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Toys and Techniques for Teaching CS

Author: 
Trees, Fran
Issue Date: 
Monday, August 25, 2008
Description: 
This session will present techniques for using manipulatives and fun activities to teach computer science concepts. Participants will have the opportunity to share and brainstorm new ideas to help make teaching computer science a fun and rewarding activity.
Keywords: 
toys, teaching techniques, tools, kinesthetic learning, role play, classes, binary, searching, sorting, cat in the hat, martin and the dragon, pedagogical patterns
Other Disciplines: 
LJV, JavaBat
Education Levels: 
Middle School
High School
Intended Audience: 
Educator
Type: 
Instructional Material : Lesson
Publisher: 
CS&IT Symposium 2008
URL: 
http://csta.acm.org/ProfessionalDevelopment/sub/CSIT08Presentations/Tree...
CSTA Classification: 

CPP.L1:6-05

Construct a program as a set of step-by-step instructions to be acted out (e.g., make a peanut butter and jelly sandwich activity).

CPP.L3A-12

Describe how mathematical and statistical functions, sets, and logic are used in computation.

CPP.L3A-04

Apply analysis, design, and implementation techniques to solve problems (e.g., use one or more software lifecycle models).

CT.L2-14

Examine connections between elements of mathematics and computer science, including binary numbers, logic, sets and functions.

CT.L3A-03

Explain how sequence, selection, iteration, and recursion are building blocks of algorithms.

CT.L3B-10

Decompose a problem by defining new functions and classes.

CPP.L3A-02

Use mobile devices/ emulators to design, develop, and implement mobile computing applications.

CPP.L3A-05

Use Application Program Interfaces (APIs) and libraries to facilitate programming solutions.

CPP.L3B-01

Use advanced tools to create digital artifacts (e.g., web design, animation, video, multimedia).

CT.L3A-02

Describe a software development process used to solve software problems (e.g., design, coding, testing, verification).

CC.L3C-01b

Program Implementation (AP Comp Sci A Topic II)

CT.L2-01

Use the basic steps in algorithmic problem-solving to design solutions (e.g., problem statement and exploration, examination of sample instances, design, implementing a solution, testing, evaluation).

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