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Lesson Plan Name Grades
Code the Bots! Block Coding in Javascript K to 5
(0 stars, 1 ratings)
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 in a Different Way! --Secret Code Messages 4 to 6
(0 stars, 1 ratings)
Students will be able to create a rolling robot that flashes the light cube in morse code, so as to communicate a brief message to the students on the other side of the classroom.
Coding Made Fun! P-K to 12
(0 stars, 1 ratings)
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.
Get Creative with Coding 9 to 12
(0 stars, 1 ratings)
For each action a robot does, an engineer has to write an algorithm. The algorithm is translated into code, a language that can be read by computers. In this activity, you’ll create an algorithm and write code to program a human “computer.”
Introduction to Coding 5 to 8
(0 stars, 1 ratings)
Students will be able to establish a positive attitude towards building and not just consuming technology. Students will be able to perform using logical reasoning while learning the fundamentals of coding.
Introduction to Computer Science and Coding 5 to 5
(0 stars, 2 ratings)
Students will be introduced to computer science by learning the basics of coding. They will learn how to code robots to get them to complete a simple task.
Reading Strategies for Decoding Tricky Words 1 to 1
(0 stars, 1 ratings)
The Flip Ultra Camcorder will be used to create a video toolbox of reading strategies demonstrated by students. These strategies, which develop independent readers who self-monitor and self-correct as they read, will be shared with parents. The video toolbox will provide a balance between reading strategies, self monitoring, and cross-checking behaviors.
Unit: Introduction to Coding Lesson: Code K to K
(0 stars, 1 ratings)
Students will discuss the idea of a "code" and use the terms sequence, command, and algorithm while working to build a code. Students will use a variety of devices to learn about code including an iPad, the Daisy the Dinosaur app, task cards, legos, and coding block cards. Students will work independently and in small groups for this lesson.
Addition and Subtraction Strategies using Blue-Bots 1 to 3
(0 stars, 1 ratings)
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
(0 stars, 1 ratings)
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.
Dot and Dash Global Ambassadors 3 to 6
(0 stars, 1 ratings)
Combining communication , collaboration, critical thinking , computer coding, real world writing, geography, research skills and creativity.
Geometry with Dash 3 to 5
(0 stars, 1 ratings)
This lesson will have students interact with Dash & Dot robots and programming to support geometry lessons in identifying, classifying, describing, and finding the perimeter of quadrilaterals. Students will also produce quadrilaterals by building a pen attachment for Dash and using loops and angles.
Hands on learning through OSMO P-K to 4
(0 stars, 1 ratings)
Students will be using Osmo to take concrete learning goals, and making them come alive through technology. It allows students to learn through hands on experiences.
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
Learning with Cubelet Robot Blocks K to 5
(0 stars, 1 ratings)
Students will integrate core subject areas with a hands on approach of coding and constructing tiny robot blocks. Students will design and create a way for these tiny robot cubes to interact with their learning in Social Studies, Reading Writing and Math.
Lego Robotics WeDo Drawbridge and Cubelets 3 to 5
(0 stars, 1 ratings)
Using the Lego WeDo Construction kits, students will build and program a mechanical drawbridge that moves using a worm gear configuration. The motion sensor will allow the drawbridge to raise and lower for passing boats made from the Cubelets and Lego bricks.
PLTW APP CREATOR 6 to 8
(0 stars, 1 ratings)
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.
S"Printing" into the Future 6 to 8
(0 stars, 1 ratings)
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.
Sequencing in Kindergarten K to 2
(0 stars, 1 ratings)
Students will learn the the basics of sequencing and how it relates to the word around us. Students will use this as a guiding lesson to introduce the basics of coding using codable.org.
Alternative Modes for Alternative Ed P-K to P-K
(0 stars, 1 ratings)
To provide media information in the form of a DVD library centrally located at Seminole County District Office in order to provide various learning formats for struggling and at risk incarcerated learnes.
Compare/Contrast Animal Kingdom Characteristics from Informational Texts P-K to P-K
(0 stars, 1 ratings)
Students will compare and contrast the various animal kingdoms. Students will take this knowledge and complete a compare/contrast essay after researching the animal kingdoms.
CRAAPY or Happy? 6 to 8
(0 stars, 1 ratings)
Students will use the CRAAP test to determine whether a research source is credible or not.
Cubelet 6 Pre-K 4 Lesson Plan for Steam P-K to P-K
(0 stars, 1 ratings)
Using the children's book "Robo-Pete," preschool students participate in STEAM activities.
Digital Curation: A way to organize your favorite Web 2.0 tools 6 to 12
(0 stars, 1 ratings)
Students will be introduced to Web 2.0 tools that they can use in the classroom (science, math, social studies, ELA) to demonstrate content knowledge
Farm Animals P-K to P-K
(0 stars, 1 ratings)
Rodeo - Farm Animals Elementary Zone Grant
Fluency with iTalk P-K to 3
(0 stars, 1 ratings)
This will be an ongoing lesson incorporated into our Reader's Workshop time. Students will record themselves reading using iTalk on the iPad.
Goddard Gazette Web Site 7 to 8
(0 stars, 1 ratings)
My students will create a school news web site from the ground up, updating it every two weeks with news and events at our middle school.
Grade K Learns About Robots - Ozobots! K to 1
(0 stars, 2 ratings)
My Grade K Technology students will use the Ozobots to learn about Robotics! They will draw shapes, and then use the Ozobots to show the coding of the colors used.
Mrs. Valgos' Amazing Race 5 to 5
(0 stars, 1 ratings)
In this lessons students will learn to assemble and program Cubelet Robot Blocks. The students will be divided into groups and program and race their robots over a course they created.
Reading Stations 1 to 1
(0 stars, 2 ratings)
During Reader's Workshop, the students will be rotating through four different learning stations, completing one station a day for a week. The purpose of this is to incorporate more activities using technology into their everyday independent practice.
Save Trees, Use the Mini to Complete Our Assignment! 2 to 2
(0 stars, 1 ratings)
Students will learn that by using technology in the classroom, they will be saving trees from destruction to create our textbooks and workbooks and how we can stop filling our landfills with mounds of paper. With our reading program online, students will have access to the program and will be able to complete assignments directed by the teacher and have immediate feedback on their performance.
Solar System Planet Research Project 3 to 5
(0 stars, 1 ratings)
Students will study the solar system through a variety of collaborative research based activities, culminating in a Google Slide presentation and a "Scratch Jnr." coding planet commercial.
Students Are the Best Teachers 4 to 12
Students will take an active role in the teaching and learning process by creating digital presentations that review basic concepts that are the foundations for all courses. These may include focused mini lessons on such areas as vocabulary, grammar, figures of speech, math problems and concepts, historical events, scientific elements, or technology operations.
Wishing for Wells 2 to 2
Students of all ability levels will learn about the water crisis in Africa. They will use iPads to conduct research, make PSAs to broadcast on the morning announcements, and complete other technology-infused projects to raise awareness (such as an interactive QR code exhibit about a region in Africa). The unit will culminate in a fundraiser to try to fund the construction of a well in Africa.
Writing Classroom Agreements using Inspiration & Word to Go 3 to 8
(0 stars, 1 ratings)
At the beginning of the year, the class will create a "Classroom Constitution" using Inspiration software and, as an option for classrooms w/ Palm Pilots, Word to Go. Students will brainstorm as a class a list of behaviors that they think will help the classroom environment be conducive to learning & to show how they can become better citizens in their class.
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