-
Unplugged Activity | Computational Thinking
-
(Katie Apone - Code.org)
The lesson on computational thinking
-
is intended to teach you how to take a big, difficult problem,
-
and break it down into several simpler problems.
-
The goal in this lesson is to write a set of instructions
-
that someone can follow to draw one of the monsters
-
included in this lesson plan.
-
Students will break into groups to write instructions
-
and then will switch them with another group
-
that will have to draw the monster.
-
Groups will write instructions
-
using the four steps of computational thinking:
-
decomposition
-
pattern location
-
abstraction
-
algorithms
-
First, groups will decompose the task,
-
which means make a game plan.
-
Then they'll look for patterns between all the monsters in the catalog.
-
When they come across differences between the monsters
-
they'll abstract out, or remove, those details.
-
For instance, one monster in the catalog has vegitas eyes
-
and another has spritem eyes,
-
but they both have eyes.
-
So we can write a line that says, "This monster has _blank_ eyes."
-
So students will be able to write a set of instructions,
-
called an algorithm, that lists the monster's parts
-
with blanks for what the style should be.
-
This is the set of instructions they'll pass to
-
other students to recreate their very own monster.