Computer Science Fundamentals Unit 3 Course B Lesson 11: Drawing Gardens with Loops (2018)

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Title:

Computer Science Fundamentals Unit 3 Course B Lesson 11: Drawing Gardens with Loops (2018)

URL:

https://curriculum.code.org/csf-18/courseb/11/

Content Source:

Code.org
Type: Lesson/Unit Plan

Overview:

Students learn to draw images by looping simple sequences of instructions. In the previous online lesson, loops were used to traverse a maze and collect treasure. Here, students use loops to create patterns. At the end of this stage, students will be given the opportunity to create their own images using loops.

This lesson gives a different perspective on how loops can create things in programming. Students will test their critical thinking skills by evaluating given code and determining what needs to be added in order to solve the puzzle. Students can also reflect on the inefficiency of programming without loops here because of how many blocks the program would require without the help of repeat loops.

Students will be able to:
- Count the number of times an action should be repeated and represent it as a loop.
- Decompose a shape into its largest repeatable sequence.
- Create a program that draws complex shapes by repeating simple sequences.

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Content Standard(s):
Digital Literacy and Computer Science
DLIT (2018)
Grade: 1
1) Classify and sort information into logical order with and without a computer.

Examples: Sort by shape, color, or other attribute; sort A-Z.

Digital Literacy and Computer Science
DLIT (2018)
Grade: 1
2) Order events into a logical sequence or algorithm.

Examples: Unplugged coding activities, sequence of instruction.

Digital Literacy and Computer Science
DLIT (2018)
Grade: 1
3) Construct elements of a simple computer program in collaboration with others.

Examples: Block programming, basic robotics, unplugged programming.

Digital Literacy and Computer Science
DLIT (2018)
Grade: 1
14) Discuss the purpose of collecting and organizing data.

Digital Literacy and Computer Science
DLIT (2018)
Grade: 1
19) Identify and revise problem-solving strategies to solve a simple problem.

Examples: Scientific method, visual images or mind pictures, look for patterns, systematic list.

Tags: algorithm, debug, problem solving, program, user input
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Author: Aimee Bates