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  1. The navigator helps the driver by answering the driver's questions and pointing out potential problems or mistakes. Communication is key to successful pair programming. No insults, be respectful, don't be a bossy navigator, because nobody likes a backseat driver. You and your partner should always be talking.

    • Maze: Sequence

      Featuring characters from the game Angry Birds, students...

  2. A program is a set of instructions for your computer to follow. The goal of your first program is to get an Angry Bird through a maze to hit a Green Pig. The left side is the maze where your program is run. The instructions for each puzzle are below the maze. The middle toolbox has the commands for the Angry Bird.

  3. Anyone can learn computer science. Make games, apps and art with code.

  4. You may experience issues using this tool on your current device. Game Lab works best on a desktop or laptop computer with a mouse and keyboard. You may experience issues using this tool on your current device. You may experience issues using Web Lab in Private Browsing mode. Please reload your project in normal mode.

    • PARCC / Smarter Balanced Assessment Skills
    • ISTE Standards
    • CSTA K-12 Computer Science Standards
    • Next-Gen Science Standards
    • Common CORE Mathematical Practices
    • Common CORE Math Standards
    • Common CORE Language Arts Standards
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    1.a - Apply existing knowledge to generate new ideas, products, or processes.
    1.c - Use models and simulation to explore complex systems and issues.
    4.b - Plan and manage activities to develop a solution or complete a project.
    6.a - Understand and use technology systems.
    CD.L1:3-01. Use standard input and output devices to successfully operate computer and related technologies.
    CT.L1:3-01. Use technology resources (e.g., puzzles, logical thinking programs) to solve age appropriate problems.
    CL.L1:3-02. Work cooperatively and collaboratively with peers teachers, and others using technology.
    CPP.L1:6-05. Construct a program as a set of step-by-step instructions to be acted out.
    K-2-PS3-2. Use tools and materials provided to design and build a device that solves a specific problem or a solution to a specific problem.
    3-5-ETS1-2. Generate and compare multiple possible solutions to a problem based on how well each is likely to meet the criteria and constraints of the problem.
    1. Make sense of problems and persevere in solving them.
    2. Reason abstractly and quantitatively.
    5. Use appropriate tools strategically.
    6. Attend to precision.
    1.OA.A.1 - Use addition and subtraction within 20 to solve word problems involving situations of adding to, taking from, putting together, taking apart, and comparing, with unknowns in all position...
    2.OA.A.1 - Use addition and subtraction within 100 to solve one- and two-step word problems involving situations of adding to, taking from, putting together, taking apart, and comparing, with unkno...
    3.OA.3 - Use multiplication and division within 100 to solve word problems in situations involving equal groups, arrays, and measurement quantities.
    SL.1.1 - Participate in collaborative conversations with diverse partners about grade 1 topics and texts with peers and adults in small and larger groups.
    L.1.6 - Use words and phrases acquired through conversations, reading and being read to, and responding to texts, including using frequently occurring conjunctions to signal simple relationships.
    SL.2.1 - Participate in collaborative conversations with diverse partners about grade 2 topics and texts with peers and adults in small and larger groups.
    L.2.6 - Use words and phrases acquired through conversations, reading and being read to, and responding to texts, including using adjectives and adverbs to describe.

    Learn how to write algorithms to move an Angry Bird through a maze using blocks and pair programming. This lesson is part of code.org's curriculum for teaching computer science to students in grades 2-5.

  5. In Code.org, 😡 we show you how to program with blocks and learn about sequencing with Angry Birds in Course B Lesson 3 Puzzle 2-4.

    • 4 min
    • 365
    • Coding With Kids
  6. 18 de set. de 2020 · Learn how to program with blocks in Code.org using ANGRY BIRDS as an example. Watch the video to see how to move around the TNT and get the red bird to the pig in 8 puzzles.

    • 3 min
    • 551
    • Coding With Kids