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Search results for Dash:
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Lesson Plan Name Grades
Dash to 100 - First Grade P-K to 1
(0 stars, 1 ratings)
Using the robot, Dash, students will program him to land on different numbers in order to make a specified total.
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.
Introduction to Dash & Dot P-K to 12
(0 stars, 1 ratings)
In this lesson, the students will be introduced to Dash & Dot, the robots. This is only the beginning of the coding that they will be able to do with Dash & Dot.
Wonder Dash Robot Solfege Practice 2 to 5
(0 stars, 1 ratings)
This lesson requires that students have learned how to sing, hand sign, decode and notate solfege syllables on a musical staff. Students will listen to the Wonder Dash robot play solfege patterns, decode them and then break into groups to practice creating their own patterns and decode them. Please note that this process may take more than one lesson.
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.
Flip into Technology! 6 to 12
(0 stars, 1 ratings)
Students use Flip cameras to gather information and integrate it into any classroom activity.
MAD Learn - App Development K to 5
(0 stars, 1 ratings)
Creating an app using MAD Learn: Ideate Phase 1 Brainstorm your amazing app ideas and decide which ones you are most passionate about building.
Math Game Video Tutorials 3 to 6
(0 stars, 1 ratings)
To facilitate increased family involvement and support of students' mathematics learning, students collaborated in small groups to create video tutorials for family members to watch and learn how to play the math games students play at school as part of their math lessons.
Ozaria - Lesson 1 Programming RPG 3 to 8
(0 stars, 1 ratings)
We will be introducing RPG programming with Ozaria. The goal is that I can program understand basic computer science concepts to program in RPG style.
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