Computational Thinking for K-12 Educators: Variables and Nested Loops

Beginner Level
2 weeks to complete
Flexible Schedule

Beth Simon

Skills You’ll Gain

Programming Principles Digital pedagogy Debugging Computational Thinking Animation and Game Design Education Software and Technology Computer Programming Program Development Diversity Awareness Brainstorming Event-Driven Programming

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There are 6 modules in this course

Meet Dr. Simon and fellow learners in this class! Find out what you’ll be doing and learning.

How can we simplify instructions further with repeats? How do you dance the chicken dance? We’ll cover these questions and more in this module! Learn how nested repeats work by making dance instructions, solving programming puzzles, and creating a program. Prepare for class discussions around challenging questions about nested repeats.

Be prepared for teaching nested repeats with code.org’s Bee and Zombie programming challenges, and get ready to learn about events! Find out how to grab your students’ attention with events, and practice your understanding by imagining: what if you could control someone with a game controller? Learn more about events by playing with programming puzzles and creating your own program.

In this module, we’ll explore how events are taught in the classroom and go through another code.org challenge: this time, we’re creating the game of Bounce (or Pong), which is just like air hockey! We’ll also introduce how variables are placeholders for data by displaying them as a real-world placeholders: envelopes. Work on getting comfortable with variables in a variety of programming puzzles.

After working through some tricky examples of changing variables, we’re ready to bring variables to your classroom! First, we’ll cover a more thorough lesson plan for the “variables as envelopes” metaphor. Then, we’ll head back to the code.org Artist environment to show the true power of variables and how much they can affect our drawings!

We take a break from programming concepts to ensure that your classroom environment encourages a healthy learning environment. Learn how to make fun assignments a little more approachable by using Parsons’ problems, and explore how you can make your computer lab a respectful and supportive environment for all, especially students that might be underrepresented.