Hour of Code Curriculum 2017 - Puzzles
Hour of Code Curriculum 2017 - Puzzles
Edition !1
codeSpark Teacher’s Guide
Dear Intrepid Teacher,
Thank you for your interest in teaching computer science to your kids! Knowledge of
computer science and “algorithmic thinking” is increasingly necessary for success in
our digital world. This skill is becoming a critical component of 21st century literacy.
codeSpark created codeSpark Academy with The Foos as an introduction to the
“ABCs of Computer Science.”
While it’s important to prepare kids for the modern workplace, computer science is
about much more than getting a job in high tech. Research shows that computer
science helps students improve in core areas like math, logic, and even reading
comprehension. Often people think of programming or coding as computer science
but that is just one element. At its core, computer science is the study of how to use
logical thinking to identify, simplify and solve complex problems. Not 0’s and 1’s.
Studies from MIT and Tufts University show that students as young as five can learn
complex computer science concepts, especially when artificial barriers like
programming syntax are out of the way.
By playing our games, your students will improve their critical thinking skills, and
improve in other disciplines, all while having a lot of fun!
!2
Table of Contents
Computer Science for K - 5
4 Overview
10 Glossary
11 Puzzle Lesson
18 Worksheets
26 Answer Key
34 Rubric
!3
OVERVIEW
Computer Science for K - 5
Teacher Overview:
Our lesson plans provide a fun, flexible and engaging introduction to foundational
computer science concepts. They target students in K – 5th grade, but we’ve
successfully tested with students as old as 8th grade.
All lesson plans are meant to be highly adaptable. You will be the best judge of what
your students need to spend more time on and what they seem to enjoy the most.
In addition, all lessons include both an activity with our game, codeSpark Academy
with the Foos, and an “unplugged” activity that does not require a computer or other
connected device.
Materials:
Our game, codeSpark Academy with The Foos. Download it at thefoos.com
Available for FREE on iPad, iPhone, Android Devices and web (e.g. major
browsers Chrome, Safari, IE, etc.)
No experience is necessary, but we recommend you review the lesson and play a few
levels of the game prior to teaching it for the first time.
!4
OVERVIEW
Computer Science for K - 5
The first lesson focuses on identifying common objects that only work when given
the proper instructions. Then we will put this idea to work by programming the Police
Foo – the first character players meet in our game.
!5
OVERVIEW
Computer Science for K - 5
Each Foo can walk, jump, throw, eat and navigate their world, called “Fooville.” Some
Foos have special abilities that make them unique, for example:
But, just like computers, the Foos only do what they are told. Students must learn to
give them specific commands, or program the Foos, in a specific order.
Look out! The blue character with the white horns is the Glitch. He
is a force of chaos in Fooville. Sometimes he makes a mess,
sometimes he throws things around and sometimes he appears
unexpectedly.
!6
OVERVIEW
Computer Science for K - 5
You can also select the “Teachers” button on the top left.
!7
OVERVIEW
Computer Science for K - 5
On the next screen you can select which experience you’d like for your students.
!8
Glossary
Command: Primary instructions that tells the computer what action to perform (e.g.,
run, jump, walk)
Computer Science: Solving problems with very specific sets of instructions because
computers only do exactly what they are told to do.
Pair Programming: Two students work together, where one person “drives” by
controlling the touchscreen, mouse, or keyboard and the other person “navigates” by
answering the driver’s questions and pointing out potential problems or mistakes.
Parameter: Details of instructions that adds more specific information about the
command (e.g., direction, color, object to perform an action on)
!9
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Time:
45-60 Min
Materials:
Tablets or Computers with codeSpark Academy
A pencil for each student
Story Sequence 1 & 2 handouts
Learning Goals:
Students will…
!10
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Vocabulary:
Programming: Creating a sequence of instructions, or an algorithm, that makes a
computer do something
Introduction:
Begin with a group discussion of the computers that are around us. Some look like
laptops, others might be cell phones, projectors, or thermostats.
Discuss some “instructions” we give to these computers and what they do. For
example, we can tell calculators to add or our cellphones to make phone calls.
In computer science, we use the word algorithm to describe the instructions we give
computers to solve problems. The specific order of those instructions is called a
sequence.
Ask students to think about the algorithm to get ready for school in the morning.
“What if you put your shoes on before your socks? Your socks will be on top of your
shoes, which is just silly!“. When we write algorithms, the order of instructions is really
important.
Now ask students to think about everyday algorithms that include repeated actions, or
loops. Explain that loops help make code more efficient since computers only have so
much power. Select one or two example to write on the board without using loops and
ask students to help you write the sequence using loops.
!11
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Examples of Loops
Washing Hands
Without loops: Wet hands — soap hands — rub hands — rub hands — Rub hands —
rinse hands
With loops: Wet hands — soap hands — LOOP: (rub hands, 3 times) – rinse hands
Brushing Teeth
Without loops: Squeeze paste — wet brush — brush teeth — brush teeth — brush
teeth — brush teeth — brush teeth — brush teeth — brush teeth — brush teeth —
brush teeth — brush teeth — spit — rinse — brush
With loops: Squeeze paste — wet brush — LOOP: (brush teeth, 10 times) — spit —
rinse — brush
!12
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Step 1 : Understand
the problem
If not, what did you What is the goal of the
learn from testing puzzle?
your plan?
Did you solve the Test and Learn What do you want The
problem? Foo to do?
!13
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Game Activities:
Select the “Learn Coding” module on the Hour of Code section of the app:
!14
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Let students explore and play Chapter 1 (Donut Detective—Sequencing) and Chapter
2 (Tool Trouble—Loops).
If students have difficulty with the game, reinforce the “Test and Learn” strategy for
problem solving.
!15
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Unplugged Activities:
Story Sequences:
3. Have each pair work together to identify which picture comes first, second,
third, etc. in the story and have them put a number next to each picture to
identify the order of events.
Tell the class you are helping the gym teacher with a new activity and want the
students to help you create it. Start writing the following sequence on the board. As
you go, pretend to get tired of writing (e.g., words get sloppy, shake out wrists), and ask
students if they can think of an easier way to write the sequence (i.e., using a loop
command).
Jumping jack – jumping jack – jumping jack – jumping jack – jumping jack –
jumping jack – jumping jack – jumping jack – jumping jack – jumping jack
Brainstorm other gym activities that could be represented by loops and have students
work individually or in pairs to write out their own activity using loops (e.g., skipping,
running, jump roping, stretching). Collect all of the written out loop activities and place
them in a bowl. The next time students have gym class, go out for recess, or just need
a short break, pick an activity out of the bowl for students to “decode” and then do.
!16
Puzzle Lesson
Sequencing & Loops
codeSpark Academy with The Foos
Debrief Discussion:
• What are the benefits of using loops?
• What are some classroom activities that we could write as an action sequence with
loops? (If time allows, write the sequences on the board).
ProTip: Encourage students to use the Test and Learn Strategy throughout the
codeSpark curriculum. This will help develop their problem solving skills and
persistence. You can also try out the strategy in other classroom activities as well!
ProTip: Real Life Loops - To help students better understand loops, have them play
these games and see if they can identify where the loops are: “Temple Run,” “Subway
Surfer,” and “Minion Rush.
!17
Worksheets
!18
Story Sequence 1
2 1
!19
1
!20
3 Number the boxes in the correct order.
!21
Story Sequence 2
How to Solve:
2 1 x
Number the boxes Write an X in the
in the order that the box if it doesn’t
story goes. belong.
!22
1 Number the boxes in the correct order and write an X in the box
if it doesn’t belong.
!23
2 Number the boxes in the correct order and write an X in the box
if it doesn’t belong.
!24
3 Number the boxes in the correct order and write an X in the box
if it doesn’t belong.
!25
Answer Key
!26
Answer sheet!Answer
ActivitiesKey
in back of the book!
Story Sequence 1
2 1
!27
1
2 3 1
Number the boxes in the
correct order
2 1
!28
3 Number the boxes in the correct order
2 4
1 3
1 2
4 3
!29
Answer sheet! Answer Key
Activities in back of the book!
Story Sequence 2
How to Solve:
2 1 x
Number the boxes Write an X in the
in the correct order. box if it doesn’t
belong.
!30
1 Number the boxes in the correct order and write an X in the box
if it doesn’t belong.
3 2
X 1
!31
2 Number the boxes in the correct order and write an X in the box
if it doesn’t belong.
3 2
1 X
5 4
!32
3 Number the boxes in the correct order and write an X in the box
if it doesn’t belong.
1 X
3 4
2 5
!33
Rubric for Student Evaluation
Program is
Code does not work Code works in the
functional, refined,
or has major flaws Code mostly works, way the student
Execution preventing it from or has minor flaws. intended but is not
and is executed in
the most efficient
working correctly. the most efficient.
way possible.
!34
Download the full curriculum
From the Teacher Dashboard
!35