# ALEX Classroom Resources

ALEX Classroom Resources
Subject: Digital Literacy and Computer Science (5 - 7)
Title: SciGirls: Code Creators
URL: https://d43fweuh3sg51.cloudfront.net/media/media_files/0cddb162-a299-4139-819e-27d05747367f/429b6338-ec4c-4ecb-9afb-56e55639bb7c.pdf
Description:

Are you ready to code a computer program, but not sure where to start? Write pseudocode! Computer programmers often start projects by using everyday language to write out what they want to happen in their code--this is called pseudocode. Students will write their own pseudocode in this activity.

Subject: Digital Literacy and Computer Science (5 - 8)
Title: Finite State Automata
URL: https://classic.csunplugged.org/finite-state-automata/
Description:

Computer programs often need to process a sequence of symbols such as letters or words in a document, or even the text of another computer program. Computer scientists often use a finite-state automaton to do this. A finite-state automaton (FSA) follows a set of instructions to see if the computer will recognize the word or string of symbols. We will be working with something equivalent to a FSA—treasure maps!

The goal of the students is to find Treasure Island. Friendly pirate ships sail along a fixed set of routes between the islands in this part of the world, offering rides to travelers. Each island has two departing ships, A and B, which you can choose to travel on. You need to find the best route to Treasure Island. At each island you arrive at you may ask for either ship A or B (not both). The person at the island will tell you where your ship will take you to next, but the pirates don’t have a map of all the islands available. Use your map to keep track of where you are going and which ship you have traveled on.

Subject: Digital Literacy and Computer Science (5)
Title: Computer Science Fundamentals Unit 7 Course F Lesson 1: My Robotic Friends (2018)
URL: https://curriculum.code.org/csf-18/coursef/1/
Description:

Using a predefined symbol key, your students will guide one another to accomplish specific tasks without using any verbal commands. This segment teaches students the connection between symbols and actions, the difference between an algorithm and a program, and the valuable skill of debugging.

This unplugged lesson brings the class together as a team with a simple task to complete: get a "robot" to stack cups in a specific design. Students will work to recognize real-world actions as potential instructions in code. The designing of precise instructions will also be practiced, as students work to translate worded instructions into the symbols provided. If problems arise in the code, students should work together to recognize bugs and build solutions.

Students will be able to:
- gain an understanding of the need for precision in coding.
- learn how to recognize a bug and how to debug the malfunctioning code.

Note: You will need to create a free account on code.org before you can view this resource.

ALEX Classroom Resources: 3