Resource Results:

Showing results 1 - 14 for
  • Free, easy-to-use activities and curriculum introduce students ages 9-14 to computer science through themed projects that attract students with varied interests. Instructional videos guide students through each activity, so no coding experience is needed to teach!

    Resource Type:
    Lesson plans & activities
  • This program is based on Google’s CS First Music & Sound club curriculum and has been customized by Homer (AK) Public Library for a week-long coding camp to introduced kids ages 8-11 to basic computer science concepts while they create digital music, sound and video. Library staff worked with a music educator to deliver the program content.

    Resource Type:
    Lesson plans & activities
  • Two characters meet in a world and discover a surprising object. What happens next? It’s all up to students, who have the opportunity to use their imagination and creativity to code their own story.

    Resource Type:
    Lesson plans & activities
  • This self-paced course helps educators learn about computational thinking and how it can be integrated into a variety of subject areas. Divided into five units, the course provides real world examples as well as supplemental readings to support your learning.

    Resource Type:
    Professional development, Tutorial, Website
  • A promotional flyer for a series of computational thinking programs at Waseca Public Library (MN) designed to emphasize choice and breadth of experiences.

    Resource Type:
    Youth recruitment
  • This worksheet allows preschoolers to practice sequencing and is easily adaptable to a variety of programs and needs.

    Resource Type:
    Lesson plans & activities
  • An eight week program that will introduce youth to robotics and coding basics via Lego Mindstorm and Scratch.

    Resource Type:
    Lesson plans & activities
  • Hanging Out, Messing Around & Geeking Out (HOMAGO) is an experiential learning theory about how youth learn in new social and media environments. This Guidebook explains what it is, why it is important, how to document it, and the role of adults/mentors in the space.

    Resource Type:
    Books & magazines, Professional development
  • For many libraries, access to high-speed internet and computers are barriers to connecting to web-based computational environments and even allowing multiple users to use simple websites or play how-to videos. Broadband internet access is an urban and rural problem with a disproportionate impact on African American and Latino communities. How can library staff provide opportunities for youth to engage in CT opportunities when access to hardware and broadband is limited?

    Resource Type:
    Strategies, Ready to Code examples
  • In this video Ak-Chin Indian Community (Maricopa, AZ) librarian Jeffrey Stoffer celebrates the accomplishments of students in their Libraries Ready to Code program, Game Hacker: Making, Fixing, Breaking. See how young people participating in Game Hacker are learning skills that will enable them to succeed in any future opportunity they pursue.

    Resource Type:
    Ready to Code examples
  • Code Your World is a four-part challenge that teaches youth to apply CS to the world around them through hands-on activities - online and offline.

    Resource Type:
    Lesson plans & activities
  • A variety of tools library staff can use to begin implementing activities to help understand community needs.

    Resource Type:
    Strategies, Professional development
  • A step-by-step lesson plan for a program that uses the Osmo hardware and app to teach youth about computational thinking and music.

    Resource Type:
    Lesson plans & activities
  • Introduce youth to computational thinking concepts or supplement other coding activities with this computer-based escape room activity that includes a variety of puzzles to engage participants.

    Resource Type:
    Lesson plans & activities, Website
Sponsored by Google.