SC.35.CS-CP.2.3

Create a program using arithmetic operators, conditionals, and repetition in programs.
General Information
Subject Area: Science
Grade: 35
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.
5002020: Introduction to Computer Science 2 (Specifically in versions: 2016 - 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

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.

Type: Lesson Plan

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.

.

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 # 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

Be Efficient:

This lesson discusses the efficiency of gathering and storing information manually vs using resourceful technology. For this lesson students will test and collect data using ice cubes.  Students will write code to make a program that shows the changes in states of matter when using a temperature probe to relay the data. This lesson gives examples of different technologies that are more efficient for gathering and storing information for later use. This is the final lesson in the Unit on Detecting Electrical and Thermal Energy.

Type: Lesson Plan

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.

Type: Lesson Plan

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.

Type: Lesson Plan

States of Matter and Their Properties - Building the Model Lesson #3:

This lesson is an introduction to some of the basic principles of computer programming. Scratch is a block language that allows for programming without writing test code by using pre-made blocks that can be connected to create more complex functionality. This is the final lesson in the Phases of Matter Unit and will allow the students to showcase their understanding of states and properties of matter in a new medium.

Type: Lesson Plan

Original Student Tutorials

Bee A Coder Part 4: Repeat Loops:

Learn how to use repeat loops in this interactive tutorial. Repeat loops iterate though a list of instructions based on a desired number of times. Combined with variables, condition statements, if statements, and repeat loops we practice using order of operations to code.

This is part 1 of a 4-part series. Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

Bee A Coder Part 3: If Statements:

Learn how to perform instructions using an if statement and explore relational operators (less than, greater than, equal and not equal to) and how they are used to compare to values in this interactive tutorial.

Type: Original Student Tutorial

Bee A Coder Part 2: Condition Statements:

Construct efficient lines of code using condition- and if-statements to solve equations as you complete this interactive tutorial. You'll also review the order of operations in expressions.

This is part 2 of a 4-part series on coding. Click below to open the other tutorials in the series.

Type: Original Student Tutorial

Computer Science Original Student Tutorials

Bee A Coder Part 2: Condition Statements:

Construct efficient lines of code using condition- and if-statements to solve equations as you complete this interactive tutorial. You'll also review the order of operations in expressions.

This is part 2 of a 4-part series on coding. Click below to open the other tutorials in the series.

Bee A Coder Part 3: If Statements:

Learn how to perform instructions using an if statement and explore relational operators (less than, greater than, equal and not equal to) and how they are used to compare to values in this interactive tutorial.

Bee A Coder Part 4: Repeat Loops:

Learn how to use repeat loops in this interactive tutorial. Repeat loops iterate though a list of instructions based on a desired number of times. Combined with variables, condition statements, if statements, and repeat loops we practice using order of operations to code.

This is part 1 of a 4-part series. Click below to check out the other tutorials in the series.

Student Resources

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

Original Student Tutorials

Bee A Coder Part 4: Repeat Loops:

Learn how to use repeat loops in this interactive tutorial. Repeat loops iterate though a list of instructions based on a desired number of times. Combined with variables, condition statements, if statements, and repeat loops we practice using order of operations to code.

This is part 1 of a 4-part series. Click below to check out the other tutorials in the series.

Type: Original Student Tutorial

Bee A Coder Part 3: If Statements:

Learn how to perform instructions using an if statement and explore relational operators (less than, greater than, equal and not equal to) and how they are used to compare to values in this interactive tutorial.

Type: Original Student Tutorial

Bee A Coder Part 2: Condition Statements:

Construct efficient lines of code using condition- and if-statements to solve equations as you complete this interactive tutorial. You'll also review the order of operations in expressions.

This is part 2 of a 4-part series on coding. Click below to open the other tutorials in the series.

Type: Original Student Tutorial

Parent Resources

Vetted resources caregivers can use to help students learn the concepts and skills in this benchmark.