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Unit 6 Lesson 1 Programming: My Robotic Friends Resources

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Page 1: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

Unit 6 Lesson 1

Programming: My Robotic Friends

Resources

Page 2: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Date:

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Unit 6 Lesson 2

Sequences in Maze

Resources

Page 13: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

Unplugged Blocks (Courses C-F)  

Page 14: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

Unplugged Blocks (Courses C-F)  

 

Page 15: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

Page 16: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 3

Building a Foundation

Resources

Page 27: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 4

Debugging with Scrat

Resources

Page 38: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

Page 39: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Date:

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Date:

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Code.org Debugging Recipe 

These debugging tips will help you keep moving when you get stuck!  

 

  

 Read the directions. 

 Were you given any code to start? 

● What does it do?  ● Why do you think it’s there? 

 What is the goal of the puzzle?   

 Take it slow and go one step at a time. 

 

  

Can you talk about the problem in your own words? 

 

   

 

 Look for problems each step of the way.   

Fix one thing at a time, then describe how the result changed.  

 Describe what was supposed to happen.   

Try leaving “breadcrumbs” in your program. You can put clues inside your code (like having your program “say” something) to let you know when each chunk runs.  Try doing each task as its own chunk, then put all of the pieces together at the end so it is easier to see what each thing does. 

 Describe what is going wrong.   

 Does the difference between what was supposed to happen and what did happen give you any clues?  

 

 

 

 Talk to a friend. Maybe one of your classmates can help you figure out where your plan goes awry. 

 Try at least three ways of xing problems before you ask for help. 

 

Page 50: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

Unit 6 Lesson 5

Programming in Artist

Resources

Page 51: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

Page 52: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Date:

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Name(s)_____________________________________ Period ______ Date ____________________

  Turns & Angles in Regular Polygons 

 

         

120° Right Turn 

Triangle  (3 sides) 

 

 Each turn is 360° / 3 = 120° 

Each angle is 180° - 120° = 60° 

        

 120° 

Left turn 

        

90° Right Turn 

Rectangle (4 sides) 

 

 Each turn is 360° / 4 = 90° 

Each angle is 180° - 90° = 90° 

        

90° Left Turn 

          

72° Right Turn 

 Pentagon 

(5 sides) 

 Each turn is 360° / 5 = 72° 

Each angle is 180° - 72° = 108° 

      

  

72° Left Turn 

          

60° Right Turn 

 Hexagon 

(6 sides) 

 Each turn is 360° / 6 = 60° 

Each angle is 180° - 60° = 120° 

          

60° Left Turn 

          

45° Right Turn 

 Octagon 

(8 sides) 

 Each turn is 360° / 8 = 45° 

Each angle is 180° - 45° = 135° 

          

45° Left Turn 

          

36° Right Turn 

 Decagon 

(10 sides) 

 Each turn is 360° / 10 = 36° 

Each angle is 180° - 36° = 144° 

          

36° Left Turn 

 

Page 63: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

Unit 6 Lesson 6

My Loopy Robotic Friends

Resources

Page 64: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

My Robotic Friends Paper Trapezoids 

To cut quickly: 

First cut in horizontal strips, then snip along lines to make trapezoids. 

 

Page 65: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

Unit 6 Lesson 7

Loops in Artist

Resources

Page 66: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

Page 67: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 8

Nested Loops

Resources

Page 78: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

Page 79: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 9

Nested Loops with Frozen

Resources

Page 90: Unit 6 Lesson 1 - Code.org · 2019-10-08 · Unit 6 Lesson 3 Building a Foundation Resources. This Journal Belongs To Grade: Date: My Think Spot Journal . Date: Date: Date: Date:

 

  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

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My Think Spot Journal

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Unit 6 Lesson 10

Algorithms: Tangrams

Resources

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Unit 6 Lesson 11

Introduction to Online Puzzles

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 12

Digital Citizenship

Resources

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Great 

Good

Okay

Bad 

 

Sad

Angry

Frustrated

Confused

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Unit 6 Lesson 13

Events in Ice Age

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 14

Conditionals in Minecraft

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 15

Variables: Envelope Variables

Resources

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Name(s)_____________________________________ Period ______ Date ____________________ 

Variables in Envelopes Robot Variables Worksheet 

Think about a robot. What is it supposed to do? What does it look like? 

Draw your robot on paper. When you’re done, answer the three questions below on separate pieces of paper, then put them in the correct envelopes. 

robotName    numUnitsTall    purpose   

 

 

 

1. My robot’s name is __________robotName_____________  

2. My robot’s height is ________numUnitsTall___________ (don’t forget units!) 

3. My robot’s primary purpose is ________purpose________ 

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TEACHER KEY  Variables in Envelopes 

Robot Variables Worksheet 

Think about a robot. What is it supposed to do? What does it look like? 

Draw your robot on paper. When you’re done, answer the three questions below on separate pieces of paper, then put them in the correct envelopes. 

robotName    numUnitsTall    purpose   

 

Example 

 

 

1. My robot’s name is __________Elijah__________ robotName = Elijah 

2. My robot’s height is _______27 feet___________ numUnitsTall = 27 feet 

3. My robot’s primary purpose is __being awesome__ purpose = being awesome 

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Name(s)_____________________________________ Period ______ Date ____________________ 

Variables in Envelopes Variables Assessment Worksheet 

Given the value of each variable envelope, fill in the blanks to finish the sentence. 

   

color  = pink    

petalNumber  = 22    

animal  = monkey    

bestSport  = golf    

hobby  = coding  

When I grow up, I want to own a guard__________________.  animal 

I found a flower with_________ petals, so I picked it. petalNumber 

My dad just painted his house____________ to match his car. color 

I love________________. I do it every evening. hobby 

There is no such thing as____________ rivers, so if you find  one, don’t swim in it! color 

The best sport in the world is______________, do you agree? bestSport 

 

Variable envelopes can also contain number values. Use these envelopes and the provided equations to figure out the magic numbers below.  

    

numOne  = 2    

numTwo  = 5    

numThree  = 7  

  

 

  = ________  ‒ ________  

magic NumberA  numThree  numOne    

 

  = ________  × ________  

magic NumberB  numTwo  numOne    

 

  = ________  + ________  × _______ magic NumberC  numOne  numTwo  magicNumberB 

  

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TEACHER KEY 

Variables in Envelopes Variables Assessment Worksheet 

Given the value of each variable envelope, fill in the blanks to finish the sentence. 

   

color  = pink    

petalNumber  = 22    

animal  = monkey    

bestSport  = golf    

hobby  = coding  

When I grow up, I want to own a guard____monkey______.  animal 

I found a flower with____22_____ petals, so I picked it. petalNumber 

My dad just painted his house____pink____ to match his car. 

color 

I love______coding_____. I do it every evening. hobby 

There is no such thing as_____pink____ rivers, so if you find  one, don’t swim in it! color 

The best sport in the world is____golf_____, do you agree? bestSport 

 

Variable envelopes can also contain number values. Use these envelopes and the provided equations to figure out the magic numbers below.  

    

numOne  = 2    

numTwo  = 5    

numThree  = 7  

  

5  

7  = _______ 

2 ‒ _______ 

 

magic NumberA  numThree  numOne    

10 

 

5  = ________ 

2 × ________ 

 

magic NumberB  numTwo  numOne    

52 

 

2  = ________ 

5 + ________ 

10 × _______ 

magic NumberC  numOne  numTwo  magicNumberB  

 

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 16

Variables in Artist

Resources

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Unplugged Blocks (Courses C-F)  

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Unplugged Blocks (Courses C-F)  

 

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 17

Variables in Play Lab

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 18

For Loops: For Loop Fun

Resources

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TEACHER KEY  For Loop Fun 

Assessment Worksheet   

     ROUND 1 

Player 1 

 

For values of X from __1__ to _18__ step by __4__  starting value stopping value step 

 

SCORE 

 _45___ 

Player 2 

 

For values of X from __3__ to _11__ step by __2__  starting value stopping value step 

   

  __35__  

     ROUND 2 

Player 1 

 

For values of X from __3__ to _17__ step by __5__  starting value stopping value step 

 

SCORE 

  __24_ 

Player 2 

 

For values of X from __5__ to __17_ step by __3__  starting value stopping value step 

   

  __55_  

     ROUND 3 

Player 1 

 

For values of X from __6__ to __11_ step by __1__  starting value stopping value step 

 

SCORE 

 __51__ 

Player 2 

 

For values of X from __2__ to __15_ step by __6__  starting value stopping value step 

   

 

 

__24__  

WHO WON? 

PLAYER # ___1___ 

 

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Name(s)_____________________________________ Period ______ Date ____________________ 

For Loop Fun Number Lines and Score Sheet 

Directions:  

● Use the number lines to trace the “for loop” for each turn  ○ Start at the starting value of X  ○ Count down the number line, circling the numbers at the correct step  ○ Stop when you get to the stopping value  

● Add all of the circled values to get the score for your round  ● Best 2 out of 3 Wins 

      ROUND 1 

Player 1 

 

For values of X from _____ to _____ step by _____  starting value stopping value step 

 

SCORE 

                                    

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______ 

Player 2 

 

For values of X from _____ to _____ step by _____  starting value stopping value step 

    

                                   

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______  

     ROUND 2 

Player 1 

 

For values of X from _____ to _____ step by _____  starting value stopping value step 

 

SCORE 

                                    

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______ 

Player 2 

 

For values of X from _____ to _____ step by _____  starting value stopping value step 

    

                                   

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______       ROUND 3 

Player 1 

 

For values of X from _____ to _____ step by _____  starting value stopping value step 

 

SCORE 

                                    

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______ 

Player 2 

 

For values of X from _____ to _____ step by _____  starting value stopping value step 

    

                                   

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______  

 

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TEACHER KEY  For Loop Fun 

Number Lines and Score Sheet 

SAMPLE  

      ROUND 1 

Player 1 

 

For values of X from __3__ to _12__ step by _4__  starting value stopping value step 

 

SCORE 

__21__ 

Player 2 

 

For values of X from __2_ to _14__ step by __2__  starting value stopping value step 

   

__56__  

     ROUND 2 

Player 1 

 

For values of X from _1__ to __18_ step by __3__  starting value stopping value step 

 

SCORE 

__51__ 

Player 2 

 

For values of X from __5__ to _12__ step by __5__  starting value stopping value step 

   

__15__       ROUND 3 

Player 1 

 

For values of X from __2__ to _10__ step by __4__  starting value stopping value step 

 

SCORE 

__18__ 

Player 2 

 

For values of X from __3__ to _16__ step by __4__  starting value stopping value step 

   

__36__  

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Name(s)_____________________________________ Period ______ Date ____________________ 

For Loop Fun Assessment Worksheet 

Below, you will find three rounds of the For Loop Game, along with what each player rolled during their turn. Fill out the number lines and tally the scores for each round. Who won the game? 

      ROUND 1 

Player 1 

 

For values of X from __1__ to _18__ step by __4__  starting value stopping value step 

 

SCORE 

                                    

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______ 

Player 2 

 

For values of X from __3__ to _11__ step by __2__  starting value stopping value step 

    

                                   

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______  

     ROUND 2 

Player 1 

 

For values of X from __3__ to _17__ step by __5__  starting value stopping value step 

 

SCORE 

                                    

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______ 

Player 2 

 

For values of X from __5__ to __17_ step by __3__  starting value stopping value step 

    

                                   

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______       ROUND 3 

Player 1 

 

For values of X from __6__ to __11_ step by __1__  starting value stopping value step 

 

SCORE 

                                    

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______ 

Player 2 

 

For values of X from __2__ to __15_ step by __6__  starting value stopping value step 

    

                                   

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18  ______  

WHO WON? 

PLAYER # _________ 

 

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 19

For Loops in Bee

Resources

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Unplugged Blocks (Courses C-F)  

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Unplugged Blocks (Courses C-F)  

 

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Date:

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Unit 6 Lesson 20

For Loops in Artist

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Date:

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Date:

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Date:

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Date:

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Unit 6 Lesson 21

Functions: Songwriting With Parameters

Resources

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 22

Functions in Bee

Resources

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Unplugged Blocks (Courses C-F)  

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Unplugged Blocks (Courses C-F)  

 

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 23

Functions with Parameters in Artist

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 24

Functions with Parameters in Bee

Resources

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  Lesson Recommendations 

Main Activity Notes  Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

● Utilize pair programming whenever possible during the activity. ● Encourage students with questions/challenges to start by asking their partner.

○ Unanswered questions can be escalated to a nearby group, who might already know the solution.

● Remind students to use the debugging process before you approach. ● Have students describe the problem that they’re seeing. What is it supposed to do? What does it do?

What does that tell you? ● Remind frustrated students that frustration is a step on the path to learning, and that persistence will

pay off. ● If a student is still stuck after all of this, ask leading questions to get the student to spot an error on

their own.

Teacher Tip: Show the students the right way to help classmates:

● Don’t sit in the classmate’s chair ● Don’t use the classmate’s keyboard ● Don’t touch the classmate’s mouse ● Make sure the classmate can describe the solution to you out loud before

you walk away

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This Journal Belongs To

Grade: Date:

My Think Spot Journal

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Unit 6 Lesson 25

Explore Project Ideas

Resources

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The Design Process  Designing software means solving lots of little problems, all the time. The main problem in software design is what to create in the first place. This process is useful for all kinds of things, but we are going to focus on using it for app design.

● Define ○ What kind of app would you like to

create? ○ What are your constraints? ○ What does success look like?

● Prepare ○ Brainstorm / research possible

elements ○ Compare pros and cons ○ Make a plan

● Try ○ Put your plan into action

● Reflect ○ How do your results compare to the goals you set while defining the app? ○ What can you learn from this or do better next time? ○ What new problems have you discovered?

What it Looks Like  Over the course of the next several weeks, you will have the opportunity to experiment with some existing games and design your own game based off of what you have learned. After creating your game, you will get the chance to present it to others and receive feedback. These steps are all critically important in the software industry, and getting practice with the elements of the design process will help you create better products more efficiently. Here is what the coming weeks will hold as we learn more about the design process.

1. Define & Prepare ● Play existing games to get ideas and understand limitations ● Brainstorm and plan your new or modified app

2. Try ● Follow your plan to build an app

3. Reflect & Edit ● Swap apps with another group to help make your projects better

4. Present ● Show off your final product!

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Use this worksheet to make sure you are following the right steps to get your final project completed correctly and on time. If more space is needed for answers, you can use the back of the paper.

Day 1: Define & Prepare Time to plan the details of your final project! Section A: Determine your project style

1) What type of project will you be creating?

Sprite Lab or Artist (skip section B) (skip section C)

2) Do you want this to be a showcase piece or an interactive game?

Showcase Piece or Interactive App (skip section D) (skip section E)

3) Is your project a remix or brand new? (If remix, add URL of original)

4) Describe in three to five sentences what your project will be.

Section B: Artist Project

1) Will your drawing be a planned, detailed image which is the same each time, or change each time it’s run?

2) If your drawing stays the same each time it’s run, what is the design you are trying to build, and why does it make an interesting project? (More room on back of sheet.)

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3) If your drawing changes each time it is run, describe why it changes and how the program will make that happen.

Section C: Sprite Lab Project / Other

1) How many characters will your game have?

2) Will your app be a story that plays the same way each time it is run, or is it meant to change each time?

3) If your app is a story that runs the same way each time, describe the story it will be telling and the scene where it will take place.

4) If your app is meant to change each time it is run, describe why it changes and how the program will make that happen.

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Section D: Interactive App

1) In what way does your app require audience interaction?

2) For this type of app, you must use at least two of these suggested items. Circle the items you think you will use and describe what you might do with them. (5th grade concepts in red)

● Random ● Conditionals with both `if` and `else` ● Nested Loops ● Functions ● Variables ● For Loops

Section E: Showcase Piece

1) For this type of app, you must use at least two of these suggested items. Circle the items you think you will use and describe what you might do with them.

● Random ● Functions ● Nested Loops ● Variables ● For Loops

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Day 2: Try Coding day! Be sure to refer back to your table from day 1 to make sure your finished product represents the project that you said you were going to make. Section F: What is going well?

1) What parts of your project are turning out just the way you thought they would?

2) What are you learning about the concepts or blocks that you’re using?

Section G: What is not going well?

1) Is there anything that you planned to do that you needed to change? Why did you need to change it?

2) Are there any blocks or concepts that you don’t understand how to use? Which ones?

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Day 3: Reflect and Edit Time to make your project the best it can be. Pass this sheet to a classmate, then have them try your app and fill out the boxes below. Your classmates will have 20 minutes to review your app, then you will have the rest of the class period to fix any issues that they found. Share your project URL:

Section H: The app in general

1) What do you like about this app?

2) Is there anything about this app you don’t understand?

3) Name two things you might change about this app if you were the one creating it.

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Section I: Assessing the app

1) Does the app match the description from day 1?

2) Does the app use at least 2 of the concepts from the required category?

3) Does the app feel like it was well-planned?

 

   

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Day 4: Present Great computer scientists need to be able to show off their accomplishments. It’s time to present your work. Share your project URL:

Section J: Describe your work

1) Why did you decide to create this specific project?

2) What does your project do?

3) Which of the required ideas did you use, and how did you use them?

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Section K: Reflect on the process

1) What did you learn in creating this project?

2) What was the most challenging part about this experience? How did you overcome that challenge?

3) What part of this experience was the most fun?

4) Describe a time that something did not go as planned and you had to be persistent to get everything to work out in the end.

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5) Is there anything that you would try to change if you had extra time?

6) How well did you and your partner/team work together? Were you able to make compromises in order to end up with a project that you were both happy with?

7) What else do you want people to know about your project?

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Unit 6 Lesson 26

The Design Process

Resources

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Unit 6 Lesson 27

Build Your Project

Resources

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Unit 6 Lesson 28

Revise Your Project

Resources

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Unit 6 Lesson 29

Present Your Project

Resources