Overview
This is a lesson plan that uses the book Of Mice and Men when teaching about the Great Depression. The collection includes photos and articles detailing the causes and effects of the Great Depression.
This is a lesson plan that uses the book Of Mice and Men when teaching about the Great Depression. The collection includes photos and articles detailing the causes and effects of the Great Depression.
This World War I collection includes several photographs of liberty bonds, postcards, an aviator's brochure, sheet music, and a jigsaw activity. These artifacts will help students describe the military and civilian roles in the United States during WWI. Be sure to click "Read More" at the top of the collection to view the activity that can be used with this collection.
This learning activity contains photographs of President Franklin D. Roosevelt and Sir Winston Churchill during World War II. There is also a set of discussion questions to use with the photographs.
This is a collection of letters sent from the Susan B. Anthony Memorial Committee to the Postmaster General requesting a stamp be created to honor Elizabeth Stanton for her work to aid women.
This collection includes photographs and flyers from the Progressive Era. Photos depict the "modern woman", consumer goods from the Era, and political candidates.
This is a reading guide/lesson plan with step-by-step instructions to accompany the book Feivel's Flying Horses by Heidi Smith Hyde and illustrated by Johanna Van Der Sterre. Feivel's Flying Horses tells the story of a Jewish woodcarver who moved from the Old Country and carved carousel horses to earn money to bring his family from Europe to America. The story is a historical fiction story of immigrants coming to America. The reading guide is recommended for kindergarten through 4th grade.
In order to create more interesting and detailed images, the class is introduced to the sprite object. Every sprite can be assigned an image to show, and sprites also keep track of multiple values about themselves, which will prove useful when making animations. At the end of the lesson, everyone creates a scene using sprites.
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This lesson introduces the draw loop, one of the core programming paradigms in the Game Lab. The class combines the draw loop with random numbers to manipulate some simple animations with dots and then with sprites. Afterward, everyone uses what they learned to update the sprite scene from the previous lesson.
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This unplugged lesson explores the underlying behavior of variables. Using notecards and string to simulate variables within a program, the class implements a few short programs. Once comfortable with this syntax, the class uses the same process with sprite properties, tracking a sprite's progress across the screen.
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The class designs structure to represent their perfect day using the binary representation systems they've learned in this chapter. After deciding which pieces of information the record should capture, the class will decide how a punch card of bytes of information will be interpreted to represent those pieces of information. Afterward, everyone will use the ASCII, binary number, and image formats they have learned to represent their perfect days to try to decipher what a partner's perfect day is like.
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