Hour of Code "Unplugged"
The bridge from algorithms to programming can be a short one if students understand the difference between planning out a sequence and encoding that sequence into the appropriate language. This activity will help students gain experience reading and writing in shorthand code.
Move It, Move It
This lesson will help students realize that in order to give clear instructions, they need a common language. Students will practice controlling one another using a simple combination of hand gestures. Once they understand the language, they will begin to "program" one another by giving multiple instructions in advance.
Real-Life Algorithms: Paper Planes
In this lesson, students will relate the concept of algorithms back to everyday activities. After discussing algorithms, students will make paper airplanes using an algorithm. The goal here is to start building the skills to translate real world situations to online scenarios and vice versa.
Graph Paper Programming
By "programming" one another to draw pictures, students will begin to understand what coding is really about. The class will begin by having students instruct each other to color squares on graph paper in an effort to reproduce an existing picture. If there’s time, the lesson can conclude with images that the students create themselves.
Students will learn that events are a useful way to control when an action happens, and can even be used to make make multiple things act in sync. In programming, you can use events to respond to a user controlling it (like pressing buttons or clicking the mouse). Events can make your program more interesting and interactive.
Students will learn to think about controlling actions using events. Events are widely used in programming and should be easily recognizable after this lesson.
The Big Dance Party Slides (Make a Copy)