Unit 1: Creative Computing for All - Lesson 1.1 - Algorithms
Section outline
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Lesson 1.1 - Algorithms
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Activity 1.1.1 - Algorithmic Thinking
Goals:
- Create algorithms that use sequencing.
- Draw basic shapes using the turtle module.
- Use computing for creative expression and problem solving.
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Activity 1.1.2 - Planning a Picture
Goals:
- Use variables, inputs, and outputs in a program.
- Create arcs and polygons and use fill color.
- Analyze and explain the difference between class and object.
- Identify which code commands are object properties and methods.
- Use variables, inputs, and outputs in a program.
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Activity 1.1.3 - Fun With Flowers
Goals:
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Draw a flower using while loops and relational operators.
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Use the circle method and loops to create a unique image.
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Increment an integer and check conditions in a program.
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Activity 1.1.4 - Spinning with Spirographs
Goals:
Create an abstract drawing similar to a “spirograph” drawing using while loops and iteration.
Examine the effects of infinite loops and zero-iteration conditions, and predict how many times a while loop will iterate.
Experiment with the effects of operator precedence on code execution.
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Activity 1.1.5 - Run, Robot, Run
Goals:
Use existing algorithms in a program.
Navigate a robot through a maze using loops and nested loops
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Activity 1.1.7 - Traversing Turtles
Goals:
Use a list to represent a collection of data.
Add and remove elements to and from a list.
Use a for loop to iterate through all of the elements in a list.
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Activity 1.1.8 - Turtles in Traffic
Goals:
Use if statements to create conditional execution.
Create an algorithm with nested conditionals and nested iteration to stop turtle movement when they collide.
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Activity 1.1.9 - Algorithms and Art (Project Test)
Goals:
- Apply all you have learned to plan and create an image of your choosing.
- Explain how a variety of algorithms work in your program
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