Thursday, December 6, 2018

HOUR OF CODE STANDARDS/ ALIGNMENT/PLUGGED-UNPLUGGED/ALL COURSES THAT APPLY

UNIT 1: PLUGGED

Lesson 1: Write your first computer program

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

CD - Computers & Communication Devices
CI - Community, Global, and Ethical Impacts
CPP - Computing Practice & Programming

ISTE Standards for Students

1 - Creativity and Innovation
4 - Critical Thinking, Problem Solving, and Decision Making
6 - Technology Operations and Concepts

Common Core English Language Arts Standards

L - Language
RI - Reading Informational
SL - Speaking & Listening

Common Core Math Standards

MP - Math Practices
OA - Operations And Algebraic Thinking

Lesson 2: Code with Anna and Elsa

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

CPP - Computing Practice & Programming

ISTE Standards for Students

1 - Creativity and Innovation
4 - Critical Thinking, Problem Solving, and Decision Making
6 - Technology Operations and Concepts

Common Core English Language Arts Standards

L - Language
RI - Reading Informational

Common Core Math Standards

G - Geometry
MD - Measurement And Data
MP - Math Practices
NBT - Number And Operations In Base Ten

Lesson 3: Make a Flappy game

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

CPP - Computing Practice & Programming
CT - Computational Thinking

ISTE Standards for Students

1 - Creativity and Innovation
4 - Critical Thinking, Problem Solving, and Decision Making
6 - Technology Operations and Concepts

Common Core English Language Arts Standards

SL - Speaking & Listening

Common Core Math Standards

MP - Math Practices

Lesson 4: Playlab

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

CL - Collaboration
CPP - Computing Practice & Programming
CT - Computational Thinking

ISTE Standards for Students

1 - Creativity and Innovation
2 - Communication and Collaboration
4 - Critical Thinking, Problem Solving, and Decision Making
6 - Technology Operations and Concepts

Common Core English Language Arts Standards

W - Writing

Common Core Math Standards

MP - Math Practices

Lesson 5: Star Wars: Building a Galaxy with Code

Lesson 6: MINECRAFT Hour of Code

Lesson 7: Intro to App Lab

Lesson 8: Dance Party

UNIT 2: UNPLUGGED

Lesson 1: Programming Unplugged: My Robotic Friends Relay

Standards Alignment

CSTA K-12 Computer Science Standards (2017)

AP - Algorithms & Programming

Lesson 2: Text Compression

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

CL - Collaboration
CPP - Computing Practice & Programming
CT - Computational Thinking

Computer Science Principles

2.1 - A variety of abstractions built upon binary sequences can be used to represent all digital data.
2.2 - Multiple levels of abstraction are used to write programs or create other computational artifacts
3.1 - People use computer programs to process information to gain insight and knowledge.
3.3 - There are trade offs when representing information as digital data.

Lesson 3: Simple Encryption

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

CI - Community, Global, and Ethical Impacts
CL - Collaboration
CPP - Computing Practice & Programming
CT - Computational Thinking

Computer Science Principles

1.2 - Computing enables people to use creative development processes to create computational artifacts for creative expression or to solve a problem.
3.3 - There are trade offs when representing information as digital data.
6.3 - Cybersecurity is an important concern for the Internet and the systems built on it.
7.3 - Computing has a global affect -- both beneficial and harmful -- on people and society.

Lesson 4: Dance Party: Unplugged

Standards Alignment

CSTA K-12 Computer Science Standards (2017)

AP - Algorithms & Programming

Cross-curricular Opportunities

Common Core English Language Arts Standards

L - Language
SL - Speaking & Listening

Common Core Math Standards

MP - Math Practices

Next Generation Science Standards

ETS - Engineering in the Sciences



If you are interested in licensing Code.org materials for commercial purposes, contact us.

actividades unplugged / sin computadoras ni dispositivos

La Hora De Codigo

https://hourofcode.com/ma/es

Recursos Unplugged:

http://code.intef.es/hora-del-codigo/rincon-unplugged/

http://www3.gobiernodecanarias.org/medusa/edublogs/cepgrancanariasur/2016/11/22/el-pensamiento-computacional-y-las-actividades-unplugged

https://programamos.es/aprender-a-programar-sin-ordenador/

https://programamos.es/aprender-a-programar-sin-ordenador/

Free Coding Ativities /Actividades de Codificar Gratis

https://www.teacherspayteachers.com/Product/FREE-Gingerbread-Coding-2903043

https://www.teacherspayteachers.com/Product/Hot-Dog-Coding-Game-3143653

https://code.org/curriculum/unplugged


https://www.teacherspayteachers.com/Product/Hour-of-Code-Coding-Puzzles-Unplugged-2910169


Hour of Code Plann/ editable (Teachers)

Lesson Overview
This lesson plan provides a general outline and tips to teach the Hour of Code.

Lesson Summary
DURATION: 45-60 mins
Getting Started: (2-5 mins)
Introduce the activity
Direct student to the activity
Activity: (20-40 mins)
Facilitate and support students to complete the tutorial
Wrap-up: (5-10 mins)
Debrief and close
Assessment/Extended Learning: (2-5 mins)
Optional


Audience
This lesson plan is intended for use with learners of any age who are interested in computer science.
Learning Objectives
By participating in this lesson, participants will:
[Insert learning objectives based on chosen tutorial.]

Facilitation Guide
________________________________________________________________________

Materials, Resources and Preparation

Review the Hour of Code Educator Guide and Best Practices from Successful Educators to plan your Hour of Code event.
Register your Hour of Code event to receive a thank you gift and fun posters.
Review the unplugged lessons and online tutorials available on code.org/learn, and choose one to run with your students.
If you’re running an online tutorial, be sure to test it first before asking your students to complete it. Check your technology and decide if you need to troubleshoot anything in advance.
Print certificates to hand out at the end.
Student engagement: 15-25 per facilitator, elementary or middle school, no prior skill necessary.

Getting Started (2-5 mins)
Introduce the activity (2-5 minutes)
Kick off your Hour of Code by inspiring students and discussing how computer science impacts every part of our lives.

Show one of our inspirational videos to frame the discussion:
For K-8 students, we recommend “The Hour of Code is Here.”
For older students, we recommend “Anybody Can Learn.”

It’s okay if both you and your students are brand new to computer science. Here are some ideas to introduce your Hour of Code activity:

Explain ways technology impacts our lives, with examples both boys and girls will care about (Talk about saving lives, helping people, connecting people, etc.).
3D printing is being used to create limbs for amputees; microchips to find lost pets; Skyping relatives who are far away to keep in touch.
Explain that learning computer science is more than learning to code in a computer language, it's about learning how computers and software are changing everything in our world.
Digital animation in movies like Inside Out, Shaun the Sheep, Star Wars or Hunger Games; recording music with GarageBand on your computer, mobile banking.
Let students know that it's important to learn more about how technology works regardless of what career they want to go into.
Farming (using data for watering and fertilizing), fashion (programmable LED dresses at NYFW 2015), medicine (using robots for surgery)
As a class, list things that use code in everyday life, or a list of careers the require knowledge of coding or computers.
See tips for getting girls interested in computer science here.

Direct students to the activity (1 minute)
Write the tutorial link(s) you’ve chosen on a whiteboard. Find the link listed on the information for your selected tutorial under the number of participants.
Tell students to visit the URL and start the tutorial.
Tip: For younger students, load the tutorial page ahead of time or save it as a bookmark.
Activity (20-40 mins)
Facilitate and support students to complete the tutorial, alone or in groups

When your students come across difficulties
It’s okay to respond:
“I don’t know. Let’s figure this out together.”
“Technology doesn’t always work out the way we want.”
“Learning to program is like learning a new language; you won’t be fluent right away.”

What to do if a student finishes early?
Students can see all tutorials and try another Hour of Code activity at code.org/learn
Or, ask students who finish early to help classmates who are having trouble with the activity.
Wrap-Up (5-10 mins)
Debrief & Close
Debrief the activity.
Celebrate and pass out certificates and stickers.
Share photos and videos of your Hour of Code event on social media. Use #HourOfCode and @codeorg so we can highlight your success, too!
Other ideas
Do a gallery walk so students can see each other’s work.
Do a “Think-Pair-Share” to allow students to reflect individually, discuss with a partner and share out as a group.
Let participants know they can continue to learn at http://code.org/learn/beyond.
Assessment/Extended Learning (2-5 mins)
Optional
Time permitting, challenge your students to reflect on the day’s activities and continue their learning. Consider:
Exit Ticket. Have students complete an Exit Ticket before leaving to assess learning. 
Flip your classroom. Challenge students to pick one of the tutorials they didn’t complete today, but that one of their friends did, and try to do it on their own at home.
Writing prompt. Have students journal at home about what they learned and how it made them feel.

Beyond one hour
There are many ways to go Beyond an Hour of Code:

Explore other curricula from our partners.
Teach the Code Studio Computer Science Fundamentals courses. Code.org offers free professional development for these courses, online or in-person.
Invite a computer science expert to your class. Sign up for a virtual classroom.

TEacher lesson plan Hour of Code


Lesson Overview

This lesson plan provides a general outline and tips to teach the Hour of Code.

Lesson Summary

DURATION: 45-60 mins

Getting Started: (2-5 mins)

Activity: (20-40 mins)

Wrap-up: (5-10 mins)

     Debrief and close

Assessment/Extended Learning: (2-5 mins)

     Optional

Audience

This lesson plan is intended for use with learners of any age who are interested in computer science.

Learning Objectives

By participating in this lesson, participants will:
     [Insert learning objectives based on chosen tutorial.]

Facilitation Guide

________________________________________________________________________

Materials, Resources and Preparation


     Review the Hour of Code Educator Guide and Best Practices from Successful Educators to plan your Hour of Code event.
     Register your Hour of Code event to receive a thank you gift and fun posters.
     Review the unplugged lessons and online tutorials available on code.org/learn, and choose one to run with your students.
     If you’re running an online tutorial, be sure to test it first before asking your students to complete it. Check your technology and decide if you need to troubleshoot anything in advance.
     Print certificates to hand out at the end.
     Student engagement: 15-25 per facilitator, elementary or middle school, no prior skill necessary.

Getting Started (2-5 mins)

Introduce the activity (2-5 minutes)

Kick off your Hour of Code by inspiring students and discussing how computer science impacts every part of our lives.

Show one of our inspirational videos to frame the discussion:
     For K-8 students, we recommend The Hour of Code is Here.”
     For older students, we recommend Anybody Can Learn.”

It’s okay if both you and your students are brand new to computer science. Here are some ideas to introduce your Hour of Code activity:

     Explain ways technology impacts our lives, with examples both boys and girls will care about (Talk about saving lives, helping people, connecting people, etc.).
     3D printing is being used to create limbs for amputees; microchips to find lost pets; Skyping relatives who are far away to keep in touch.
     Explain that learning computer science is more than learning to code in a computer language, it's about learning how computers and software are changing everything in our world.
     Digital animation in movies like Inside Out, Shaun the Sheep, Star Wars or Hunger Games; recording music with GarageBand on your computer, mobile banking.
     Let students know that it's important to learn more about how technology works regardless of what career they want to go into.
     Farming (using data for watering and fertilizing), fashion (programmable LED dresses at NYFW 2015), medicine (using robots for surgery)
     As a class, list things that use code in everyday life, or a list of careers the require knowledge of coding or computers.
     See tips for getting girls interested in computer science here.

Direct students to the activity (1 minute)

     Write the tutorial link(s) you’ve chosen on a whiteboard. Find the link listed on the information for your selected tutorial under the number of participants.
     Tell students to visit the URL and start the tutorial.
     Tip: For younger students, load the tutorial page ahead of time or save it as a bookmark.

Activity (20-40 mins)

Facilitate and support students to complete the tutorial, alone or in groups


When your students come across difficulties
It’s okay to respond:
     “I don’t know. Let’s figure this out together.”
     “Technology doesn’t always work out the way we want.”
     “Learning to program is like learning a new language; you won’t be fluent right away.”

What to do if a student finishes early?
     Students can see all tutorials and try another Hour of Code activity at code.org/learn
     Or, ask students who finish early to help classmates who are having trouble with the activity.

Wrap-Up (5-10 mins)

Debrief & Close

     Debrief the activity.
     Celebrate and pass out certificates and stickers.
     Share photos and videos of your Hour of Code event on social media. Use #HourOfCode and @codeorg so we can highlight your success, too!

Other ideas

     Do a gallery walk so students can see each other’s work.
     Do a “Think-Pair-Share” to allow students to reflect individually, discuss with a partner and share out as a group.
     Let participants know they can continue to learn at http://code.org/learn/beyond.

Assessment/Extended Learning (2-5 mins)

Optional

Time permitting, challenge your students to reflect on the day’s activities and continue their learning. Consider:
     Exit Ticket. Have students complete an Exit Ticket before leaving to assess learning. 
     Flip your classroom. Challenge students to pick one of the tutorials they didn’t complete today, but that one of their friends did, and try to do it on their own at home.
     Writing prompt. Have students journal at home about what they learned and how it made them feel.

Beyond one hour

There are many ways to go Beyond an Hour of Code:

     Explore other curricula from our partners.
     Teach the Code Studio Computer Science Fundamentals courses. Code.org offers free professional development for these courses, online or in-person.
     Invite a computer science expert to your class. Sign up for a virtual classroom.


Wednesday, November 14, 2018

Assessment on November 29th., 2018. (Quiz)

Announcement

Quiz On November 29th 2018.

1-Computer Parts- Identify
2- Computer Parts- Match concept with meaning.
3- Input-Output devices- Mention
4- Information processing Cycle- Fill the Graphic Organizer.

***Clarification: Third Grade will only have the first three parts for assessment.

4th and 5th Grade have all four parts.

Tuesday, October 16, 2018

Nota a Padres

Por la presente les notifico que no estare recibiendo a padres, durante, antes o después de una prueba a administrarse en el curso de Introducción a las Computadoras. Por motivos de encontrarse material sensitivo en el salón. Esto aplica para todos por igual. Les agradezco su atención.

Saturday, October 13, 2018

Test

Test on Tuesday October 16, 2018.

Reviewed material during the last week in classroom. student should be ready for test taking.
Study lesson materials. Some are posted in this blog to be used as learning resources.

Reviewed material on Wednesday October 10, 2018. Thursday October 11, and Friday October 12. Review should be copied to class notebook.

Best wishes. Att. Mrs. Maldonado


Thursday, October 4, 2018

Student Computer Lab Use Contract_ Sign as soon as possible and Return


Student Computer Lab Use Contract

Below are policies that will regulate our use of the Internet and computer.  These rules have been designed to keep our computer and classroom functioning at the highest of standards.  In order to have access to e-mail, the Internet, and computer in the Computer Lab, please read the following and sign below.

  1. Follow Instructions at All Times!
  2. Students should not bring food or drinks into any computer lab. 
  3. These computers should only be used for educational use, only the programs/ searches the teacher assigns.
    1. Games, My Space, Facebook, Twitter, Internet Games, Youtube, chat rooms, Instant Messengers, Blog Websites, Fantasy Football/Basketball, etc are NOT permitted!!!
  4. Bypassing the school’s firewall.
  5. Students may not under any circumstances install software onto the computers.
  6. Students hacking, altering unauthorized files, or using the network in any way other than that intended will loose their computer privileges.
  7. Students must not move any equipment or cables.  Keyboards and mice must not be swapped between machines.
  8. Any behavior which threatens the physical safety of the equipment or other students will lead to the loss of privileges.
  9. NEVER give a password to anyone!!!
  10. No inappropriate language tolerated.
  11. Students should not change their desktop, screensaver, etc.
  12. Students should save on their Pen Drive only.
  13. Check your workstation everyday when you enter and leave the classroom.  Inform your teacher if anything is wrong.  The student is responsible for their workstation.
  14. These are just to name a few.  The students know what is acceptable and what is not.

Consequences:
          1st offense:  Call Home/Parent appointment with teacher.
          2nd offense:  Sent to the principal/social worker with a referral.
          3rd offense:  Loss of computer privileges.
          4th offense:  Removed from class with an F in the class.

These policies and procedures must be adhered to, and any violations of them will be met with zero tolerance.
  • Students must abide by their signed contracts.
  • The use of the computer is a privilege, not a right.
  • If this contract is broken, the student’s privilege will be revoked.

Sign and return immediately.

Student Signature:  _________________________________________  
Date:  ____________________________________________

Parent/Guardian Signature:  ­­­­­­­­­­­­­­­­­­­­­­­­­­___________________________________ 
Date:  ____________________________________________

Monday, October 1, 2018

Inventors Study Guide

https://seisdalarcon.ss4.sharpschool.com/UserFiles/Servers/Server_1778062/File/inventors-study-guide.pdf



INVENTORS STUDY GUIDE An invention is a new thing that someone has made. The computer was an invention when it was first made. We say when it was "invented". New things that are made or created are called inventions. Cars and plastics are inventions that everyone knows. Inventions are made by inventors. See the fact file below for more information about inventors and inventions
. ● An invention is defined as a device, method or process developed from study and experimentation.
● When a invention is created it can be protected by a patent. A patent is a set of exclusive rights granted by a state or national government given to an inventor for a limited period of time in exchange for a public disclosure of an invention.
● Sometimes a device is invented before there is a need. For example, the can opener was invented 48 years after cans were in temperature was appropriate for adding yeast. If it was too hot, the yeast would die. This is where we get the phrase ” The Rule of the Thumb”.
● Many historians consider the wheel, the spear, the knife, and the arrow as the earliest inventions. They were created because of the need to hunt , provide protection and transportation.
● The earliest inventions were made out of what was available to the people. Wood was used for spears shafts. Rocks were used for the blade of a spear or a knife. Bones were used for needles.
● Some of the most important inventions are considered to be the cotton gin, the automobile, the telephone, the electric light, the printing press, the steam engine, the camera, the computer, the sewing machine and the television.
 ● Some of the most famous inventors are: Archimedes, Albert Einstein, Leonardo Da Vinci, Benjamin Franklin, Thomas Edison, Johannes Gutenberg, Alexander Graham Bell, George Washington Carver, Eli Whitney, the Wright Brothers, John Baird,
● Henry Ford, George Eastman, and Heinrich Introduced, and traffic lights were used before the advent of the motorcar.
● Most of the time an invention is created because of a need. For example, before the invention of the thermometer, the brewers of beer used to check the temperature by dipping their thumb into the mixture to find whether the
● There are also many women inventors, however they are not as famous as their male counterparts. Where would the world be if Mary Anderson had not invented the windshield wiper for the automobile, or Margaret Knight who invented a machine that created flat-bottom paper bags?
 ● Probably one of the most famous inventor we all take for granted is Levi Strauss. Mr. Strauss invented blue jeans.

Using the study guide provided. Can you fill in the missing words for the questions below?
1: An invention is a new thing that someone has ____.
2: When an invention is created it can be _________ by a patent.
 3: Many historians consider the _____, the spear, the knife, and the arrow as the earliest inventions. 4: The __________ is considered to be one of the most important inventions.
5: The ________is seen as one of the most important inventions in modern history as most jobs now involve using one.
 6: One of the most important Automobile inventors was Henry ____.
7: Mary Anderson was one of the most famous female inventors with her invention the windshield _____.
 8: Probably one of the most famous inventor we all take for granted is Levi Strauss. Mr. Strauss invented blue _____.

Monday, September 24, 2018

PBS Kids Games Homework

http://pbskids.org/games/

Date: Monday September 24, 2018.
Topic:Healthy eating and the effects of sugar in our brain.

Homework: Get into Google (Chrome, Web Browser) then search on the internet for  My Plate.gov , Revisit My Plate.gov  https://www.choosemyplate.gov/  review My Plate guidelines for specific healthy diet facts and guides.

Go to My Plate.gov/games and play some of the educational games available online  related to healthy eating, exercising, healthy living; then play for at least 15 minutes.

RECORD:
Name of Game:______________________
Date:______________________________
Time you began playing the game: __________
Time you ended playing the game:___________

ASK MOM, DAD, OR ANY ADULT AT HOME TO HELP YOU COMPLETE THIS TASK.
                 

Monday, September 17, 2018

assignment Sept. 19,2018


Puerto Rico Department of Education
Specialized Bilingual School S. U. Sabana Hoyos
Arecibo District
Introduction to Computers Class
Objective: Student will be able to web search for information or biographies online. Create a inventors and inventions catalog or portfolio in the classroom.
Topic: Inventors and Inventions Catalog
** Bring pictures (from Google Images) of every inventor (if available online) and add an image of their inventions, to use in the project in classroom.
Instructions: Following the teacher’s instructions and demonstrations search the web (using reliable sources) to look for information or biographies of the inventors and inventions discussed in class (list of 21 inventors) then search the web for information on their particular inventions. Write the biography and the invention information on a piece of paper the teacher will provide (E SENTENCES ONLY ) for you then paste the inventor’s picture (INCLUDING 3 SENTENCES ABOUT THE INVENTION) in the appropriate place on the paper (the teacher will give the instructions during class).
Due Date: Wednesday September 19, 2018.

Sunday, September 16, 2018

Johannes Gutenberg, Alexander Graham Bell,Pascal, Babage, Noyce, Marconi

https://www.famousinventors.org/johannes-gutenberg

40 famous inventors of all time

https://www.biographyonline.net/scientists/inventors.html

The Invention of the wheel for kids

https://www.youtube.com/watch?v=EhIIGPObtxg&t=92s

The Discovery of fire for kids

https://www.youtube.com/watch?v=E6kQF-t5fHs&t=62shttps://www.youtube.com/watch?v=E6kQF-t5fHs&t=62s

Inventors and Inventions Catalog Project

Web Search Lab Rubric
Date:________________________________
Student’s Name:__________________________________________________________________

1.       Turn On your Computer (value 5 points)
9.Select relevant information about the inventor.
*Write at least 5 sentences of relevant information about the inventor.(value 5 points)
2.       Identify the Web Browser on your desktop.
        (value 5 points)
10. Search for information on the INVENTION. *Choose 5 relevant facts about that invention.
*Include (Write)the 5 facts on the sheet you are  gathering the information on.(value 5 points)

3.       Search the Start Up Menu for the Web Browser.
             (value 5 points)
11. Continue the same process with the next inventor on the Famous Inventors List on your notebook. (value 5 points)
4.                   Look out for the search bar on your browser.(value 5 points)
12. After you are done gathering the information on your 21 Famous Inventors, And their inventions organize or categorize the inventor on their particular branch. Example: Mathematicians, Scientists, Inventors, Engineers, etc.
(value 5 points)
5.Place the cursor on the search bar. (value 5 points)
13.  Create a Divider page to separate each category. (value 5 points)
6.Write the name of the inventor your teacher selected to research on the search bar. (value 5 points)
14. Create a Portrait for your work.
Include: School Name, School District,
Tittle, Student Name, Grade, Group, Date. (value 5 points)
7..Select one of the options  that appears on the options provided. (value 5 points)
15.  Glue the Inventors and Inventions Pictures you brought from home, on the appointed placing on your work.  (value 5 points)
8. Read  carefully the information . Then evaluate the following questions:(value 5 points)

Is this information important or relevant to my work?

What do I really want to know about this inventor?


16. Revise, Edit, and Hand in your work for assessment to your teacher.(value 5 points)