Lesson 11: Loops with Laurel

Loop | Collector

Overview

In this lesson, students continue learning the concept of loops. In the previous lesson, students were introduced to loops by moving through a maze and picking corn. Here, loops are used to collect treasure in open cave spaces.

Purpose

This lesson gives students more practice with loops and introduces a new block, get treasure. The block works just like pick corn did in Harvester. These puzzles are more open, giving students more flexibility for their final solutions.

Agenda

Warm Up (10 min)

Main Activity (30 min)

Wrap Up (5 - 10 min)

View on Code Studio

Objectives

Students will be able to:

  • Identify the benefits of using a loop structure instead of manual repetition.
  • Break down a long sequence of instructions into the smallest repeatable sequence possible.

Preparation

Links

Heads Up! Please make a copy of any documents you plan to share with students.

For the Teacher

For the Students

Vocabulary

  • Loop - The action of doing something over and over again.
  • Repeat - Do something again

Support

Report a Bug

Teaching Guide

Warm Up (10 min)

Introduction

Quickly review the definition of a loop, the action of doing something over and over again.

  • What are loops?
  • Why do we use them?

Main Activity (30 min)

Teacher Demonstration

We've included some multiple choice prediction levels that are difficult for non-readers. These levels are optional for you to review with your class to help prepare for the puzzles to come. Alternatively, these could be used after finishing the stage as a review for the class.

Lesson Tip:

Some students may be curious about what happens when you add more blocks inside a repeat loop. Make sure to explain that the repeat loop goes through every block inside it once, then starts back over from the top and repeats that. It does not just repeat each block inside that many times and move to the next one.

Prediction Levels:

Course A Online Puzzles 2018 - Website

As students work through the puzzles, see if they can figure out how many blocks they use with a loop vs. without a loop.

Wrap Up (5 - 10 min)

Journaling

Having students write about what they learned, why it’s useful, and how they feel about it can help solidify any knowledge they obtained today and build a review sheet for them to look to in the future.

Journal Prompts:

  • What was today’s lesson about?
  • Draw one of the Feeling Faces - Emotion Images that shows how you felt about today's lesson in the corner of your journal page.
  • How did loops make your program easier to write?
  • Draw something that uses loops.

Standards Alignment

View full course alignment

CSTA K-12 Computer Science Standards

AP - Algorithms & Programming
  • 1A-AP-09 - Model the way programs store and manipulate data by using numbers or other symbols to represent information.
  • 1A-AP-10 - Develop programs with sequences and simple loops, to express ideas or address a problem.
  • 1A-AP-11 - Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
  • 1A-AP-14 - Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.

Cross-curricular Opportunities

This list represents opportunities in this lesson to support standards in other content areas.

Common Core English Language Arts Standards

L - Language
  • K.L.6 - Use words and phrases acquired through conversations, reading and being read to, and responding to texts.
SL - Speaking & Listening
  • K.SL.1 - Participate in collaborative conversations with diverse partners about kindergarten topics and texts with peers and adults in small and larger groups.
  • K.SL.2 - Confirm understanding of a text read aloud or information presented orally or through other media by asking and answering questions about key details and requesting clarification if something is not understood.
  • K.SL.5 - Add drawings or other visual displays to descriptions as desired to provide additional detail.

Common Core Math Standards

G - Geometry
  • K.G.1 - Describe objects in the environment using names of shapes, and describe the relative positions of these objects using terms such as above, below, beside, in front of, behind, and next to.
MP - Math Practices
  • MP.1 - Make sense of problems and persevere in solving them
  • MP.2 - Reason abstractly and quantitatively
  • MP.4 - Model with mathematics
  • MP.5 - Use appropriate tools strategically
  • MP.6 - Attend to precision
  • MP.7 - Look for and make use of structure
  • MP.8 - Look for and express regularity in repeated reasoning

Next Generation Science Standards

ETS - Engineering in the Sciences
ETS1 - Engineering Design
  • K-2-ETS1-1 - Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.
  • K-2-ETS1-2 - Develop a simple sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem.