Computer Science Fundamentals Unit 7 Course F Lesson 3: Building a Foundation (2018)

  Classroom Resource Information  

Title:

Computer Science Fundamentals Unit 7 Course F Lesson 3: Building a Foundation (2018)

URL:

https://curriculum.code.org/csf-18/coursef/3/

Content Source:

Code.org
Type: Lesson/Unit Plan

Overview:

New and unsolved problems are often pretty hard. If we want to have any chance of making something creative, useful, and clever, then we need to be willing to attack hard problems even if it means failing a few times before we succeed. In this lesson, students will be building a structure with common materials. The structure will be tested on its ability to hold a textbook for more than ten seconds. Most students will not get this right the first time, but it's important they push through and keep trying.

This lesson teaches that failure is not the end of a journey, but a hint for how to succeed. The majority of students will feel frustrated at some point in this lesson, but it's important to emphasize that failure and frustration are common steps to creativity and success.

Students will be able to:
- outline steps to complete a structural engineering challenge.
- predict and discuss potential issues in structure creation.
- build a structure based on a team plan.
- revise both the plan and the structure until they satisfy the challenge.

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

Content Standard(s):
Digital Literacy and Computer Science
DLIT (2018)
Grade: 5
2) Create an algorithm to solve a problem while detecting and debugging logical errors within the algorithm.

Examples: Program the movement of a character, robot, or person through a maze.
Define a variable that can be changed or updated.

Digital Literacy and Computer Science
DLIT (2018)
Grade: 5
5) Develop and recommend solutions to a given problem and explain the process to an audience.

Digital Literacy and Computer Science
DLIT (2018)
Grade: 5
28) Develop, test, and refine prototypes as part of a cyclical design process to solve a complex problem.

Examples: Design backpack for a specific user's needs; design a method to collect and transport water without the benefit of faucets; design boats that need to hold as much payload as possible before sinking; design models of chairs based on specific user needs.

Tags: algorithm, debug, frustration, persistence, unplugged
License Type: Custom Permission Type
See Terms: https://code.org/tos
For full descriptions of license types and a guide to usage, visit :
https://creativecommons.org/licenses
Accessibility
Comments
  This resource provided by:  
Author: Aimee Bates