CSD Unit 1 - Problem Solving
Unit 1 is a highly interactive and collaborative introduction to the field of computer science, as framed within the broader pursuit of solving problems. You’ll practice using a problem solving process to address a series of puzzles, challenges, and real world scenarios. Next, you’ll learn how computers input, output, store, and process information to help humans solve problems. The unit concludes with a project in which you design an application that helps solve a problem of your choosing.
Lesson 1: Intro to Problem Solving
Unplugged
The class works in groups to design aluminum foil boats that will support as many pennies as possible. At the end of the lesson groups reflect on their experiences with the activity and make connections to the types of problem solving they will be doing for the rest of the course.
Lesson 2: The Problem Solving Process
Unplugged
This lesson introduces the formal problem solving process that the class will use over the course of the year, Define - Prepare - Try - Reflect. The class relates these steps to the aluminum boats problem from the previous lesson, then a problem they are good at solving, then a problem they want to improve at solving. At the end of the lesson the class collects a list of generally useful strategies for each step of the process to put on posters that will be used throughout the unit and year.
Lesson 3: Exploring Problem Solving
Unplugged
In this lesson the class applies the problem solving process to three different problems: a word search, a seating arrangement for a birthday party, and planning a trip. The problems grow increasingly complex and poorly defined to highlight how the problem solving process is particularly helpful when tackling these types of problems.
Lesson 4: What is a Computer?
Unplugged
In this lesson the class develops a preliminary definition of a computer. After brainstorming the possible definitions for a computer, the class works in groups to sort pictures into “is a computer” or “is not a computer” on poster paper and explain their motivations for choosing some of the most difficult categorizations. The teacher then introduces a definition of the computer and allows groups to revise their posters according to the new definition.
Lesson 5: Input and Output
In this the class students consider a number of computing devices to determine what types of inputs and outputs they use. Groups are assigned to a computing device and based on a teacher-provided definition of input and output, list the inputs and outputs of their device. To conclude the lesson the class examines common activities they do on a computing device and select the inputs and outputs used for that activity from the chart.
Lesson 6: Processing
Unplugged
This lesson dives deeper into the concept of processing that was introduced as part of the definition of a computer. Pairs work together to puta deck of cards in order, a form of processing information. In the end, the class discusses what processing means within the context of solving information problems.
Lesson 7: Storage
This lesson focuses on the storage component of the definition of a computer, within the content of processing information. The class spends the majority of the lesson developing and sharing algorithms to process information, with an emphasis on how much storage is needed for any particular algorithm. The lesson concludes with a discussion of the importance of storage while processing information.
Lesson 8: Apps and Problem Solving
Unplugged
This lesson covers the input and output aspects of computers in a context that is relevant and familiar to students: apps. The class evaluates various web applications to analyze the specific problems that they were designed to solve, the inputs that they need to work, and the outputs they provide to users. The class concludes with observations of these apps as well as a teacher led discussion about the impact of apps on society.
Lesson 9: Project - Propose an App
Unplugged | Project
To conclude the study of the problem solving process and the input/output/store/process model of a computer, the class proposes apps designed to solve real world problems. This project is completed across multiple days and culminates in a poster presentation highlighting the features of each app. The project is designed to be completed in pairs though it can be completed individually.
Unit 1 is a highly interactive and collaborative introduction to the field of computer science, as framed within the broader pursuit of solving problems. You’ll practice using a problem solving process to address a series of puzzles, challenges, and real world scenarios. Next, you’ll learn how computers input, output, store, and process information to help humans solve problems. The unit concludes with a project in which you design an application that helps solve a problem of your choosing.
Lesson 1: Intro to Problem Solving
Unplugged
The class works in groups to design aluminum foil boats that will support as many pennies as possible. At the end of the lesson groups reflect on their experiences with the activity and make connections to the types of problem solving they will be doing for the rest of the course.
Lesson 2: The Problem Solving Process
Unplugged
This lesson introduces the formal problem solving process that the class will use over the course of the year, Define - Prepare - Try - Reflect. The class relates these steps to the aluminum boats problem from the previous lesson, then a problem they are good at solving, then a problem they want to improve at solving. At the end of the lesson the class collects a list of generally useful strategies for each step of the process to put on posters that will be used throughout the unit and year.
Lesson 3: Exploring Problem Solving
Unplugged
In this lesson the class applies the problem solving process to three different problems: a word search, a seating arrangement for a birthday party, and planning a trip. The problems grow increasingly complex and poorly defined to highlight how the problem solving process is particularly helpful when tackling these types of problems.
Lesson 4: What is a Computer?
Unplugged
In this lesson the class develops a preliminary definition of a computer. After brainstorming the possible definitions for a computer, the class works in groups to sort pictures into “is a computer” or “is not a computer” on poster paper and explain their motivations for choosing some of the most difficult categorizations. The teacher then introduces a definition of the computer and allows groups to revise their posters according to the new definition.
Lesson 5: Input and Output
In this the class students consider a number of computing devices to determine what types of inputs and outputs they use. Groups are assigned to a computing device and based on a teacher-provided definition of input and output, list the inputs and outputs of their device. To conclude the lesson the class examines common activities they do on a computing device and select the inputs and outputs used for that activity from the chart.
Lesson 6: Processing
Unplugged
This lesson dives deeper into the concept of processing that was introduced as part of the definition of a computer. Pairs work together to puta deck of cards in order, a form of processing information. In the end, the class discusses what processing means within the context of solving information problems.
Lesson 7: Storage
This lesson focuses on the storage component of the definition of a computer, within the content of processing information. The class spends the majority of the lesson developing and sharing algorithms to process information, with an emphasis on how much storage is needed for any particular algorithm. The lesson concludes with a discussion of the importance of storage while processing information.
Lesson 8: Apps and Problem Solving
Unplugged
This lesson covers the input and output aspects of computers in a context that is relevant and familiar to students: apps. The class evaluates various web applications to analyze the specific problems that they were designed to solve, the inputs that they need to work, and the outputs they provide to users. The class concludes with observations of these apps as well as a teacher led discussion about the impact of apps on society.
Lesson 9: Project - Propose an App
Unplugged | Project
To conclude the study of the problem solving process and the input/output/store/process model of a computer, the class proposes apps designed to solve real world problems. This project is completed across multiple days and culminates in a poster presentation highlighting the features of each app. The project is designed to be completed in pairs though it can be completed individually.