The Computational Thinking Instructional Tool Library provides support for middle school teachers as they learn and implement computational thinking into STEM instruction.
The tools in this library have been classroom tested by participating teachers in the Integrating Computational Thinking into STEM Learning (iSTEM-CS) research project and reviewed by S²TEM Centers SC Educational Specialists.
The tools in this library have been classroom tested by participating teachers in the Integrating Computational Thinking into STEM Learning (iSTEM-CS) research project and reviewed by S²TEM Centers SC Educational Specialists.
Tools
Breakouts
More Info: Download Breakouts are based on the same premise as an escape room with one difference: instead of trying to get out, you are trying to get in. Both require the “unlocking” of “locks” and require creativity to solve problems through puzzles, games, code-breaking and riddles. To complete a breakout, students use tenacity, focus and persistence-just as they would if they were exiting an escape room. Physical breakouts require locks, lock boxes, physical clues and cues, as well as a lot of space. Digital Breakouts are an adaptation of the physical breakout. In a digital breakout everything is online and requires very little equipment. Lessons Using Breakouts: Robotics
More Info: Download Using robotic technologies is an innovative way to increase student interest. UC Davis has been conducting research with funding from the National Science Foundation and the California Department of Education. They have found that using robotics helps close achievement gaps and engages traditionally unrepresented groups and at-risk students in hands-on learning with computing. Robotics integration also helps students use critical thinking and problem-solving skills to connect math and science to their real-world lives. Lessons Using Robotics: |
Flowcharts
More Info: Download
Flow charts were first used in the 1920’s by engineers. A flow chart illustrates a process, system, or computer algorithm. It is used mainly to document, study, plan, improve,and /or communicate complex processes in clear, easy-to-understand diagrams. A flow chart uses shapes to define the type of step and connecting arrows to define flow and sequence. Flow charts range from simple, hand-drawn charts to wide-ranging computer-drawn process maps depicting more complex steps and routes. Lessons Using Flowcharts: Storyboards
Lesson: Download Storyboards have been used for centuries as a method of visualizing concepts, recording events, or demonstrating tasks.They provide a natural bridge between picture writing and text writing. Storyboards are used in the classroom to help students with reading and writing about abstract concepts. They are an ideal way for students to practice computational thinking. Lessons Using Storyboards: |
Games
Lesson: Download Games have been used for thousands of years as a method of making tasks more engaging. For example, two hunting and gathering groups compare quantities, which motivates the production of food supplies. Game creation occurs when someone takes a daunting, tedious or boring task, i.e. something difficult, and makes it fun. Games are created if the elements of tracked activities, optimize the motivation to complete the activity or task. Games bridge the gap between what students do at home and what they do in school. Having students develop their own games, whether digital or not, encourages them to set goals,persevere and learn through failure, iterate and improve, and apply life-long learning skills. Lessons Using Games: |