Standard 2: Computer programming basics

General Information
Number: SC.68.CS-CP.2
Title: Computer programming basics
Type: Standard
Subject: Science
Grade: 68
Body of Knowledge: Computer Science - Computer Practices and Programming

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Related Access Points

This cluster includes the following access points.

Related Resources

Vetted resources educators can use to teach the concepts and skills in this topic.

Lesson Plans

Coding the Three Branches, Part 1:

Students will research the three branches of government and create a question and answer flowchart about them. The preparation of the flowchart will be used when coding with Scratch in the next lessons. This is lesson 1 of 3 in an integrated civics and computer science mini-unit.

Type: Lesson Plan

Responsibilities of Citizens with Communication: Lesson 2:

Students will organize their research and ideas on water conservation or consumption from lesson 1 of this unit. They will transform their research into a flow chart that will become their digital plan for communicating or engaging with government officials.  This is lesson 2 of a 3-part integrated civics and computer science mini-unit.

Type: Lesson Plan

Responsibilities of Citizens with Communication: Lesson 3:

Students will use Scratch to create an artifact that encourages government officials and the public to protect water consumption and conservation at the local, state, or federal levels in the State of Florida. This is lesson 3 of 3 which integrates civics and coding.

Type: Lesson Plan

Using Conditionals to Determine Types of Government- Lesson 3:

This is the final lesson in a 3-lesson unit. In this integrated civics lesson, students will learn about conditional logic through an unplugged activity and complete the Scratch code for a game that uses conditional statements to determine what form of government the user is thinking of.

Type: Lesson Plan

Using Conditionals to Determine Types of Government- Lesson 2:

This is lesson 2 in a 3-lesson unit that culminates in a Scratch project. The students conducted research on types of government during the previous lesson. In this lesson, students will review the traits of different forms of government by flowcharting using programming logic in this integrated lesson plan.

Type: Lesson Plan

Amendments That Changed America Part 3: Simulation:

Students will use Scratch to create their own program explaining the following amendments: 13, 14, 15, 19, 24, or 26. Students will discuss the importance of these amendments and the impacts they have had on society, civic involvement, and increased participation in the political process. This is lesson 3 of a 3-part unit on Amendments 13, 14, 15, 19, 24 and 26.

 

Type: Lesson Plan

Make it a Law - Lesson 3:

Students will use Scratch, a block programming software to create an animation about how a bill becomes law. Students will use their flowchart from the previous lesson to guide their choice of code. This is the final lesson in a 3-part integrated civics and computer science mini-unit.

Type: Lesson Plan

Make it a Law - Lesson 1:

Students participate in a simulation of the process a bill goes through to become law by role-playing. They evaluate the logical flow of this process through the role-play activity and discuss its application to programming.  This is the first lesson in a 3-part integrated civics and computer science mini-unit. 

Type: Lesson Plan

Make it Law - Lesson 2:

Students learn the purpose of different flowchart shapes and prepare a flowchart that models the process a bill goes through to become law. This lesson is in preparation for creating a scratch program for how a bill becomes law. This is lesson two in a 3-part integrated civics and computer science mini-unit.

Type: Lesson Plan

Errors in code: the three Branches of Government Part 2:

Students will debug a Scratch program on the three branches of government where the roles/responsibilities are incorrectly matched. Student(s) will design a storyboard to create their own Scratch program to prepare for the next lesson. This is the second lesson in a 3-part integrated civics and computer science mini-unit.

Type: Lesson Plan

Errors in Code: The Three Branches of US Government - Part 1:

Students will research the three branches of government and analyze the importance of each branch’s responsibility. Students will also complete an unplugged evaluation of the logical flow of a step-by-step Scratch program by cutting up and rearranging printed code. This is the first lesson in a three-part integrated civics and computer science mini-unit.

Type: Lesson Plan

Copyright Laws and Citizenship Part 3:

Students will create a Scratch project to educate their peers on how to identify if an intellectual work is protected under copyright laws and therefore must be cited if used in research or if it is public domain. Students will also need to connect copyright compliance with being responsible and copyright infringement with plagiarism. This is lesson 3 of a 3-part unit.

Type: Lesson Plan

Copyright Laws and Citizenship Part 2:

Students will research the required criteria for intellectual property to remain protected under copyright laws and when that intellectual property becomes public domain. Students will create a flow chart of "if-then" conditional statements to sort information concerning whether or not intellectual property is public domain or still protected under US copyright laws. This is the second lesson in a 3-lesson unit.

Type: Lesson Plan

Civic Responsibility and Habitat Preservation Scratch PSA Project:

Students will create a public service announcement in Scratch about our civic responsibility to protect the habitat of a chosen endangered species. Students will use research from lesson 2 on this final part of a 3-lesson unit integrating computer science with civics.

Type: Lesson Plan

Civic Duty to Protect Endangered Species Animation Project: Lesson 2:

Students will use their endangered species research from Lesson 1 for a flowchart to plan a Scratch animation. The animation will educate citizens about a specific Florida endangered species and how it can be protected. This is lesson 2 of a 3-lesson unit integrating Civics with Computer Science and Coding.

Type: Lesson Plan

Algorithms & Voting Rights: Lesson 3:

This lesson is part 3 in a 3-lesson unit involving Algorithm design and voting rights. In this lesson, students work in pairs to evaluate/redesign their flowcharts (from lesson 1). A block-based program that applies conditional logic to determine voting eligibility based on demographic data is created. The lesson concludes with a short response essay reflecting on the effect of expanding voting rights on American society.

Type: Lesson Plan

Algorithm & Voting Rights Lesson 2:

Students will research basic demographic information about historical figures who were key to the passage of the 15th and 19th Amendments.  Students will practice their conditional thinking skills by completing two thinking maps designed to reinforce the application of conditional statements. This is lesson 2 of a 3-lesson unit. 

Type: Lesson Plan

Algorithms & Voting Rights: Lesson 1:

This is part 1 of a 3-part unit that reinforces computational thinking and flowchart design.  This unit is also designed to support the understanding of civic participation through the expansion of voting rights throughout U.S. history. 

Type: Lesson Plan

What's the influence? Part 3:

Students will build, share, and revise an interactive program in Scratch to present information about ancient Roman and ancient Greek leaders' influence on civic participation and governance in the ancient world, in this lesson plan.

This is part 3 of a 4 part series that integrates Civics with Computer Science and Coding.

Type: Lesson Plan

What's the influence? Part 2:

Students will use their research on significant leaders of ancient Greece and ancient Rome to plan out each step of a Scratch program, in this lesson plan.

This is part 2 of a 4 part series that integrates Civics with Computer Science and Coding.

Type: Lesson Plan

Just Right Goldilocks’ Café: Temperature & Turbidity:

This is lesson 3 of 3 in the Goldilocks’ Café Just Right unit. This lesson focuses on systematic investigation on getting a cup of coffee to be the “just right” temperature and turbidity level. Students will use both the temperature probe and turbidity sensor and code using ScratchX during their investigation.

Type: Lesson Plan

Just Right Goldilocks’ Café: Turbidity:

This is lesson 2 of 3 in the Just Right Goldilocks’ Café unit. This lesson focuses on systematic investigation on getting a cup of coffee to be the “just right” level of turbidity. Students will use turbidity sensors and code using ScratchX during their investigation.

Type: Lesson Plan

Just Right Goldilocks’ Café: Temperature:

This is lesson 1 of 3 in the Just Right Goldilocks’ Café unit. This lesson focuses on systematic investigation on getting a cup of coffee to be the “just right” temperature. Students will use temperature probes and code using ScratchX during their investigation.

 

Type: Lesson Plan

Coding Geometry Challenges #1-7, 14 & 15:

This set of geometry challenges focuses on creating a variety of polygons as students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor.

 

 

 

Type: Lesson Plan

Coding Geometry Challenge 8, 9 & 17:

This set of geometry challenges focuses on using area/perimeter as students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor.

Type: Lesson Plan

Coding Geometry Challenge #10 & 11:

This set of geometry challenges focuses on scaled drawings and area as students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor.

Type: Lesson Plan

Coding Geometry Challenge # 16, 18 & 19:

This set of geometry challenges focuses on creating a variety of polygons using the coordinate plane as students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor.

Type: Lesson Plan

Coding Geometry Challenge #23 & 24:

This set of geometry challenges focuses on using transformations to show similarity and congruence of polygons and circles. Students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor.

Type: Lesson Plan

Coding Geometry Challenge # 12 & 13:

This set of geometry challenges focuses on creating circles and calculating area/circumference as students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor

Type: Lesson Plan

Coding with Geometry Challenge #20-22:

This set of geometry challenges focuses on using Pythagorean Theorem to find missing triangle side lengths and to draw triangles. Students problem solve and think as they learn to code using block coding software.  Student will need to use their knowledge of the attributes of polygons and mathematical principals of geometry to accomplish the given challenges. The challenges start out fairly simple and move to more complex situations in which students can explore at their own pace or work as a team. Computer Science standards are seamlessly intertwined with the math standards while providing “Step it up!” and “Jump it up!” opportunities to increase rigor.

Type: Lesson Plan

Gather Data For Distribution by Programming an App:

This lesson allow students to gather, calculate, and plot data using both computer code and mathematical equations. In this lesson students will create a pedometer app to demonstrate the understanding of algorithms, components (such as buttons, textboxes, sensors, etc.), and If/Then statements. This lesson uses algebraic equations and random data to access the needed components to store data in a spreadsheet.

Type: Lesson Plan

Data Sets Represented in Computers:

This lesson shows how data can be represented by computers, in relation to everyday activities we may not be aware that we use computer. It gives an overview of graphing data by creating a histogram based on population data. Using the data collected, students will get a chance to hand write code to show what structure is needed for computers to collect, analyze and distribute such data. This lesson is lesson 1 of the Data Set and Deviation Statistics Unit and bridges statistical concepts of data collection, graphing and analysis with programming a computer using coding language while reinforcing foundational algebraic skills.

Type: Lesson Plan

Atomic Structure Unit: Lesson 3 - What's My Element?:

This is the final lesson 3 in the Atom Structure Unit. This lesson allows students to program in Scratch and switch the costumes based on the operational conditions placed on the sprite. The final product in this lesson will showcase the students' conceptual understanding of the atomic structure in a computer science medium.

Type: Lesson Plan

Atomic Structure Unit: Lesson 2 - Build Atom in Scratch:

This is lesson 2 of 3 in the Atomic Structure unit. This lesson helps students sketch atoms by placing electrons, neutrons, and protons by referring to the periodic table. This lesson also helps students upload/draw costumes on Scratch to create animated objects.

Type: Lesson Plan

Slope Intercept - Lesson #3:

This is lesson 3 of 3 in the Slope Intercept unit. This lesson introduces similar triangles to explain why slope is the same between any two points on a non-vertical line. In this lesson students perform an activity to determine that slope is constant throughout a line and students will discover the slope for vertical and horizontal lines.

Type: Lesson Plan

Slope Intercept - Lesson #2:

This is lesson 2 of 3 in the Slope Intercept unit. This lesson introduces graphing non-proportional linear relationships. In this lesson students will perform an activity to collect data to derive y = mx + b and will use a Scratch program to plot the graph of the data, as well as check for proportional and/or linear relationships.

Type: Lesson Plan

Slope Intercept - Lesson #1:

This is lesson 1 of 3 in the Slope Intercept unit. This lesson introduces graphing proportional relationships. In this lesson students will perform an experiment to find and relate density of two different materials to the constant of proportionality and unit rate.

Type: Lesson Plan

Florida Water Hazard Warning Simulation:

This lesson is a culminating lesson in the Florida Landforms & Water Unit that gives students the ability to use their knowledge of water and potential weather hazards that affect different Florida landforms. This lesson allows students to create a computer program that demonstrates a flood hazard and how to monitor it.

Type: Lesson Plan

The Water Cycle: If/Then and Loops:

This lesson introduces the water cycle to enhance the understanding of how bodies of water and landforms interact to form a complex system. This lesson provides students the opportunity to see how systems can be found in many different forms from science to computers. This lesson will also introduce pseudocode as another form of a procedure. This is lesson 3 of 4 in the Florida Landform and Water Unit.

Type: Lesson Plan

Logical Bodies of Water and Algorithms:

This lesson will allow students to understand Florida landforms as systems and identify their characteristics. This lesson will also give understanding of how computers take input, give output, take commands, and execute an action from a user. Lastly this lesson will use different graphical representations, like tables and flowcharts to understand how computers think, while students create origami to review their science concepts. This is lesson 2 in a 4-lesson unit on Florida Landforms and Water.

Type: Lesson Plan

Different Bodies of Water:

This is the introductory lesson in a 4-lesson unit of study about different bodies of water, their characteristics, and how to translate natural language into computer language.

Type: Lesson Plan

Radioactive Dating Lesson 4 - Recursive Division :

This lesson introduces students to the idea of recursive division and its application to radioactive dating with a worksheet and Scratch programming. This is the final lesson in the Radioactive Dating Unit.

Type: Lesson Plan

Radioactive Dating Lesson 3 - Modeling :

Students will further explore the idea of radioactive dating through a drawing activity and creating a model simulation in Scratch.

Type: Lesson Plan

Radioactive Dating Lesson 2:

Students will learn about the importance of using multiple radioactive dating methods to date an artifact as well as learn about the if programming control structure. This is Lesson 2 in the Radioactive Dating Unit and will begin the experience in coding a program to illustrate student understanding of radioactive dating.

Type: Lesson Plan

Brr! How Cold is the Antarctic? :

In this PBL activity, students use online data to determine the extent of temperature changes in the Antarctic. They will analyze their data using measures of central tendency as well as measuring its variability. They will also use scratch to assist them in the calculations. These lesson will take two 50-minute periods.

Type: Lesson Plan

Original Student Tutorials

MacCoder's Farm Part 4: Repeat Loops:

Explore computer coding on the farm by using IF statements and repeat loops to evaluate mathematical expressions. In this interactive tutorial, you'll also solve problems involving inequalities.

Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

MacCoder’s Farm Part 3: If Statements:

Explore computer coding on the farm by using relational operators and IF statements to evaluate expressions. In this interactive tutorial, you'll also solve problems involving inequalities.

Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

MacCoder’s Farm Part 2: Condition Statements:

Explore computer coding on the farm by using condition and IF statements in this interactive tutorial. You'll also get a chance to apply the order of operations as you using coding to solve problems.

Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

MacCoder’s Farm Part 1: Declare Variables:

Explore computer coding on the farm by declaring and initializing variables in this interactive tutorial. You'll also get a chance to practice your long division skills.

Type: Original Student Tutorial

Perspectives Video: Teaching Idea

Programming Mathematics: Algebra, and Variables to control Open-source Hardware:

If you are having trouble understanding variables, this video might help you see the light.

Download the CPALMS Perspectives video student note taking guide.

Type: Perspectives Video: Teaching Idea

Student Resources

Vetted resources students can use to learn the concepts and skills in this topic.

Original Student Tutorials

MacCoder's Farm Part 4: Repeat Loops:

Explore computer coding on the farm by using IF statements and repeat loops to evaluate mathematical expressions. In this interactive tutorial, you'll also solve problems involving inequalities.

Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

MacCoder’s Farm Part 3: If Statements:

Explore computer coding on the farm by using relational operators and IF statements to evaluate expressions. In this interactive tutorial, you'll also solve problems involving inequalities.

Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

MacCoder’s Farm Part 2: Condition Statements:

Explore computer coding on the farm by using condition and IF statements in this interactive tutorial. You'll also get a chance to apply the order of operations as you using coding to solve problems.

Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

MacCoder’s Farm Part 1: Declare Variables:

Explore computer coding on the farm by declaring and initializing variables in this interactive tutorial. You'll also get a chance to practice your long division skills.

Type: Original Student Tutorial

Parent Resources

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