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Lesson Plan Name Grades
Introduction to Programming the Recon Rover 6.0 2 to 3
(0 stars, 1 ratings)
This lesson will demonstrate to the students how to begin programming the Recon Rover 6.0 from SMART Lab as well as introduce them to the online program code.org as they begin to explore coding in the classroom
Programming with Alice 6 to 12
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Learn computer programming skills in a fun and creativity way using Alice, free software developed by Carnegie Mellon University. Create 3-D movies and video games while learning traditional programming concepts such as loops, nesting, if/else statements, and functions.
The PLEO Project: An Introduction to Computational Thinking and Programming 8 to 8
(0 stars, 2 ratings)
This small group collaborative project introduces 8th grade students to programming with PLEO, a robotic baby Camarasaurus with a LifeOS. Students first get to know PLEO's personality by interacting with him to learn about his behaviors. They will then learn how to program him to perform their individually created original "skits".
Addition and Subtraction Strategies using Blue-Bots 1 to 3
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Students will be able to practice different strategies to add and subtract. Students will practice computer coding by programming a Blue-Bot to go to the correct sum or difference.
Aiming High with OSMO P-K to 2
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Every student should be given the opportunity to be successful. The goal of this project is to provide computer science resources to all students, giving them the opportunity to build their problem solving and logic skills.
Code the Bots! Block Coding in Javascript K to 5
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Students will learn and code with Javascript, initially using a block-based curriculum free at code.org on existing technology already in the school. Students will progress to programming a variety of robots like Dash and Dot for the Wonder League Competitions; Ozobots; Sphero’s BB-8 and SPRK+ Lightening Lab; Osmo Code, and Parrot’s Rolling Spider Mini-Drones. Students will also create and code Javascript programs, digital stories, and computer programs.
Coding Made Fun! P-K to 12
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We will need iPads to be able to program the Hackaballs. They teach student coding through creative play. Hackaball is a computer in a ball that students can program using an app on an iPad. We have received the hackaballs and now we are in need of a way to run the program.
Collaborating with Robots 6 to 8
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Students in the Behavior Support Program will practice communication, collaborative and pro-social skills to create and program a classroom robot using Lego Mindstorms technology.
Hummingbird Robotics Introductory Lesson 3 to 8
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This lesson plan introduces students to Hummingbird Robotics and Snap Programming. Students will learn about the difference between servo motors, vibration motors, regular motors and how each type of motor works.
PLTW APP CREATOR 6 to 8
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Students will learn to code apps using Android Tablets. Using the knowledge of coding, students will create games and apps to submit to the Google Play Store.
Search and Rescue Robots 9 to 12
(0 stars, 2 ratings)
Students will design, build, and program robots to simulate the search and rescue of victims of a disaster.
Animals and Algorithms K to 2
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Students will develop the ability to design simple algorithms and implement them digitally on an ipad. Students will consider why humans make things with technology as well as how humans control computers. Students will work in small groups to design and program a simple digital animation about an animal in its habitat.
Caching in Pine's Treasures 6 to 12
Project ‘Caching in Pine’s Treasures” was designed to increase student knowledge of Social Studies’ topics in a non-traditional way. Students will use digital cameras and GPS units to learn historical information outside the classroom walls increasing student motivation, content knowledge, and knowledge of “technology-based gadgets.”
Centers for Increasing Learning Capability & Engagement for students with Autism K to 5
(0 stars, 1 ratings)
This plan utilizes technology to motivate and engage elementary students with autism to learn much needed skills. Since each program is only available to one student at a time, scheduling of classroom activities including specific Modules for each student to complete on a daily basis depending on needs and ability would be a critical piece of gaining optimum benefit from the skills taught by these programs.
Collaborating Living Moments 6 to 12
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Students who are incarcerated experience very little positive influences, have created substantial challenges, and show little ability to make beneficial, character building decisions. which incapacitate them to progress academically, socially, vocationally, etc., and ensure continued failure . We wish to utilize the Seminole County Dividend Speakers to influence these students, however, due to incarceration and facility regulations, students are unable to participate in their presentations. Therefore, we would request technology, in the form of DVD video camera and digital programming, to bring speaker presentations in house. We would tape initial speaker performances at Eugene Gregory and later present to other students at John Polk and the Juvenile Detention Facility.
Creating A School News Network 9 to 12
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Students will create a TV Network where they will produce programming for the school and the school's website. This programming will include daily announcements, video shorts regarding special programs, projects, and events at the school.
Keyboarding Capers 6 to 8
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Using keyboarding software and productivity tools, students learn touch typing. Students will also be in teams and compete during timed keyboarding. Their records will be recorded in a spreadsheet and each month a "team of the month" will be chosen to recieve incentive rewards.
One L.E.S.S. (Partners in Education Campaign Initiative) 9 to 12
(0 stars, 2 ratings)
Through this social marketing campaign - One L.E.S.S., the students will assume the role of a business professionals using different types of marketing media. The students’ initiative will increase collaborations between community leaders, the school, and youth. The concept is simple - One Leader Engaged in Student Success (L.E.S.S.) equals one less youth involved in juvenile delinquency and other destructive decision making.
Robotics Reading Hour - Robot Dog 9 to 12
(0 stars, 1 ratings)
In this lesson plan, the teacher facilitates high school students reading aloud and demonstrating technology to pre-k and kindergarten aged students. The high school students benefit from building and programming the robot used in the demonstration and in learning to read and interact with younger students in an educational setting.
Robotics: Lego Mindstorms EV3 7 to 12
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We have Lego Mindstorms EV3 sets. This gives CTE/Computer Science credit.
S"Printing" into the Future 6 to 8
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The major objective the purchasing this 3-D printer and curriculum is to inform and our students for their future. After completing the curriculum, original printed object, and profession research, students will have better understanding of possible careers they may be interested in that involve coding and/or 3-D printing.
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