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Grade 2 Module 7:  Problem Solving with Length, Money, and Data
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Module 7 presents an opportunity for students to practice addition and subtraction strategies within 100 and problem-solving skills as they learn to work with various types of units within the contexts of length, money, and data.  Students represent categorical and measurement data using picture graphs, bar graphs, and line plots.  They revisit measuring and estimating length from Module 2, though now using both metric and customary units.

Find the rest of the EngageNY Mathematics resources at https://archive.org/details/engageny-mathematics.

Subject:
Math
Material Type:
Module
Provider:
EngageNY
Date Added:
02/01/2014
Grade 3 Health- Bullying Final Project Assessment - Ashley Lang
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CC BY-NC-SA
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I created this rubric for Grade 3 health the focus was on bullying. I believe that this assessment reflects 21st century learning because I was able to incorporate technology in a purposeful way for students to share their knowledge. This assessment allows student to share their understanding of the important topic of bullying through an interactive app called sock puppets. This app provides student the opportunity to create a situation they have experienced or seen bullying representing it through sock puppets. In order to expand on 21st century learning next time I would give the students options on different apps they can use to share their understanding of bullying using technology.

Subject:
Health & Fitness
Health Education
Material Type:
Homework/Assignment
Date Added:
07/25/2018
Grade 3 Module 2:  Place Value and Problem Solving with Units of Measure
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CC BY-NC-SA
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Module 2 uses place value to unify measurement, rounding skills, and the standard algorithms for addition and subtraction.  The module begins with plenty of hands-on experience using a variety of tools to build practical measurement skills and conceptual understanding of metric and time units.  Estimation naturally surfaces through application; this transitions students into rounding.  In the module’s final topics students round to assess whether or not their solutions to problems solved using the standard algorithms are reasonable.

Find the rest of the EngageNY Mathematics resources at https://archive.org/details/engageny-mathematics.

Subject:
Math
Material Type:
Module
Provider:
EngageNY
Date Added:
07/05/2013
Hexagonal Pattern of Beehives
Unrestricted Use
CC BY
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The goal of this task is to use geometry study the structure of beehives. Beehives have a tremendous simplicity as they are constructed entirely of small, equally sized walls. In order to as useful as possible for the hive, the goal should be to create the largest possible volume using the least amount of materials. In other words, the ratio of the volume of each cell to its surface area needs to be maximized. This then reduces to maximizing the ratio of the surface area of the cell shape to its perimeter.

Subject:
Math
Material Type:
Activity/Lab
Provider:
Illustrative Mathematics
Provider Set:
Illustrative Mathematics
Author:
Illustrative Mathematics
Date Added:
01/21/2013
High School Math Problem of the Month - University of Waterloo
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The Problem of the Month is intended to challenge enthusiastic high school math students. Most problems are designed with the assumption that students attempting them have a solid understanding of grade 11 math, but some problems may still be of interest to motivated younger students.

A new problem will be posted on the first Tuesday of every month starting in October. A hint will follow 10 days later, and a solution another 10 days after that.

Subject:
Math
Material Type:
Activity/Lab
Author:
Design - Graphics University Of Waterloo
Date Added:
02/24/2020
Hot Problem Solving
Read the Fine Print
Educational Use
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Student teams follow the steps of the engineering design process to meet the challenge of getting their entire class from one location on the playground to the sidewalk without touching the ground between. The class develops a well thought-out plan while following the steps of the engineering design process. Then, they test their solution by going outside and trying it out. Through the post-activity assessment, they compare their problem-solving experience to real life engineering challenges, such as creating new forms of transportation or new product invention.

Subject:
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Denise W. Carlson
Jackie Sullivan
Malinda Schaefer Zarske
Megan Podlogar
Date Added:
09/18/2014
Hour of Code 1.1: Write your first computer program
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for young learners, ages 4-10, but can be adapted for older learners using the differentiation suggestions provided.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.2: Code with Anna and Elsa
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CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for learners in the middle grades, ages 10-13, but can be adapted for younger or older learners using the differentiation suggestions provided. Students should have a basic understanding of simple geometry and drawing angles.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.3:  Make a Flappy game
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In this lesson, learners get an introductory experience with computer science and create a game using basic block code.This lesson has been designed for learners in the middle grades, ages 10-16, but can be adapted for younger or older learners using the differentiation suggestions provided.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.4: Playlab
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CC BY-NC-SA
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In this lesson, learners get an introductory experience with computer science and create a game using basic block code.This lesson has been designed for learners in the middle grades, ages 10-16, but can be adapted for younger or older learners using the differentiation suggestions provided.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.5: Star Wars: Building a Galaxy with Code
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CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has two versions.

**Option 1: Blocks**

The first option uses drag-drop blocks. This version works best for:

- Students on mobile devices without keyboards
- Younger students (6+ because the tutorial requires reading)
- International students

We recommend this for international students because JavaScript syntax is not translated and for the first Hour of Code, the translated blocks provide a better introduction.

**Option 2: JavaScript**

This option teaches the same basic concepts, but because it uses both drag-drop blocks and JavaScript, the students need to be able to type on a keyboard. For older students on computers, learning JavaScript can be fun and provide an additional challenge. This version of the tutorial is also great if you have some students in your class who have already learned some coding. It is recommended for ages 11+.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.6: MINECRAFT Hour of Code
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CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson works well for any students old enough to read (ages 6+). Younger learners will probably not finish the tutorial, but will have lots of fun working through the puzzles for an hour. High school students will mostly finish the tutorial and have some time to play on the free play level at the end.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.7: Intro to App Lab
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CC BY-NC-SA
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**Tutorial Summary:** This tutorial is designed to quickly introduce the App Lab programming environment as a powerful tool for building and sharing apps. The tutorial itself teaches students to create and control buttons, text, images, sounds, and screens in JavaScript using either blocks or text. At the end of the tutorial students are given time to either extend a project they started building into a "Choose Your Own Adventure", "Greeting Card", or "Personality Quiz" app. They can also continue on to build more projects featured on the code.org/applab page.

**Age Appropriateness:** The tutorial is designed for students over 13. Because it allows students to upload custom sounds and images, young students should not use this without supervision. To protect students privacy, if your students are under 13, they will not be able to use this tutorial unless you first set up accounts for them in a section you manage.

**Checking Correctness:** This tutorial will not tell students whether they completed the level correctly. Encourage students to use the target images and directions provided in every level to know if they are on the right track. If students want to move on past a particularly tricky level they can simply click "Finish" and continue on.

Have fun completing your Hour of Code with App Lab!

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 1.8: Dance Party
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CC BY-NC-SA
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In this lesson, learners of all ages get an introductory experience with coding and computer science in a safe, supportive environment. This lesson has been designed for learners of all ages but does require reading. This activity requires sound as the tool was built to respond to music.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 2.1:  Programming Unplugged: My Robotic Friends Relay
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This activity will begin with a short review of "My Robotic Friends," then will quickly move to a race against the clock, as students break into teams and work together to write a program one instruction at a time.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 2.2: Text Compression
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CC BY-NC-SA
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At some point we reach a physical limit of how fast we can send bits and if we want to send a large amount of information faster, we have to find a way to represent the same information with fewer bits - we must **compress** the data. In this lesson, students will use the Text Compression Widget to compress segments of English text by looking for patterns and substituting symbols for larger patterns of text.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 2.3: Simple Encryption
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CC BY-NC-SA
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In this lesson, students are introduced to the need for encryption and simple techniques for breaking (or cracking) secret messages. Students try their own hand at cracking a message encoded with the classic Caesar cipher and also a Random Substitution Cipher. Students should become well-acquainted with idea that in an age of powerful computational tools, techniques of encryption will need to be more sophisticated. The most important aspect of this lesson is to understand how and why encryption plays a role in all of our lives every day on the Internet, and that making good encryption is not trivial. Students will get their feet wet with understanding the considerations that must go into making strong encryption in the face of powerful computational tools that can be used to crack it. The need for secrecy when sending bits over the Internet is important for anyone using the Internet.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Hour of Code 2.4: Dance Party: Unplugged
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CC BY-NC-SA
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Students will learn that events are a useful way to control when an action happens, and can even be used to make make multiple things act in sync. In programming, you can use events to respond to a user controlling it (like pressing buttons or clicking the mouse). Events can make your program more interesting and interactive.

Subject:
Coding
Computer & Digital Technologies
Computer Science
Education
Educational Technology
Math
Science
Material Type:
Activity/Lab
Lesson
Provider:
Code.org
Provider Set:
Hour of Code
Date Added:
10/11/2019
Illuminations
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Illuminations works to serve you by increasing access to quality standards-based resources for teaching and learning mathematics, including interactive tools for students and instructional support for teachers.

The website includes:
- Lesson plans
- Online math strategy games against a computer or other players across the world
- Activities
-

Subject:
English Language Arts
Math
Material Type:
Activity/Lab
Homework/Assignment
Date Added:
12/07/2018
Imagineur The Canadian Program for Creativity, Innovation and Entrepreneurship
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Created by the University of Regina Hill and Levene Schools of Business, the Imagineur program is made up of 8 online modules designed for high school and university students who are interested in becoming entrepreneurs. There is also an educator's kit that can be downloaded for each module.

Subject:
Business
Entrepreneurship
Material Type:
Activity/Lab
Assessment
Homework/Assignment
Lesson
Module
Teaching/Learning Strategy
Unit of Study
Date Added:
09/09/2024