Introduction to Computer Science and SpeedGeeking 101

Part 1: Gauge student understanding of computer science and introduce basic CS vocabulary. Part 2: Teach students about SpeedGeeking, a collaborative and energetic sharing of computer science apps and tools. Students create computational artifacts and participate in a SpeedGeeking workshop.

OVERVIEW

Activity Overview:

Part 1: Gauge student understanding of computer science and introduce basic CS vocabulary. Part 2: Teach students about SpeedGeeking, a collaborative and energetic sharing of computer science apps and tools. Students create computational artifacts and participate in a SpeedGeeking workshop.

Meta description

  • Subject Area: Computer Science, Reading/Language Arts, Technology
  • Grade Level : 6-8
  • Computer Science Domains:
    • Networks and The Internet, Data Analysis, Algorithms and Programming, Impacts of Computing
  • Computer Science Principles:
    • Fostering an Inclusive Computing Culture, Collaborating Around Computing, Creating Computational Artifacts, Communicating About Computing
  • Materials:
    • Website, Laptops - Future sessions would require more tech.
  • Considerations:
    • Discuss with your team to determine the most appropriate group size for your sessions. Check all tech ahead of time! Amp up the special nature of the event. Use the slideshow!

Lesson Plan

Overview

Part 1: Gauge student understanding of computer science and introduce basic CS vocabulary. Part 2: Teach students about SpeedGeeking, a collaborative and energetic sharing of computer science apps and tools. Students create computational artifacts and participate in a SpeedGeeking workshop.

ASSESSMENT PRE/POST-TEST

See Google Form attached to lesson for vocabulary questions. SpeedGeeking: On a scale of 1-5, how confident are you about discussing technology? What are your 5 favorite websites? When was the last time you learned about a website that would allow you to change how you learn, or integrate computer science skills?

OBJECTIVES

Define computer science terms and explain what computer science is Evaluate and model the use of interest-based applications / software Communicate about computing: Present/share choices while integrating domain-specific vocabulary

CATCH/HOOK

Robots Activity Two students stand shoulder to shoulder in front of the leader. They are the robots. To make them start or stop, the leader touches the top of their heads. Left shoulder tap = turn 90 degrees left and right shoulder tap = turn 90 degrees to the right. Discuss directions, inputs and outputs and surprising variables and results.

ACTIVITY INSTRUCTIONS

Hook - Robot Activity Explain objectives Pre-assessments Quizlet study SpeedGeeking Intro Slideshow Model example with Tinkercad (if most students are unfamiliar with it) Students create artifacts, integrate vocabulary, and sign up for SpeedGeeking session Assign student roles Conduct SpeedGeeking session Review / Reflect Share rubrics and take vocabulary post-test Gather and/or discuss student feedback about how to improve the lesson

Supplements

Any items in this section are the property & under the license of their respective owners.

REVIEW

Summative vocabulary test Exit ticket with an explanation of computer science Answer the SpeedGeeking questions from the beginning Debrief after SpeedGeeking session Poll to measure engagement, enthusiasm and learning Rubrics for presenters

STANDARDS

TypeListing
CS DomainsNetworks and The Internet, Data Analysis, Algorithms and Programming, Impacts of Computing
CS PrinciplesFostering an Inclusive Computing Culture, Collaborating Around Computing, Creating Computational Artifacts, Communicating About Computing
Other Content StandardsOthers may apply, depending on student choices. ELA RI.8.4 RI.8.7 W.8.2.A W.8.2.D SL.8.5 SL. 8.6 L.8.6