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Hour of Code Curriculum 2017 - Puzzles

The codeSpark Teacher's Guide provides an engaging curriculum for teaching computer science concepts to K-5 students using the game codeSpark Academy with The Foos. The program emphasizes algorithmic thinking and problem-solving skills, utilizing both digital and unplugged activities, and is designed to be adaptable for various age groups. It includes lesson plans, vocabulary, and activities that encourage critical thinking and collaboration among students.

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0% found this document useful (0 votes)
10 views

Hour of Code Curriculum 2017 - Puzzles

The codeSpark Teacher's Guide provides an engaging curriculum for teaching computer science concepts to K-5 students using the game codeSpark Academy with The Foos. The program emphasizes algorithmic thinking and problem-solving skills, utilizing both digital and unplugged activities, and is designed to be adaptable for various age groups. It includes lesson plans, vocabulary, and activities that encourage critical thinking and collaboration among students.

Uploaded by

luciaaguirre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Grades K-5

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.

codeSpark has created a unique and powerful approach to teaching computer


science built on cutting edge research and hundreds of hours of prototype testing.
codeSpark’s learning games are designed with no words so even pre-readers and ELL
students can play and learn from our powerful curriculum.

By playing our games, your students will improve their critical thinking skills, and
improve in other disciplines, all while having a lot of fun!

-- The codeSpark Team

Have questions or feedback? Email us at [email protected]

Get our app here – http://thefoos.com

!2
Table of Contents
Computer Science for K - 5

4 Overview
10 Glossary
11 Puzzle Lesson
18 Worksheets
26 Answer Key
34 Rubric

Download the full 10 lesson curriculum


on the Teacher Dashboard

!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.)

Props as needed: see lesson for specifics

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.

Note: This Hour of Code curriculum gives you approximately 1


hour of lessons.

If you sign up for our “Foosletter” at thefoos.com, we will notify


you when we expand the curriculum and release new versions
of the game.

You can also download our full 10 lesson curriculum at


dashboard.thefoos.com.

!4
OVERVIEW
Computer Science for K - 5

What Is Computer Science?


Computer Science, or “CS” boils down to solving problems with very specific sets of
instructions because computers only do exactly what they are told to do. We think of
computers as smart but in reality we need to tell them what to do! They can’t
anticipate what we want from them; only computer scientists can come up with
precise instructions computers need in order to act. Learning to think like a computer
scientist or programmer helps children break down problems, think in logical
sequences, and use precise language to give instructions.

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

Who Are The Foos?


The Foos are lovable and cute characters recently discovered by scientists. They are
very small and live deep inside every computer, including smartphones, tablets and
the computers in your class!

Each Foo can walk, jump, throw, eat and navigate their world, called “Fooville.” Some
Foos have special abilities that make them unique, for example:

• Police Foo - can chase and capture the Glitch

• Chef Foo - can make many kinds of food

• Ninja Foo - can shrink or grow bigger

• Astronaut Foo - can travel in four different directions

• Construction Foo - can make crates and also blow them up

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

Tips and Tricks


To launch the Hour of Code experience, press the “Hour of Code” button on the
bottom left of the home screen.

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

Algorithm: Instructions to solve a problem or complete a task.

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.

Loop: A set of instructions that is repeated over and over again.

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)

Programming: Creating a sequence of instructions, or an algorithm, that makes a


computer do something.

Sequence: The step-by-step order in which instructions should occur.

!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…

Understand that computers are powerful, but need help to work.


- They only do what they are told, in the specific order instructions are received.
- Figuring out what instructions to give computers can be tricky.
Accustom students to using “test and learn” strategies for problem solving.
- “Making mistakes is always part of the journey to the right answer.”
Understand that some sequences are more efficient, and thus more desirable, than
others.
- Loops make sequences more efficient.
- Efficiency is important because computers don't have unlimited processing
power.

!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

Algorithm: Instructions to solve a problem or complete a task

Sequence: The step-by-step order in which instructions should occur

Loop: A set of instructions that is repeated over and over again.

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

Test and Learn


Introduce the “Test and Learn” approach to solving problems, which students can use
as they play codeSpark Academy.

!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?

Step 4: Learn Step 2: Make a plan

Did you solve the Test and Learn What do you want The
problem? Foo to do?

Step 3: Test the plan Write an algorithm


you think would fix
What happened when you the problem
tested your algorithm?

!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:

1. Put students into pairs.

2. Hand out a pencil and Story Sequence 1 handout to each pair.

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.

4. For an extra challenge, have students try Story Sequence 2.

Sequences with Loops

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).

• What are some favorite games that seem to have loops?


- Examples: Temple Run, Subway Surfer, or Minion Rush are all “Endless Runner”
games where the player controlled character is always moving forward. This is a
classic example of using a loop for efficiency. The player only has to think about
up/down and right/left. Forward is taken care of by the loop.

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

The Glitch mixed up all these stories!


The Foos need your help to put the
pictures back in the correct order so the
stories make sense.
How to Solve:

2 1

Number the boxes in the


correct order.

Activities Next Page >>

!19
1

Number the boxes in the


correct order.

!20
3 Number the boxes in the correct order.

!21
Story Sequence 2

The Glitch mixed up all these stories!


Help the Foos put these stories in the right order.
But be careful ! Some of the pictures don't belong.

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.

Activities Next Page >>

!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

The Glitch mixed up all these stories!


The Foos need your help to put the
pictures back in the correct order so the
stories make sense.
How to Solve:

2 1

Number the boxes in the


correct order.

Activities Next Page >>

!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

The Glitch mixed up all these stories!


Help the Foos put these stories in the right order.
But be careful ! Some of the pictures don't belong.

How to Solve:

2 1 x
Number the boxes Write an X in the
in the correct order. box if it doesn’t
belong.

Activities Next Page >>

!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

Unsatisfactory Competent Proficient Excellent

Puzzle levels are Puzzle levels Puzzle levels


Puzzle levels are not
Concepts completed with 1 completed with 2 completed with 3
completed.
star. stars. stars.

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.

Student can mostly Student can describe Student can describe


Student cannot
describe how their how their code how their code
describe how their
Grasp of code should work
code should work should work and works, how they
Materials and some troubleshoot wrote it, and help
and are unaware of
understanding of problems preventing others troubleshoot
their process.
content. their desired results. their code.

Student shows Completed work and


Student does Completed work in
minimal effort, does exceeded teacher
enough to meet an above average
not use class time expectations.
minimum manner, although
effectively, and work Student displays
Effort is incomplete.
requirements. more could have
willingness to
Student has more been done. Student
Student refuses to explore multiple
than one idea but explores multiple
explore more than ideas and solutions
does not pursue. solutions.
one idea. and asks questions.

Rubric adapted from: http://www.edutopia.org/pdfs/blogs/edutopia-yokana-maker-rubric.pdf

!34
Download the full curriculum
From the Teacher Dashboard

This work is licensed under the Creative Commons Attribution-


NonCommercial-NoDerivatives 4.0 International License. To view a copy of this
license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.

!35

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