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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 />
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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 />
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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 />
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