Students practice budgeting by planning for a fun overnight trip to a rural area.
- Subject:
- Business and Communication
- Finance
- Material Type:
- Lesson Plan
- Author:
- Consumer Financial Protection Bureau
- Date Added:
- 06/26/2024
Students practice budgeting by planning for a fun overnight trip to a rural area.
Students will learn to know and list the difference between bugs and insects by playing a matching game for the first task and then watching and reading a video for the second task and listing 3-5 facts about something new they have learned. Students will also list 2 bugs and 2 insects, which will show their knowledge in the difference between the two.
Students wire up their own digital trumpets using a MaKey MaKey. They learn the basics of wiring a breadboard and use the digital trumpets to count in the binary number system. Teams are challenged to play songs using the binary system and their trumpets, and then present them in a class concert.
Students create projects that introduce them to Arduino—a small device that can be easily programmed to control and monitor a variety of external devices like LEDs and sensors. First they learn a few simple programming structures and commands to blink LEDs. Then they are given three challenges—to modify an LED blinking rate until it cannot be seen, to replicate a heartbeat pattern and to send Morse code messages. This activity prepares students to create more involved multiple-LED patterns in the Part 2 companion activity.
In the companion activity, students experimented with Arduino programming to blink a single LED. During this activity, students build on that experience as they learn about breadboards and how to hook up multiple LEDs and control them individually so that they can complete a variety of challenges to create fun patterns! To conclude, students apply the knowledge they have gained to create LED-based light sculptures.
Whether you want to light up a front step or a bathroom, it helps to have a light come on automatically when darkness falls. For this maker challenge, students create their own night-lights using Arduino microcontrollers, photocells and (supplied) code to sense light levels and turn on/off LEDs as they specify. As they build, test, and control these night-lights, they learn about voltage divider circuits and then experience the fundamental power of microcontrollers—controlling outputs (LEDs) based on sensor (photocell) input readings and if/then/else commands. Then they are challenged to personalize (and complicate) their night-lights—such as by using delays to change the LED blinking rate to reflect the amount of ambient light, or use many LEDs and several if/else statements with ranges to create a light meter. The possibilities are unlimited!
Learn to set up a LAMP (Linux, Apache, MySQL, PHP) stack on your Raspberry Pi and configure it to work as a web server. You’ll download and install WordPress and set up a basic website which you can access on any device on the same network as your Pi.
Students are challenged to design their own small-sized prototype light sculptures to light up a hypothetical courtyard. To accomplish this, they use Arduino microcontrollers as the “brains” of the projects and control light displays composed of numerous (3+) light-emitting diodes (LEDs). With this challenge, students further their learning of Arduino fundamentals by exploring one important microcontroller capability—the control of external circuits. The Arduino microcontroller is a powerful yet easy-to-learn platform for learning computer programing and electronics. LEDs provide immediate visual success/failure feedback, and the unlimited variety of possible results are dazzling!
This video module presents an introduction to cryptography - the method of sending messages in such a way that only the intended recipients can understand them. In this very interactive lesson, students will build three different devices for cryptography and will learn how to encrypt and decrypt messages. There are no prerequisites for this lesson, and it has intentionally been designed in a way that can be adapted to many audiences. It is fully appropriate in a high school level math or computer science class where the teacher can use it to motivate probability/statistics or programming exercises. nteractive lesson, students will learn to build the cryptography devices and will learn how to send and ''crack'' secret messages.
Students review the various stages for starting and growing a business, and match them up to the same stages for growing a garden.
Spanish version is also available.
This resource is not openly licensed, but is available for free online viewing for educational purposes.
Recurs de formació d'usuaris per conèixer el catàleg de les biblioteques públiques i el sistema de classificació de biblioteques. Explica com es classifiquen els documents a la biblioteca, què és el teixell i la signatura topogràfica i mostra molt breument com fer una cerca al catàleg. Recurs adreçat a alumnes de cicle superior. Es recomana que posteriorment es visiti una biblioteca pública per poder posar en pràctica el que s'ha après.Inclou un test amb un exercici pràctic.
This module takes a look at the advantages of OER and the Creative Commons for both instructors and their learners. Both instructors and learners can enjoy using OER as well as creating it for use by others!
In this course, students will learn basic Microsoft Windows 10 Operating Systems skills (including Core PC Hardware Components, Graphical User Interface, Local and Cloud File Management, Applications, Internet Browsers, Security, and key System Utilities), Google Email, Contacts, Calendar, and Drive applications, as well as introduction to Word Processing, Spreadsheet and Presentation applications. Additionally, students will learn to create and convert documents between different format (Microsoft and Google apps).
The goal of this 7 lesson, grade 1 unit, is for young students to begin using computer devices for various purposes, including game play, communication, and schoolwork. The key question guiding the unit is: What can computer programs do?
Download the Teacher Guide — containing comprehensive lessons, lesson plans, and a unit overview, and the Student Book — designed as a Read-Aloud.
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The goal of this 10 lesson, grade 2 unit, is for young students to continue using computer devices with increasing independence for various purposes, including game play, communication, and schoolwork..
The key question guiding the unit is: How can we use computers and the internet?
Download the Teacher Guide — containing comprehensive lessons, lesson plans, and a unit overview, and the Student Book — designed as a Read-Aloud.
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The goal of this 9 lesson, grade 3 unit, is for students to identify the output of any computer device as a solution to a problem and deconstruct the solution into the necessary steps required.
The key question guiding the unit is: How do programmers build computer programs?
Download the Teacher Guide — containing comprehensive lessons, lesson plans, and a unit overview, and the Student Reader — offering engagingly written and richly illustrated text on the topics specified for the unit.
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The goal of this 10 lesson, grade 4 unit, is for students to continue articulating steps of increasing complexity to solve problems. Their understanding of developing and following a correct step-by-step procedure when developing computer programs is enhanced by the reading and activities in this unit.
The key question guiding the unit is: What kinds of problems can we solve with computers?
Download the Teacher Guide — containing comprehensive lessons, lesson plans, and a unit overview, and the Student Reader — offering engagingly written and richly illustrated text on the topics specified for the unit.
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The goal of this 10 lesson, grade 5 unit, is for students to apply their knowledge of how to tell computers what to do, and develop their programming skills by using decision-making trees. They will learn also about protecting information on a network and once again become aware of internet safety.
The key question guiding the unit is: What kinds of computer programs can I develop?
Download the Teacher Guide — containing comprehensive lessons, lesson plans, and a unit overview, and the Student Reader — offering engagingly written and richly illustrated text on the topics specified for the unit.
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In this 8 lesson, Grade K unit from Core Knowledge, the goal of the instruction is that young students build a concept of what makes something a computer and how we use computer devices in our daily lives. The key question guiding the unit is: What are computers and where can we find them?
Download the Teacher Guide that contains comprehensive lessons and lesson plans and an overview of the entire unit of study and the Student Book designed as a Read-Aloud.
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This is an active and creative lesson, involving research, collaboration and digital skills. Students will connect with students from other school by Computer Mediated Communication and will share information about Gender/Discrimination.