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Grade 12 Curriculum Supports - Saskatchewan Rivers Public School Division No.119
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This comprehensive resource from Saskatchewan Rivers Public School Division includes units of study plus curricular and assessment resources for Grade 12 Arts Education, ELA, Physical Education and Wellness, Practical and Applied Arts, Mathematics, Sciences and Social Studies. Look for rubrics, unit plans, sample year plans (and templates), Treaty Education outcomes and indicators as well lots of other teacher resources. Some of the information is not available as a login is required.

Subject:
Arts Education
Biology
Calculus
Chemistry
Computer Science
English Language Arts
Foundations
Health & Fitness
History
Indigenous Perspectives
Law
Math
Native Studies
Physical Education
Physics
Practical & Applied Arts
Pre-Calculus
Psychology
Science
Social Studies
Workplace and Apprenticeship
Material Type:
Activity/Lab
Assessment
Teaching/Learning Strategy
Author:
Saskatchewan Rivers Public School Division
Date Added:
09/09/2020
Grade 9 Computers
Conditional Remix & Share Permitted
CC BY-NC
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My artifact deals with Grade 9 H/G/C (Health, Guidance, and Computers).  My task was to teach a computer class once every six days.  I decided to focus on an introduction to computer programming.  The students were to work on a program called Pivot, which is just a stick figure that you can make do things

Subject:
Computer Science
Graphic Arts
Health Education
Author:
Sun West School Division
Date Added:
06/19/2018
Graphical User Interfaces: Crash Course Computer Science #26
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Today, we're going to discuss the critical role graphical user interfaces, or GUIs played in the adoption of computers. Before the mid 1980's the most common way people could interact with their devices was through command line interfaces, which though efficient, aren't really designed for casual users. This all changed with the introduction of the Macintosh by Apple in 1984. It was the first mainstream computer to use a GUI, standing on the shoulder of nearly two decades of innovation including work from the father of the GUI himself, Douglas Englebart, and some amazing breakthroughs at Xerox Parc.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Graphing the Spread of Disease
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Educational Use
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Students simulate disease transmission by collecting data based on their proximity to other students. One option for measuring proximity is by having Bluetooth devices "discover" each other. After data is collected, students apply graph theory to analyze it, and summarize their data and findings in lab report format. Students learn real-world engineering applications of graph theory and see how numerous instances of real-world relationships can be more thoroughly understood by applying graph theory. Also, by applying graph theory the students are able to come up with possible solutions to limit the spread of disease. The activity is intended to be part of a computer science curriculum and knowledge of the Java programming language is required. To complete the activity, a computer with Java installed and appropriate editing software is needed.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Brian Sandall
Steve Hamersky
Date Added:
09/18/2014
Hackers & Cyber Attacks: Crash Course Computer Science #32
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Today we're going to talk about hackers and their strategies for breaking into computer systems. Now, not all hackers are are malicious cybercriminals intent on stealing your data (these people are known as Black Hats). There are also White Hats who hunt for bugs, close security holes, and perform security evaluations for companies. And there are a lot of different motivations for hackers—sometimes just amusement or curiosity, sometimes for money, and sometimes to promote social or political goals. Regardless, we're not going to teach you how to become a hacker in this episode but we are going to walk you through some of the strategies hackers use to gain access to your devices, so you can be better prepared to keep your data safe.

Subject:
Computer Science
Science
Material Type:
Activity/Lab
Author:
Crashcourse
Date Added:
02/08/2019
Hidden in Plain Sight
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Educational Use
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Steganography is the science and art of hiding messages in plain sight so only the sender and intended recipient know the existence of a message. Steganography can be characterized as security through obscurity. Through this lesson, students experience a portion of the engineering design process as they research steganography and steganographic methods; identify problems, criteria and constraints; brainstorm possible solutions; and generate ideas. These are the critical first steps in the engineering design process, often overlooked by students who want to get to the "doing" phases—designing, building and testing. In computer science, a thorough design phase makes program implementation much easier and more effective. Students obtain practice with a portion of the design process that may be less exciting, but is just as important as the other steps in the process.

Subject:
Computer Science
Science
Material Type:
Lesson
Provider:
TeachEngineering
Provider Set:
TeachEngineering
Author:
Derek Babb
Date Added:
09/18/2014
Hour of Code 1.1: Write your first computer program
Conditional Remix & Share Permitted
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 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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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 1.4: Playlab
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
CC BY-NC-SA
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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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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
Conditional Remix & Share Permitted
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