Description
This lesson activity is a sequel to the first Algorithmic Thinking activity: Obstacle Course.
The activity continues to explore concepts such as algorithms and commands and introduces programming concepts, namely
- a programming language,
- a computer program,
- a compiler,
- composition, and touches on
- programming practices.
The learner will play a game, in which the goal is to find a safe route, from start to finish avoiding predators and other obstacles. The activity is a paper and pen activity that is easy to do at home. It is ideal for learners from four years of age to nine-years-old. Once students master the algorithmic thinking and how to write instructions using commands, they can move on to make their own game and commands.
CSTA K-12 Computer Science Standards:
Grades K-2 (Ages 5-7)
- 1A-AP-08 Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks
- 1A-AP-10 Develop programs with sequences and simple loops, to express ideas or address a problem
- 1A-AP-11 Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions
- 1A-AP-12 Develop plans that describe a program’s sequence of events, goals, and expected outcomes
- 1A-AP-14 Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops
- 1A-AP-15 Using correct terminology, describe steps taken and choices made during the iterative process of program development
Grades 3-5 (Ages 8-11)
- 1B-AP-08 Compare and refine multiple algorithms for the same task and determine which is the most appropriate
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
- 1B-AP-11 Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process
- 1B-AP-12 Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features
- 1B-AP-13 Use an iterative process to plan the development of a program by including others' perspectives and considering user preferences
- 1B-AP-15 Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Follow me on:
facebook for more behind the scenes discussions.
Or send me an email cswithmi(a)gmail.com for feedback
Terms of Use:
Copyright © 2023 Marja-Ilona Koski
All rights reserved by the author.
Permission to copy for classroom use only.
Electronic distribution limited to classroom use only.
Thank you for stopping by!
- MI -
Unplugged Computer Science - Safe Route Through a Labyrinth - Distance Learning
Highlights
Description
This lesson activity is a sequel to the first Algorithmic Thinking activity: Obstacle Course.
The activity continues to explore concepts such as algorithms and commands and introduces programming concepts, namely
- a programming language,
- a computer program,
- a compiler,
- composition, and touches on
- programming practices.
The learner will play a game, in which the goal is to find a safe route, from start to finish avoiding predators and other obstacles. The activity is a paper and pen activity that is easy to do at home. It is ideal for learners from four years of age to nine-years-old. Once students master the algorithmic thinking and how to write instructions using commands, they can move on to make their own game and commands.
CSTA K-12 Computer Science Standards:
Grades K-2 (Ages 5-7)
- 1A-AP-08 Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks
- 1A-AP-10 Develop programs with sequences and simple loops, to express ideas or address a problem
- 1A-AP-11 Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions
- 1A-AP-12 Develop plans that describe a program’s sequence of events, goals, and expected outcomes
- 1A-AP-14 Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops
- 1A-AP-15 Using correct terminology, describe steps taken and choices made during the iterative process of program development
Grades 3-5 (Ages 8-11)
- 1B-AP-08 Compare and refine multiple algorithms for the same task and determine which is the most appropriate
- 1B-AP-10 Create programs that include sequences, events, loops, and conditionals
- 1B-AP-11 Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process
- 1B-AP-12 Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features
- 1B-AP-13 Use an iterative process to plan the development of a program by including others' perspectives and considering user preferences
- 1B-AP-15 Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Follow me on:
facebook for more behind the scenes discussions.
Or send me an email cswithmi(a)gmail.com for feedback
Terms of Use:
Copyright © 2023 Marja-Ilona Koski
All rights reserved by the author.
Permission to copy for classroom use only.
Electronic distribution limited to classroom use only.
Thank you for stopping by!
- MI -




