Classroom Resources

"Is everything on the Internet true, and what is a virus?" are some of the questions addressed by the much-loved character Ruff Ruffman, in this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. With his uniquely comical style, Ruff helps guide students in responsibly navigating the twenty-first-century skill of using online technology. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection. This video can be played to introduce a lesson on validating and identifying the purpose of digital content. 

Grade(s)

2, 3, 4, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Watch Ruff Ruffman as he searches for an appropriate balance of technology and media use, in this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. He will cover many different ways students can use technology in their world to empower them. The much-loved character Ruff Ruffman is back, offering advice about using technology in today's media landscape and guiding students on the appropriate use of this twenty-first-century skill. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection.  This video can be played during a lesson on identifying and discussing ways that access to technology helps empower individuals and groups.

Grade(s)

3

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Hear about some ways to put the internet to good use from the much-loved character Ruff Ruffman, in this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. With his uniquely comical style, Ruff helps students acquire some key twenty-first-century skills. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection. This video comes with a student guide that lists several things students do online to connect with others in their daily lives. This video can be played to introduce a lesson on digital tools.

Grade(s)

2, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Explore many of the ups and downs of digital photography by watching this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. The much-loved character Ruff Ruffman is back, offering advice about sharing photographs and guiding students on the appropriate use of this twenty-first-century skill. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection. This video comes with a student guide that details the benefits and privacy issues of digital photos. This video can be played to introduce a lesson on identifying, demonstrating, and applying personal safe use of digital devices.

Grade(s)

2, 3, 4, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Watch Ruff Ruffman show that while texting can be fun, creative, and a great way to stay in touch, it also has some drawbacks, in this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. This video can be played to introduce a lesson on identifying, demonstrating, and applying personal safe use of digital devices.

Grade(s)

2, 3, 4, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Hear the pros and cons of online advertising from the much-loved character Ruff Ruffman, in this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. With his uniquely comical style, Ruff helps students acquire some key twenty-first-century skills. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection. This video can be played to introduce a lesson on identifying the different forms of web advertising and why websites, digital resources, and artifacts may include advertisements and collecting personal information.

Grade(s)

4, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Learn to use internet search engines like a detective, in this animated video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. The much-loved character Ruff Ruffman is back, this time with a guide to exploring the web using internet search engines. Sharing tactics that include verifying the authenticity of Web sites, and refining a search, Ruffman guides students in the responsible use of a twenty-first-century skill. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection. This video can be played during a lesson on conducting basic keyword searches to produce valid appropriate results and evaluating results for accuracy, relevance, and appropriateness.

Grade(s)

3, 4, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Hear about getting the most from the internet from the much-loved character Ruff Ruffman, in this animated, musical video from RUFF RUFFMAN: HUMBLE MEDIA GENIUS. Ruff sings about all the great things you can do online. With his uniquely comical style, Ruff helps students to responsibly navigate twenty-first-century skills. This resource is part of the RUFF RUFFMAN: HUMBLE MEDIA GENIUS Collection. This video can be played during a lesson on demonstrating an appropriate level of proficiency in performing tasks using a range of digital devices.

Grade(s)

4

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Students are immersed in a multi-level adventure game cleverly designed to introduce computer programming concepts and improve problem-solving skills. To save the motherboard, kids create a custom hero character and fight bugs! Estimated time: 40 min. A teacher guide and answer key is provided. More free coding activities at www.tynker.com/hour-of-code.

Grade(s)

5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Students are introduced to computer programming concepts as they solve basic coding puzzles, and enhance STEM learning outcomes as they play a fun coding adventure game. Learn skills such as patterning, sequencing, loops, conditionals, critical thinking, and problem-solving, while leading a personalized troll through the adventure! This interactive game can be used during a lesson on constructing elements of a simple computer program in collaboration with others. A teacher's guide and answer key are available. Est. time: 30 min. More free coding activities @ Tynker.

Grade(s)

1, 2, 3, 4

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Students solve complex coding puzzles by applying computer programming concepts and enhance STEM learning outcomes as they play a fun coding adventure game. Learn skills such as patterning, sequencing, nested loops, and conditionals, plus critical thinking and problem solving, while leading a personalized dragon to the treasure. This interactive game can be played during a lesson on creating a working program in a block-based visual programming environment using arithmetic operators, conditionals, and repetition in programs. The estimated time to complete the interactive is 30 minutes. There are more free coding activities at Tynker.

Grade(s)

5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

How do people talk to computers? In this clip from Ready Jet Go!, Jet and his friends learn about computer programming from Dr. Rafferty. They demonstrate how it works by using colored playing blocks to signify different computer commands. This video can be played during a lesson on constructing elements of a simple computer program in collaboration with others.

Grade(s)

1, 2, 3

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Are you ready to code a computer program, but not sure where to start? Write pseudocode! Computer programmers often start projects by using everyday language to write out what they want to happen in their code--this is called pseudocode. Students will write their own pseudocode in this activity.

Grade(s)

5, 6, 7

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Before entering their code in Processing, the SciGirls write out their code in plain English, a process known as pseudocode. The girls will define pseudocode. This video can be played to introduce a lesson in pseudocode.

Grade(s)

4

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Learn about different types of hackers with this video from the NOVA Cybersecurity Lab. Hacking is solving problems in creative or unexpected ways. Hacks have been used for everything from Galileo’s telescope to Apollo 13. Similarly, there are many reasons that people hack computers. Some are just curious about how systems work, others hack to find and fix security flaws before they are exploited by criminals. Some hackers have bad intentions fueled by greed, attention, or rebellion. There are some hackers who have good intentions, but use questionable methods of getting information. “Hacking” isn’t good or bad – it depends on how and why people hack. This video comes with discussion questions. This video can be played during a lesson discussing the ethical ramifications of malicious hacking and its impact on society.

Grade(s)

9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

In this lesson, students are introduced to robots, including ones that exist in their everyday lives. They learn about the kinds of things that robots do, the excitement that goes with designing and testing, and what inspires ideas for different robots.

Grade(s)

3

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Creating a robot capable of safely navigating its environment without human intervention has been a goal of engineers ever since they first conceived of robots nearly 50 years ago. Despite rapid advancements in technology, however, engineers did not succeed in the task of designing autonomous robots until recently. This video segment adapted from NOVA follows two teams as they push their engineering design skills to the limit to develop systems that allow cars to drive themselves in the 2005 DARPA Grand Challenge. This video comes with discussion questions. This video can be played during a lesson on creating an algorithm to solve a problem as a collaborative team.

Grade(s)

3, 5

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Start a concussion discussion at your school with Blow the Whistle on Concussions, a student-athlete outreach program designed to help change attitudes about concussions. The program includes locker room posters, handouts for players and parents, and resources from the Centers for Disease Control and Prevention (CDC) HEADS UP initiative. This handout gives students questions to ask when investigating a concussion. 

Grade(s)

9, 10, 11, 12

Subject Area

Physical Education

Learning Resource Type

Classroom Resource

This is an interactive online activity from MrNussbaum.com. Similar to mad lib, students add parts of speech to create a hilarious story about the explorer, Christopher Columbus.

Grade(s)

5

Subject Area

Social Studies

Learning Resource Type

Classroom Resource

This is a simple worksheet focused on identifying the tendons and ligaments as well as their purpose.

Grade(s)

9, 10, 11, 12

Subject Area

Physical Education

Learning Resource Type

Classroom Resource

This Sesame Street produced video stars Melissa McCarthy discussing the word of the day, "choreographer." After this discussion, Elmo and Melissa lead a dance. 

Grade(s)

K, 1

Subject Area

Physical Education

Learning Resource Type

Classroom Resource

In this video from SciTech Now, learn how robotics is changing today's medical landscape. Robotic instruments are used to help surgeons perform ultra-precise surgeries, sometimes even replacing the surgeon! Bionic limbs are used to help paralyzed patients stand and walk again, improving the patients’ health and spirit. It’s an exciting time to be in the robotic engineering field, as these medical bots continue to improve. This video can be played during a lesson on exploring and predicting how advances in computing technologies affect job-opportunities and/or processes now and in the future.

See the "Designing a Robotic Instrument" handout and sample answers in the Support Materials section for a hands-on activity to get students engaged with the design process and robotic engineering in relation to medicine and human anatomy.

Grade(s)

5, 6, 7

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Despite meticulous planning and programming by its designers, an autonomous robot can encounter unexpected challenges. This is true for both LEGO® robots and Martian rovers. In this video segment adapted from ZOOM, cast members enter the FIRST LEGO® League Challenge tournament and work as a team to program their LEGO® robot to navigate a complex obstacle course. This video comes with discussion questions. The video can be played during a lesson on identifying a broad range of digital devices, the services they provide, and appropriate uses for them.

Grade(s)

3

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Abby Brown loves to help kids have fun while learning! In this segment, Abby teaches kids that robots are used to do jobs like cleaning, homework, lifting heavy objects and keeping people safe.

Grade(s)

3

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

This video segment from IdahoPTV's Science Trek defines a robot, explains the 3 parts of a robot, and informs us of some of the many different ways they are used.  Then Josh Johnston, a research scientist at Boise State University and Dean Klein, Vice President of Advanced Memory Solutions at Micron, will answer students’ questions about robots on "Robotics: The Web Show."  And on our "Watch This" segment Scientists at UGOBE explain how they designed and built Pleo, a baby Camarasaurus dinosaur toy. This video comes with discussion questions. This video can be played during a lesson on identifying a broad range of digital devices, the services they provide, and appropriate uses for them.

Grade(s)

3

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Discover the 19 worst passwords and learn how to keep your password safe from computer hackers in this article from NOVA scienceNOW.  Students can read this article during a lesson on cybersecurity. 

Grade(s)

7, 8, 9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Learn how to keep your digital life safe, spot cyber scams, understand the basics of coding, and defend against cyberattacks with the NOVA Cybersecurity Lab. Players assume the role of chief technology officer of a start-up social network company that is the target of increasingly sophisticated cyber attacks. In the game, players must complete challenges to strengthen their defenses and thwart attackers. The lab also features stories of real-world cyber attacks, a glossary of cyber terms, and short animated videos that explain the need for cybersecurity; privacy versus security; cryptography (cyber codes); and what exactly hackers are. This game can be played during a lesson on cybersecurity.

Grade(s)

7, 8, 9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

How do we act when we are on the Internet? Here are some good manners when we are on the Internet. Use good words, not rude or bad words. Be patient with others. Sometimes others are beginners and are just learning how to use the Internet. This video can be played to demonstrate appropriate behaviors for working with others responsibly and kindly during a lesson on communicating in a digital environment.

Grade(s)

K, 1

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Sometimes the news is labeled as “fake” because the reader dislikes it or it contradicts their beliefs. However, fake news is when the news information, as well as the news organization itself, may intentionally be completely fabricated. Educators and media literacy advocates are working in the classroom to help students discern fact from fiction in news sources. This video can be played during a lesson on assessing the validity and identifying the purpose of digital content.

Grade(s)

6, 7, 8, 9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

This story is an installment of PBS NewsHour’s four-part series on “Junk News,” and explores who is behind creating inflammatory news sites, and why. Science correspondent Miles O’Brien profiles a leading purveyor of junk news, Cyrus Massoumi, who has hit the jackpot exploiting the trend toward hyperpartisan news. Why does Massoumi do it? He makes a lot of money and it’s easy.

After watching this video, classrooms may engage in a discussion about who has the responsibility to address the dangers of junk news. Is it the people who make the news, or the people who consume it? See support materials below for guiding questions and additional information about media literacy. This video can be played during a lesson on assessing the validity and identifying the purpose of digital content.

Grade(s)

6, 7, 8, 9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

How do you know if an online image is real or not? This video from Common Sense Education provides a handout on useful guidance on using a reverse image search on Google. This resource is part of the News and Media Literacy Collection. This video can be played during a lesson on assessing the validity and identifying the purpose of digital content.

Grade(s)

6, 7, 8, 9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

In the Middle East, programs that broadcast on the international satellite have more freedom to pursue a broader range of topics than those broadcast on terrestrial state television. This greatly benefits some stations which have found that addressing thought-provoking issues earns their programs higher ratings. In this video segment from the Wide Angle film "Dishing Democracy," learn about how people who work behind the scenes on the MBC hit Kalam Nawaem achieve the balance between social mores and the popular appeal of provocative content. The segment also includes a discussion of the channel’s plans to extend Kalam Nawaem to new platforms. This video comes with several support materials. This video can be played during a lesson on evaluating the impact of digital globalization on public perception and ways internet censorship can affect free and equitable access to information.

Grade(s)

8

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Social media algorithms often create "news bubbles" that block exposure to opposing points of view. Here you’ll get concrete advice from leading media experts on how to break free and get fully informed. Use this lesson plan and accompanying video on Decoding Media Bias (also found in the Support Materials), authored by social studies educator Liz Ramos. Students will look at several different media websites and discuss any bias found on these sites. 

Grade(s)

8

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Find out how artificial intelligence could impact the future workforce with this video and educational resources from PBS NewsHour. This video comes with a handout the includes discussion questions. This video can be played during a lesson on researching the impact of computing technology on possible career pathways.

Grade(s)

9, 10, 11, 12

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource

Robotic devices are everywhere: in factories, law enforcement, caretaking. Today they are smarter than ever, but they only excel when the task is clearly defined. This video can be played during a lesson on identifying emerging technologies in computing.

Grade(s)

6, 7

Subject Area

Digital Literacy and Computer Science

Learning Resource Type

Classroom Resource
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