Computer Science Club

Computer Science Club

By: Jack Rowen & Lara Quiring - This Portfolio is brought to you for free and open access by the Honors Program at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Honors Expanded Learning Clubs by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln. Copyright 2019 by Jack Rowen under Creative Commons Non-Commercial License. Individuals and organizations may copy, reproduce, distribute, and perform this work and alter or remix this work for non-commercial purposes only.

NEBRASKA HONORS PROGRAM CLC EXPANDED LEARNING OPPORTUNITY CLUBS INFORMATION SHEET:

Name of Club: Computer Science Club 

Age/Grade Level: 3rd grade – 5th grade 

Number of Attendees: 6 - 8 

Goal of the Club: (learning objectives/outcomes) Introduce basic computer science concepts through games and activities. 

Resources: (Information for club provided by)
https://curriculum.code.org
Various board games 

Content Areas: (check all that apply) 

  • ☐ Arts (Visual, Music, Theater &Performance) 
  • ☐ Literacy 
  • ☒ STEM (Science, Technology, Engineering &Math) 
  • ☐ Social Studies 
  • ☐ Wellness (Physical Education, Health, Nutrition &Character Education) 

Outputs or final products: (Does the club have a final product/project to showcase to community?) No final product 

Introducing your Club/Activities: The aim of the Computer Science Club is to introduce the kids to the core concepts that exist in the arena of computer science and software engineering. 

General Directions: Create fun lesson plans that allow kids to play and free up energy after sitting in school. With ten to twenty minutes left, explain a concept through using an analogy of what the kids did. 

Tips/Tricks: Allowing the kids to play outside before introducing content allows them to focus more when inside. 


LESSON PLAN WORKSHEET (copy table as needed):

Lesson Activity Name#1: Conditionals

Length of Activity: 50 minutes 

Supplies: 

  • Twister game 

Directions: Have kids play twister for 30 – 40 minutes, then use the spinner as an example of different conditionals. If time permits, further the discussion into else and/or else if. 

Conclusion of the activity: Students learn about the conditional programming concept. 

Parts of activity that worked: Playing twister before explaining concept. 

Parts of activity that did not work: Not sitting in a classroom (students were distracted)


Lesson Activity Name #2: Loops

Length of Activity: 50 minutes 

Supplies: 

  • Uno card game 

Directions: Have kids play Uno for 30 – 40 minutes. Afterwards, introduce programming of a concept of a loop through describing the termination condition as no cards ending the game. If time permits, discuss multiple types of loops (for, do-while, while). 

Conclusion of the activity: Students learn about the loop programming concept. 

Parts of activity that worked: 

Parts of activity that did not work:


Lesson Activity Name #3: Control flow

Length of Activity: 50 minutes 

Supplies: 

  • Football
  • soccer ball 
  • four-square ball (any outdoor activity) 

Directions: Let the kids play outside for 30 – 40 minutes, then introduce the concept of control flow through the different games they played. For example, in throwing a football, they had to set their feet, palm the ball, then throw it. Another example could be in four-square, to hit the ball, the player needs to wait until the ball comes to them. Essentially, show how, for certain events to happen, multiple actions need to be taken before anything happens. 

Conclusion of the activity: Students learn the concept of control flow. 

Parts of activity that worked: Students were still during discussion. 

Parts of activity that did not work: Some confusion when trying to relate concept to multiple games or activities.


Lesson Activity Name #4: General lesson format

Length of Activity: 50 minutes 

Supplies: 

  • Some form of outdoor activity; have non-active activity ready each time 

Directions: Let the kids play outside for 30 – 40 minutes, then introduce the concept to learn for the day by using the activities done as analogies. 

Conclusion of the activity: Students learn a computer science concept


Follow this and additional works at: https://digitalcommons.unl.edu/honorshelc
Part of theHigher Education Commons
This Portfolio is brought to you for free and open access by the Honors Program at DigitalCommons@University of Nebraska - Lincoln. It has been accepted for inclusion in Honors Expanded Learning Clubs by an authorized administrator of DigitalCommons@University of Nebraska - Lincoln.
Rowen, Jack and Quiring, Lara, "Computer Science Club" (2019). Honors Expanded Learning Clubs. 17. https://digitalcommons.unl.edu/honorshelc/17

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