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In this lesson, students will solve coding challenges and become a hero who unveils the masterpiece to the world but comparing and refining multiple algorithms, creating programs that include sequences, loops and conditionals, and decompose problems into smaller, manageable subproblems.
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Click and watch this teacher preparation video to help you understand how to teach this lesson. Here is a YouTube link of the teacher video for your reference: https://youtu.be/h11usy0SGAg
Start Here: Teacher Preparation Video
Students will compare and refine multiple algorithms for the same task and determine which is the most appropriate.
Students will create programs that include sequences, events, loops, and conditionals.
Students will decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
Students will test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Creativity
Critical thinking
The activities can be completed in random order:
Activity 1: Dance Floor! Match the colour on the wall with the colours on the floor. Help Wonder Woman move over the coloured blocks in the same sequence as seen on the wall.
Activity 2: Beams of colour! Help Wonder Woman place stained glass over the beams of light to match the colour sequence displayed on the wall.
Activity 3: Stealth mission! Help Wonder Woman navigate through the room without triggering the alarm by avoiding the lasers. Sneak behind and take down the thief.
Activity 4: Search the crates! Help Wonder Woman navigate through the crates and find the missing painting piece. Search each one and if she finds the missing puzzle piece, have her break the box to get it.
Activity 5: Apprehend the thief challenge! The criminal mastermind who orchestrated this heist has hidden among the gala attendees. Help Wonder Woman check each gala attendee to figure out which is the the goon in disguise and then use the lasso of truth to find out where the final piece of the painting is.
Students will be able to:
Compare and refine multiple algorithms for the same task and determine which is the most appropriate.
Create programs that include sequences, events, loops, and conditionals.
Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
Check out the Tips & Tricks video playlist that will help you and your students better use Minecraft: Education Edition in the classroom:
https://youtube.com/playlist?list=PLkh9rrdH-ARER03ojhFYtmoFDVuACYJLa
More videos added periodically so make sure you check often for more content!
Click and watch the student pause and play video with your class, pausing and playing as needed. This will help your students understand how to navigate through this lesson and Minecraft world and complete the activities located within them. Enjoy!
Check out the YouTube link for your reference: https://youtu.be/jLxKOZTfs9g
Student 'Pause & Play' Video
- Write and solve equations that represent problems or patterns.
- Develop, demonstrate, and apply mathematical understanding through play, inquiry, and problem solving
- Develop and use multiple strategies to engage in problem solving
Computational Thinking
- simple algorithms that reflect computational thinking
- visual representations of problems and data
- evolution of programming languages
- visual programming
- Develop, demonstrate, and apply mathematical understanding through play, inquiry, and problem solving
Robotics
- a robot is a machine capable of carrying out a complex series of actions automatically
- uses of robotics
- various ways that objects can move
- programming and logic for robotics components
- various platforms for robotics
- Develop, demonstrate, and apply mathematical understanding through play, inquiry, and problem solving
Computational Thinking
software programs as specific and sequential instructions with algorithms that can be reliably repeated by others
debugging algorithms and programs by breaking problems down into a series of sub-problems
binary number system (1s and 0s) to represent data
programming languages, including visual programming in relation to text-based programming and programming modular components
- Develop, demonstrate, and apply mathematical understanding through play, inquiry, and problem solving
4.N.5. Describe and apply mental mathematics strategies
4.PR.2. Reproduce a pattern shown in a table or chart using concrete materials
communicate what they are thinking and learning;
connect math to everyday situations and other subjects;
estimate and use mental math strategies;
learn through problem solving;
reason and explain their thinking;
use technology to enhance their learning;
use visual images to describe their thinking.
5.PR.1. Determine the pattern rule to make predictions about subsequent elements.
communicate what they are thinking and learning;
connect math to everyday situations and other subjects;
estimate and use mental math strategies;
learn through problem solving;
reason and explain their thinking;
use technology to enhance their learning;
use visual images to describe their thinking.
6.N.2. Solve problems involving large numbers, using technology
Identify which operation is necessary to solve a problem and solve it.
Determine the reasonableness of an answer.
Estimate the answer and solve a problem.
communicate what they are thinking and learning;
connect math to everyday situations and other subjects;
estimate and use mental math strategies;
learn through problem solving;
reason and explain their thinking;
use technology to enhance their learning;
use visual images to describe their thinking.
7.PR.1. Demonstrate an understanding of oral and written patterns and their corresponding relations.
communicate what they are thinking and learning;
connect math to everyday situations and other subjects;
estimate and use mental math strategies;
learn through problem solving;
reason and explain their thinking;
use technology to enhance their learning;
use visual images to describe their thinking.
- N5: Describe and apply mental mathematics strategies
- PR1: Identify and describe patterns found in tables and charts
- N5: Describe and apply mental mathematics strategies
- PR1: Determine the pattern rule to make predictions about subsequent terms
- 3.03 identify real life communication problem situations and opportunities
- 3.04 develop a rationale for solving a particular problem, and effectively communicate that rationale to others
- 2.303 employ programming logic and control systems to sense, switch, and regulate events and processes
- Identify and describe (orally and in writing) patterns
- Explain why the same pattern exists whether it is shown concretely, in a table, or in a chart
Use patterns in tables or charts to solve problems
- Determine missing or subsequent elements in a pattern
- Identify errors in a pattern
- Use a pattern rule to continue a pattern
- Use patterns to solve problems
- Using Information and Communication Technologies
Using technology to present proofs related to operations
Using a computer (graphics and spreadsheet software as well as simulations) in applying different problem-solving strategies
Using interactive mathematics sites
- 9. Describes number patterns, using his/her own words and appropriate mathematical vocabulary
Patterns and Relations
P4.1
Demonstrate an understanding of patterns and relations by:
identifying and describing patterns and relations in a chart, table or diagram
reproducing patterns and relations in a chart, table, or diagram using manipulative
solving problems involving patterns and relations
Patterns and Relations
P5.1, Represent, analyze, and apply patterns using mathematical language and notation. ([C, CN, PS, R, V])
Algebra
C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential, concurrent, repeating, and nested events
Algebra
C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures.
Algebra
C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves conditional statements and other control structures
N1: Use pattern rules and different ways to describe what’s happening to make the pattern
PR1: Determine the pattern rule to make predictions about subsequent elements