

STOP<br />

Wash Hands<br />

Get on the Bus<br />

!116


Commands & Parameters<br />

!117


WALK JUMP RIGHT LEFT<br />

CHASE TRHOW UP APPLE<br />

PICK UP BUILD BALL GLITCH<br />

BLOW UP<br />

CHANGE<br />

COLOR<br />

RED<br />

BLUE<br />

WALK JUMP RIGHT LEFT<br />

CHASE<br />

THROW<br />

STRAIGHT<br />

UP<br />

APPLE<br />

PICK UP BUILD BALL GLITCH<br />

BLOW UP<br />

CHANGE<br />

COLOR<br />

RED<br />

BLUE<br />

!118


Events<br />

!119


The secret map<br />

Your teacher is sending you location of a teasure on this map.<br />

The location is secret so they can’t tell you except through events!<br />

How to decode:<br />

Hand Clap Event…<br />

Snap Fingers Event…<br />

Stomp Feet Event…<br />

Turn Lights On And Off Event…<br />

Go Right one space on the chart.<br />

Go Left one space on the chart.<br />

Go Up one space on the chart.<br />

Go Down one space on the chart.<br />

!120


1<br />

!121


2<br />

!122


3<br />

!123


Loops<br />

!124


Looping Activity 1<br />

It’s almost Snack Time and Police Foo is hungry.<br />

Help her navigate to her snack.<br />

How to Solve:<br />

Give Police Foo the right loop command to reach the<br />

Donut square.<br />

3<br />

Fill in the blank to solve<br />

Activities Next Page >><br />

!125


1<br />

Help Police Foo reach the Donut Square!<br />

2<br />

Help Police Foo reach the Donut Square!<br />

!126


3<br />

Help Police Foo reach the Donut Square!<br />

4<br />

Help Police Foo reach the Donut Square!<br />

Oh no! The arrow is missing !<br />

write the correct arrow in the blank<br />

!127


Looping Activity 2<br />

Astronaut Foo has lost her puppy in space.<br />

Help her navigate to her puppy.<br />

How to Solve:<br />

Give Astronaut Foo the right loop commands to reach the puppy square.<br />

Remember the second loop will only run after the first loop has finished.<br />

3 2<br />

Fill in the blank to solve<br />

Activities Next Page >><br />

!128


1<br />

Help Astronaut Foo reach the Puppy Square!<br />

Fill in the blank<br />

2<br />

Help Astronaut Foo reach the Puppy Square!<br />

2<br />

!129


3<br />

Help Astronaut Foo reach the Puppy Square!<br />

4<br />

!130


4<br />

Help Astronaut Foo reach the Puppy Square!<br />

Fill in the blank<br />

Fill in the blank<br />

!131


5<br />

Help Astronaut Foo reach the Puppy Square!<br />

3 2<br />

Oh no, the arrow is gone.<br />

Fill in this blank too !<br />

Fill in the blank<br />

!132


Efficiency<br />

!133


Foo Quilt making<br />

Help the Foos make a Quilt!<br />

Color in the patches with the color that the fabric should be.<br />

But watch out! Fabric can be expensive.<br />

Rule 1 -<br />

Rule 2 -<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

How to Solve:<br />

Color in the patches.<br />

Try to use the least<br />

amout of crayons.<br />

One patch can not be<br />

the same color as the<br />

square next to it.<br />

Activities Next Page >><br />

!134


1<br />

Color in the Quilt<br />

Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

!135


Color in the Quilt<br />

2 Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

!136


Color in the Quilt<br />

3 Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

!137


Color in the Quilt<br />

4 Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

!138


Color in the Quilt<br />

5 Use the fewest color crayons possible.<br />

One patch can not be the same color as one next to it.<br />

!139


Endless Loops<br />

!140


CLAP<br />

TURN<br />

AROUND<br />

ONCE<br />

TWICE<br />

SNAP<br />

FINGERS<br />

WAVE HAND THREE TIMES RIGHT<br />

JUMP SHAKE HIPS LEFT UP<br />

HOP WIGGLE DOWN FAST<br />

WADDLE TAP FOOT SLOW FOUR TIMES<br />

!141


Conditional Statements I<br />

!142


!143


GLOSSARY<br />

Algorithm: Instructions to solve a problem or complete a task. (p. 11)<br />

Broadcast messaging and selective response: A special case where an IF statement is<br />

broadcast but only those things meeting the condition respond. (p. 81)<br />

Bugs: Mistakes or problems in algorithms that cause the computer program to do<br />

something we don’t want it to do. (p. 91)<br />

Command: Primary instructions that tells the computer what action to perform (e.g., run,<br />

jump, walk). (p. 36)<br />

Computer Science: Solving problems with very specific sets of instructions because<br />

computers only do exactly what they are told to do. (p. 5)<br />

Conditional statements/actions: statements/actions that only occur under certain<br />

conditions. (p. 81)<br />

Debugging: Finding and fixing problems in algorithms or computer programs. (p. 91)<br />

Efficient programs: Programs that respond more quickly and take less memory and power.<br />

(p. 63)<br />

ELSE statement: When an IF statement isn't met the ELSE actions will execute. (p. 87)<br />

<br />

Endless Loop: A set of instructions that is repeated over and over again without end. (p. 73)<br />

Event: An action or cue that signals a new line of code to run. (p. 40, 73)<br />

IF block: Statements/actions that occur only IF the specified condition is met. (p. 81, 87)<br />

Loop: A set of instructions that is repeated over and over again. (p. 51)<br />

Parameter: Details of instructions that adds more specific information about the command<br />

(e.g., direction, color, object to perform an action on). (p. 36)<br />

Persistence: Continuing to try to do something even when it’s hard. (p. 91)<br />

Programming: Creating a sequence of instructions, or an algorithm, that makes a computer<br />

do something. (p. 11)<br />

Sequence: The step-by-step order in which instructions should occur. (p. 11, 23)<br />

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Rubric for Student Evaluation<br />

Unsatisfactory Competent Proficient Excellent<br />

Concepts<br />

Puzzle levels are not<br />

completed.<br />

Puzzle levels are<br />

completed with 1<br />

star.<br />

Puzzle levels<br />

completed with 2<br />

stars.<br />

Puzzle levels<br />

completed with 3<br />

stars.<br />

Execution<br />

Code does not work<br />

or has major flaws<br />

preventing it from<br />

working correctly.<br />

Code mostly works,<br />

or has minor flaws.<br />

Code works in the<br />

way the student<br />

intended but is not<br />

the most efficient.<br />

Program is<br />

functional, refined,<br />

and is executed in<br />

the most efficient<br />

way possible.<br />

Grasp of<br />

Materials<br />

Student cannot<br />

describe how their<br />

code should work<br />

and are unaware of<br />

their process.<br />

Student can mostly<br />

describe how their<br />

code should work<br />

and some<br />

understanding of<br />

content.<br />

Student can<br />

describe how their<br />

code should work<br />

and troubleshoot<br />

problems preventing<br />

their desired results.<br />

Student can<br />

describe how their<br />

code works, how<br />

they wrote it, and<br />

help others<br />

troubleshoot their<br />

code.<br />

Effort<br />

Student shows<br />

minimal effort, does<br />

not use class time<br />

effectively, and work<br />

is incomplete.<br />

Student refuses to<br />

explore more than<br />

one idea.<br />

Student does<br />

enough to meet<br />

minimum<br />

requirements.<br />

Student has more<br />

than one idea but<br />

does not pursue.<br />

Completed work in<br />

an above average<br />

manner, although<br />

more could have<br />

been done. Student<br />

explores multiple<br />

solutions.<br />

Completed work and<br />

exceeded teacher<br />

expectations.<br />

Student displays<br />

willingness to<br />

explore multiple<br />

ideas and solutions<br />

and asks questions.<br />

Rubric inspired from: http://www.edutopia.org/pdfs/blogs/edutopia-yokana-maker-rubric.pdf<br />

!145


REFERENCES<br />

Common Core Standards: http://www.corestandards.org/Math/Practice/<br />

Student Rubric: http://www.edutopia.org/pdfs/blogs/edutopia-yokana-makerrubric.pdf<br />

Tufts & MIT University Studies: http://ase.tufts.edu/DevTech/publications/<br />

!146


Acknowledgments<br />

We would like to thank our advisors Dan Leyzberg (Professor of Computer Science,<br />

Princeton University), Colleen Davis (Professor of Computer Science, Harvey Mudd<br />

University), and Kent Steen (Teacher and Curriculum Specialist for Computer<br />

Science).<br />

We would also like to thank Courtney Blackwell, Bethany Martin, Evan Rushton, and<br />

all the educators who reviewed and gave feedback on the curriculum. Special thanks<br />

to Michael Harvey’s 3rd grade class, who found great alternative solutions for our quilt<br />

making exercise!<br />

Lastly, we would like to thank everyone who has supported and played The Foos!<br />

!147

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