Free, easy-to-use activities and curriculum introduce students ages 9-14 to computer science through themed projects that attract students with varied interests. Instructional videos guide students through each activity, so no coding experience is needed to teach!
This program is based on Google’s CS First Music & Sound club curriculum and has been customized by Homer (AK) Public Library for a week-long coding camp to introduced kids ages 8-11 to basic computer science concepts while they create digital music, sound and video. Library staff worked with a music educator to deliver the program content.
Two characters meet in a world and discover a surprising object. What happens next? It’s all up to students, who have the opportunity to use their imagination and creativity to code their own story.
This self-paced course helps educators learn about computational thinking and how it can be integrated into a variety of subject areas. Divided into five units, the course provides real world examples as well as supplemental readings to support your learning.
A series of questions that youth and adults can ask each other as they get to know each other at the start of a computational thinking activity. The questions start with basic information and move into learning about technology interest and experience.
Everything needed to get started - from an equipment list , skills covered, and time frames for activities - is included in this lesson plan focused on learning how to use Bloxels. The lesson is one in a series focusing on coding for robotics and game design.
Get started facilitating Lego Mindstorms activities by using this lesson plan that includes a series of activities to facilitate with youth and also includes information on the role of the lesson facilitator.
An annual competition for ages 13-18 and a collection of classroom activities and lessons for educators focused on problem solving in science, technology, engineering, and math.
Step-by-Step directions on how to facilitate a Kano Kit Motion Sensor activity with youth including information on how to set up for the program, roles of the facilitator, and project screenshots.
All of the information needed to organize and facilitate a library activity focused on learning how to use Spheros robots. Includes information on setup and equipment needed, details on each of the components of the activity, and an overview of how Spheros robots work.
Science Journal transforms a device into a pocket-size science tool that encourages students to explore their world. As they conduct eye-opening experiments, they’ll record observations and make new, exciting discoveries.