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Hour of Code - Code.org
Grades
K to 12tag(s): artificial intelligence (216), coding (89), critical thinking (140), logic (158), problem solving (243), STEM (331)
In the Classroom
Bookmark and save this site to use during annual Hour of AI or Code activities and throughout the year as part of computer science instruction. Integrate coding activities into cross-curricular lessons, for example, by incorporating coding exercises that enable students to explore geometry and patterns within their math lessons. Integrate with science lessons to explore the scientific method or use coding activities to create interactive stories that bring student writing projects to life. Extend student learning by including activities and lessons from Hour of AI, reviewed here as part of your computer science curriculum. Share student projects on your class website or on a site such as Milanote, reviewed here to curate and share information.You must be registered and logged in to add items to your favorites.
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Minecraft Education Hour of Code: AI for Good - Minecraft Education
Grades
3 to 8tag(s): artificial intelligence (216), coding (89), critical thinking (140), data (152), game based learning (215), problem solving (243)
In the Classroom
Have students complete the AI for Good Minecraft challenge, guiding their Agent to detect fires and protect the forest. Have them record observations about how coding decisions impact the environment and outcomes in the game using Book Creator, reviewed here. Ask students to design their own "AI for Good" scenario in Minecraft or on paper. They can use AI to clean oceans, track endangered animals, or reduce pollution, and write a short reflection explaining their idea. Have students create a class infographic or poster titled "How AI Helps Our Planet." These can be made on paper or digitally using DesignCap Poster Creator, reviewed here.Add your comments below (available only to members) | Become a Member
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Two Truths & AI Game - Common Sense Education
Grades
5 to 12tag(s): artificial intelligence (216), digital literacy (22), game based learning (215)
In the Classroom
Share this game during the Hour of AI. Begin class with a "Two Truths and a Lie" icebreaker using everyday facts, then introduce the AI version from the website. Have students guess which statements might have been created by AI to start a discussion about how machines mimic human communication. Guide students to research examples of AI-generated content, such as news articles, art, or social media posts. In small groups, they can analyze clues that reveal when something might not be human-made and share their reasoning with the class. Challenge older students to write their own "Two Truths and an AI" statements using a classroom AI tool or generator such as Claude, reviewed here or ChatGPT, reviewed here.Add your comments below (available only to members) | Become a Member
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Hour of AI - CodeCombat
Grades
4 to 12tag(s): artificial intelligence (216), coding (89), game based learning (215)
In the Classroom
Have students complete the first set of Hour of AI coding puzzles, where they write simple Python or JavaScript commands to help their hero solve problems. Present students with a partially incorrect code sample from one of the puzzles and challenge them to identify and correct the errors. After finishing a level, students write or record a short explanation of how their code worked, describing how the computer "thought" through the steps.Add your comments below (available only to members) | Become a Member
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Tynker - Hour of Code - Tynker
Grades
K to 8Educators can access a free teacher dashboard, track student progress, and utilize printable certificates, lesson guides, and answer keys to simplify and enhance the setup process. The resource supports all students, regardless of prior coding experience, and works on standard web devices, allowing for either a flexible one-hour coding event or an extended exploration of computer science concepts. If your district blocks YouTube, then the videos may not be viewable.
tag(s): artificial intelligence (216), coding (89), puzzles (148)
In the Classroom
Share the AI-specific activities during the Hour of AI. Have students complete one of Tynker's interactive Hour of Code puzzles, such as "Dragon Blast" or "Candy Quest," where they use block coding to move characters, collect items, and solve challenges. Invite students to create a short interactive story or animated scene using Tynker's story-based tutorials. They can choose characters, write dialogue, and program actions to retell a story or show what they've learned in another subject. Assign students to design a simple game using Tynker's coding tools, test it with classmates, and revise it based on feedback. This connects coding with design thinking and collaboration.Add your comments below (available only to members) | Become a Member
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Mix & Move with AI - Code.org
Grades
2 to 9tag(s): artificial intelligence (216), coding (89), dance (31)
In the Classroom
Have students use the interactive platform to design a virtual dancer that moves to a chosen beat. They adjust rhythm, tempo, and style to see how AI interprets movement and music together. Have students remix an existing dance by changing AI-generated moves or music selections. Discuss how machine learning can be creative but still depends on human choices and input. Encourage students to invent their own AI-powered creative project ideas, such as generating a story rhythm, creating a visual art piece with AI, or coding a short interactive show. Then, have them present their prototype or plan to the class.Add your comments below (available only to members) | Become a Member
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Explore Hour of AI Activities - CSforALL
Grades
K to 12tag(s): artificial intelligence (216), coding (89)
In the Classroom
Have students explore how computers recognize objects by sorting pictures into groups, then compare their choices to an AI model's results. Discuss how AI "learns" from examples and what happens when data is biased or incomplete. Challenge students to imagine an AI system that could solve a real-world problem in their community, such as recycling or accessibility. They can create posters or short videos using Adobe Express Video Maker, reviewed here to pitch their ideas, emphasizing creativity and ethical use. Show one of the Hour of AI introduction videos, then have students brainstorm where AI appears in their daily lives, such as music recommendations, navigation apps, or digital assistants, and present their findings with examples.Add your comments below (available only to members) | Become a Member
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SPACEX- ISS Docking Simulator - Shane Mielke
Grades
6 to 12tag(s): problem solving (243), simulations (38), space (231)
In the Classroom
Students can attempt to dock the Crew Dragon spacecraft to the ISS manually. Time their attempts or track how many tries it takes to succeed. Break the class into two teams: one uses only translation controls (X, Y, Z), the other uses only rotation (pitch, yaw, roll). Then have them combine both to complete the docking. Have students create a step-by-step guide or video tutorial for new "astronaut trainees" explaining how to use the simulator. They can use moovly reviewed hereAdd your comments below (available only to members) | Become a Member
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Educational Resources: Technology - U.S. National Science Foundation
Grades
K to 12In the Classroom
Students can use Scratch reviewed here. Have students create a simple interactive story or game using Scratch, allowing them to showcase basic coding concepts such as loops, events, and variables. Students can participate in an Hour of Code on Code.org.Add your comments below (available only to members) | Become a Member
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Educational Resources: Engineering - U.S. National Science Foundation
Grades
K to 12tag(s): engineering (140), robotics (29)
In the Classroom
Select a hands-on lesson from TeachEngineering (part of NSF's collection of 1,500+ vetted K-12 activities) that fits your unit, like building bridges, towers, or circuits. Have students go through the full engineering process: brainstorm, prototype, test, and iterate. Introduce the Morphing Matter for Girls activities to explore smart materials. Assign students to design and prototype an artifact (e.g., a reusable ecological gadget or wearable tech), learning how materials can change properties & respond to environments. Use a PhET simulation (e.g., electric circuits or structures) to let students experiment virtually. Pose a challenge: "Design a stable bridge using at least three materials." After testing different builds, have students record data and write short analyses, combining engineering design with scientific reasoning.Add your comments below (available only to members) | Become a Member
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Educational Resources: Computing - U.S. National Science Foundation
Grades
K to 12tag(s): artificial intelligence (216), coding (89), computational thinking (37), computers (108)
In the Classroom
Students can use Scratch reviewed here to design an interactive game featuring a cyber hero that teaches basic cybersecurity concepts through storytelling and coding. Students can create images using Canva Edu reviewed here. Students can explore and create using activities featured in Hour of AI reviewed here.Add your comments below (available only to members) | Become a Member
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The AMAYZING Outdoors - Van Andel Institute for Education
Grades
K to 8tag(s): conservation (104), recycling (43)
In the Classroom
Students can use Book Creator reviewed here to take pictures/videos of themselves completing the activities from the "STEAM Team." Students can use Seesaw, reviewed here, to document the growth of their plant during the "Peaceful Planters" lesson. Students can use Padlet reviewed here to reflect on their learning after playing "Do Something! Bingo."Add your comments below (available only to members) | Become a Member
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Women's History Month - Van Andel Institute for Education
Grades
K to 8tag(s): STEM (331), women (176), womenchangemaker (67)
In the Classroom
Students can research additional women using Kiddle reviewed here and create their very own "Guess Who Changed the World" game. Students can use Canva Edu reviewed here to generate an image for their stamp from the "Putting her Stamp on History" activity. Students can use Seesaw reviewed here to post their findings each day after participating in the "Women's History Month daily activities."Add your comments below (available only to members) | Become a Member
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Black History Month - Van Andel Institute for Education
Grades
K to 8tag(s): black history (132), womenchangemaker (67), womens suffrage (63)
In the Classroom
Students can use Canva Edu, reviewed here to create their "Pledge for a Change Poster." Students can use Book Creator reviewed here to create the "Letter history be known" book. Finally, students can use Figma reviewed here to compare and contrast African American STEM leaders.Add your comments below (available only to members) | Become a Member
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Valentine's Day STEAM - Van Andel Institute for Education
Grades
K to 8tag(s): holidays (228), STEM (331), valentines day (11)
In the Classroom
Have students design and build a Valentine's candy box that can protect its contents when dropped from a height of three feet. Provide basic materials, such as cardboard, cotton balls, tape, and paper, to encourage creative thinking and collaboration. Challenge students to design a heart-shaped parachute that will slow the fall of a candy box. Use tissue paper, string, and tape to explore drag, air resistance, and basic physics concepts. Before building, have students use a digital design tool like Google Drawings reviewed here to visualize and plan their candy box. This allows them to apply tech skills and practice design thinking.Add your comments below (available only to members) | Become a Member
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If You Read It On The Internet, It Must Be True! Media Literacy in the 21st Century - TeachersFirst
Grades
4 to 12tag(s): digital citizenship (84), internet safety (111), media literacy (105), news (223)
In the Classroom
Use this article to find resources and books to teach media literacy in your classroom. Encourage students to share examples of disinformation or misinformation throughout the school year using an online whiteboard tool such as IdeaBoardz, reviewed here. Ask students to add links to sites that provide examples of items they find on the internet that aren't completely true, and share tips with their peers on what kind of things to look for to verify the accuracy of information.Add your comments below (available only to members) | Become a Member
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Lillian Moller Gilbreth - Unladylike 2020
Grades
6 to 12tag(s): engineering (140), psychology (65), women (176), womenchangemaker (67)
In the Classroom
Have students create a visual timeline of Gilbreth's life using Sutori reviewed here, highlighting key events such as her educational milestones, major inventions, and contributions to workplace efficiency and home economics. Students can watch the movie "Cheaper by the Dozen" while comparing it to the life of Lillian Moller Gilbreth using Figma reviewed here. Finally, students can learn about the advancements she made in engineering by using Kiddle reviewed here.Add your comments below (available only to members) | Become a Member
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Science and Technology - PBS Learning
Grades
2 to 12tag(s): 1920s (25), 1940s (70), 1950s (32), 1960s (54), 1970s (30), 1980s (21), cold war (36), inventors and inventions (83), space (231), world war 1 (83)
In the Classroom
After watching "Tesla: Early Experiments with Wireless Power," students can continue to research Tesla's history by completing a timeline using Time Graphics Timeline Maker, reviewed here. After watching Sputnik's Launch Begins the Space Race | Chasing the Moon, students can use Google Drawings, reviewed here to compare and contrast the space race between the United States and Russia. Students can also research using Kiddle, reviewed here about what advancements have been made in fire safety, work conditions, and immigration since the Triangle Fire.Add your comments below (available only to members) | Become a Member
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National Reading Month - Van Andel Institute for Education
Grades
K to 8tag(s): digital reading (15), STEM (331)
In the Classroom
Have students complete the Story Quest activity by choosing a reading-themed mission from the slides, and create a comic strip on paper or using Free Comic Strip Maker reviewed here. Set up a classroom "passport" system where students stamp their passports after reading books from different regions. Pair a STEM-based story (like Rosie Revere, Engineer) with a hands-on engineering challenge, such as building a simple machine or bridge using classroom materials to solve a problem from the book. After reading a book with a strong setting or theme, have students design and build a model (using paper, recyclables, or digital tools like Tinkercad reviewed here) that represents a key element, such as a character's home or an invention from the story.Add your comments below (available only to members) | Become a Member
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Ignition: Digital Wellness and Safety - EVERFI
Grades
6 to 9tag(s): critical thinking (140), cyberbullying (42), digital citizenship (84), digital literacy (22), media literacy (105), social and emotional learning (114), social media (50)
In the Classroom
Students can work in small groups to discuss different online situations, such as receiving a suspicious link or encountering cyberbullying. Each group must decide on the safest, most responsible action and explain their reasoning. Have students analyze headlines or short articles and guess whether each one is trustworthy or misleading. After each guess, the class discusses strategies for verifying online information. Challenge students to brainstorm all the ways they interact online (e.g., social media, gaming, email) and reflect on the "footprint" they are leaving. Then, they can write a short journal entry about one positive change they can make to protect their digital identity.Add your comments below (available only to members) | Become a Member
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