SC.68.CS-CP.2.2

Evaluate the logical flow of a step-by-step program by acting it out through computer-free activities.
General Information
Subject Area: Science
Grade: 68
Body of Knowledge: Computer Science - Computer Practices and Programming
Date Adopted or Revised: 05/16
Status: State Board Approved

Related Courses

This benchmark is part of these courses.
0200000: M/J Computer Science Discoveries (Specifically in versions: 2018 - 2022, 2022 and beyond (current))
0200010: M/J Computer Science Discoveries 1 (Specifically in versions: 2018 - 2022, 2022 and beyond (current))
0200020: M/J Computer Science Discoveries 2 (Specifically in versions: 2018 - 2022, 2022 and beyond (current))

Related Access Points

Alternate version of this benchmark for students with significant cognitive disabilities.

Related Resources

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

Lesson Plans

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

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

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 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

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

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

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 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

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

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