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Project GUTS teacher & facilitator guides

Posted June 19, 2018 by sgibbs

These guides are aimed at helping teachers or workshop facilitators help their students or participants be independent learners while working with computer models. They are a work in progress - final versions will be uploaded soon. Please feel free to point out any corrections or additions in a discussion thread -- Thanks!

Teaching Equity Resources

Posted June 4, 2018 by sgibbs

Here are links to the resources used in CS in Science workshops to discuss equity in computer science.

Exploring the Wiggle Walk and Collisions via a Kinesthetic Activity

Posted August 4, 2017 by jhenderson

This activity teaches the Wiggle Walk blocks (random right by ___ degrees, random left by___ degrees), through a kinesthetic activity and explores when a programmer would want to code agents to move this way. It avoids the statical analysis of the random probabilities found in Module One, Lesson 4 Activity 1: Probability with Dice and Data and Colliding Turtles, while still addressing the end goals of the Module One Lesson 4.

Kinesthetic Flower Turtles Activity

Posted August 3, 2017 by carl

This activity is an extension to the CS in Science Module 1, Lesson 2, between activity 1 and activity 2. It is a kinesthetic activity to show how the agents behave according to a certain program. It can replace the activity that is there or be used as an extension or add on to the listed activities.

The Giraffe and the Platypus

Posted June 12, 2017 by sgibbs

This is an activity that allows teachers in a workshop to experience and explore the equity issue involved in differences in background knowledge of students.

Rubric ideas for assessing computer models

Posted April 5, 2017 by turtle

In December 2015, Code.org teachers were asked for their ideas on 4 important criteria to include in any rubric used to assess computer models. Here are their ideas, in a forum discussion.

Crash Course on Design Thinking

Posted April 3, 2017 by turtle

A 90-minute "virtual crash course" on Design Thinking, by Stanford University. A resource for teachers. "Using the video, handouts, and facilitation tips below, we will take you step by step through the process of hosting or participating in a 90 minute design challenge. Through this experience we hope you will take away some of the basic principles of Design Thinking and start to adapt them into your personal and professional routines"

El Juego de la pesca (La Tragedia de los Comunes)

Posted March 29, 2017 by Rizzi

El Juego de la Pesca utiliza el concepto de Tragedia de los Comunes (Hardin, 1968) para trabajar sobre sustentabilidad. El jugador (pescador) tiene 10 días para atrapar tantos peces como pueda para alimentar a su familia. Cada día, el pescador puede elegir pescar uno, dos o tres peces, o no pescar ninguno. Hay otros dos pescadores que también tratan de capturar tantos peces como puedan. El lago en el que se pesca sólo puede soportar 20 peces (que es la capacidad de carga del lago).

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