Standard 2 : Problem solving and Algorithms



This document was generated on CPALMS - www.cpalms.org


General Information

Number: SC.35.CS-CS.2
Title: Problem solving and Algorithms
Type: Standard
Subject: Science
Grade: 35
Body of Knowledge: Computer Science - Communication Systems and Computing

Related Benchmarks

This cluster includes the following benchmarks
Code Description
SC.35.CS-CS.2.1: Solve age-appropriate problems using information organized using digital graphic organizers (e.g., concept maps and Venn-diagrams).
SC.35.CS-CS.2.2: Describe how computational thinking can be used to solve real life issues in science and engineering.
SC.35.CS-CS.2.3: Explain the process of arranging or sorting information into useful order as well as the purpose for doing so.
SC.35.CS-CS.2.4: Solve real-world problems in science and engineering using computational thinking skills.
SC.35.CS-CS.2.5: Explain that there are several possible algorithms for searching within a dataset (such as finding a specific word in a word list or card in a deck of cards).
SC.35.CS-CS.2.6: Write an algorithm to solve a grade-level appropriate problem (e.g., move a character through a maze, instruct a character to draw a specific shape, have a character start, repeat or end activity as required or upon a specific event), individually or collaboratively.
SC.35.CS-CS.2.7: Identify and correct logical errors in algorithms; written, mapped, live action, or digital.
SC.35.CS-CS.2.8: Systematically test and identify logical errors in algorithms.
SC.35.CS-CS.2.9: Explain how to correct logical errors in algorithms; written, mapped, live action, or digital.


Related Resources

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

Lesson Plans

Name Description
Florida Tackles Invasive Species: Lesson 2:

Students will use their lesson one research on an invasive species in Florida to plan an interactive Scratch program. The animation will include at least one option for citizens to control the issue. Students will learn about pseudocoding and how to plan a coding project. This is lesson 2 in a 3-part integrated computer science and civics mini-unit on invasive species.

The Great Seal of Me Lesson 2:

Students will use an algorithm planning worksheet to plan a scratch presentation. Students will use problem-solving skills to propose possible solutions to coding errors in a scratch program. this is lesson two of three in an integrated civics and computer science mini-unit.

A Nation for Representation: Part 2:

In this integrated lesson, students will write pseudocode to identify whether an example shows representative government. The students will plan out an interactive game using the Scratch platform where the representative government is demonstrated using a graphic organizer to guide their planning. This lesson is part two of a multipart unit that will end with a culminating project that identifies the characteristics of a representative government.

Who Represents Us? Part 2:

Students will think of themselves as representatives of their schools and design a campaign for student body president using Scratch. This lesson follows research about state senators and representatives. This is the second lesson in a three-part integrated computer science and civics mini-unit.  

Celebrate Constitution Day, Part 1:

Students will listen to and discuss information on the writing and content of the United States Constitution, in this lesson plan. They will organize summary information into a useful order that will help them create the coding for a Scratch program. This is part 1 of a 2-part series that integrates Civics, English Language Arts, and Computer Science. 

Celebrate Constitution Day, Part 2:

In this lesson plan, students will create code in a Scratch based program that celebrates Constitution Day by presenting summary information on the writing and purpose of the constitution.  This is part two of a two-part series that integrates Civics and Language Arts with Computer Science and Coding. 

Creating a Civic Action Scene in Scratch:

In this lesson students will use event blocks to help illustrate a story surrounding a scenario that depicts civility.  Prior to this lesson, students will have created a sprite with a background (for instance, a person at a beach). The students will be adding event blocks that will allow the user to interact with the scenario and learn more about the scene.  For instance, the user could click on the sprite and then the sprite can say (using audio or text) what they are doing at the beach.  

American Symbols: Civics and Coding Part 2:

This is lesson 2 of 3 that will integrate ELA, Civics and Computer Science to create a visual presentation using block coding with Scratch to demonstrate knowledge of the symbols within the Great Seal of the United States. In this lesson, students will use their research on the symbolism of the Great Seal to plan out a Scratch program that includes choosing a sprite and writing narration.

Physical Science Unit: Water Beach Vacation Lesson 8 Coding a Simulation: Changes to Water:

Students will use logical thinking, decision making and flowcharts to code a simulation about the state of matter the water will be in, dependent upon water temperature. Students will use a free online block-coding platform called Scratch.

This is a lesson in the Grade 3 Physical Science Unit on Water. This is a themed unit of SaM-1's adventures while on a Beach Vacation.  To see all the lessons in the unit please visit https://www.cpalms.org/page818.aspx.

Physical Science Unit: Water Beach Vacation Lesson 7 Planning a Simulation: Changes to Water:

Students will use logical thinking, decision making and flowcharts to plan a coded simulation about the state of water, dependent upon water temperature. Students will then be able to use that flowchart and code their own simulation using a free online block-coding platform called Scratch.

This is a lesson in the Grade 3 Physical Science Unit on Water. This is a themed unit ofSaM-1's adventures while on a Beach Vacation.  To see all the lessons in the unit please visit https://www.cpalms.org/page818.aspx.

.

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.

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.

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.

 

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.

 

 

 

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.

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.

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.

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

Rounding Decimal Numbers - Lesson #3:

This is the final lesson in the Rounding Decimal Numbers Unit and will bring together the mathematical concepts in lesson 1 and 2. This lesson then bridges the computer science coding and mathematical thought process together as students dissect code that rounds decimal numbers as well as building their own code to make rounding an automated process.

Rounding Decimal Numbers - Lesson #2:

This is lesson 2 of 3 in the Rounding Decimal Numbers unit. This lesson introduces Traditional Rounding method to determine an estimated value rounded to a specific place value. This lesson bridges the concepts of fractions to decimals and powers of ten as well expanded notation to rounding methods.

This lesson uses flowchart model to describe the method in which the rounding is performed. Rounded numbers are verified using a Scratch activity in this lesson.

Lesson #3 - Moon Phase Unit:

This is the final lesson in the Moon Phase unit. In this lesson, students will complete an algorithm sheet to understand how they can connect the flowchart model to real-world programming. It also gives an insight to various blocks used in Scratch and their significance. This lesson allows students to program in Scratch based on the flowchart model made in the previous lesson 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 Moon phases in a computer science medium.

Lesson #2 - Moon Phase Unit:

This is lesson 2 of 3 in the Moon Phase unit. This lesson will help students design a flowchart model to find the phase of the Moon by making decisions based on certain conditions. This lesson also gives students insight into working with the design model made earlier and an opportunity to upload/draw costumes of different lunar phases in Scratch.

Lesson #1 - Moon Phase Unit :

This is lesson 1 of 3 in the Moon Phase Unit. This lesson introduces students to the eight Moon phases and their names in a counter-clockwise sequential order starting with the New Moon as phase 1. Students will also be introduced to how a flowchart can help make decisions, in this case whether or not the Moon is full.

Working Under Pressure:

Students will work collaboratively in a group to decode messages and break out of the escape room before time runs out, in this lesson plan.