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1.5 Computational Thinker

Students develop and employ strategies for understanding and solving problems in ways that leverage the power of Virtual Reality to develop and test solutions.

K-2

1.5a

With guidance from an educator, students identify a problem and select appropriate Virtual Reality tools to explore and find solutions.

Samples of student performance (by the end of grade 2):

Students participate in makerspace activities.

Student use Gadgeteer to create puzzles using 100 tools in an easy-to-use physics engine

Given a variety of Virtual Reality applications students self-select an appropriate resource to solve the identified problem.

Connected Standard 

Science SEP5

Decide when to use qualitative vs. quantitative data.

Connected Standard 

K-2-ETS1-2

  • Develop a virtual sketch, drawing, or physical model to illustrate how the shape of an object helps it function as needed to solve a given problem. Science

Connected Standard 

Science K-2-ETS1-1

  • Ask questions, make observations, and gather information about a situation people want to change to define a simple problem that can be solved through the development of a new or improved object or tool.

K-2

1.5b

With guidance from an educator, students analyze age-appropriate data and look for similarities in order to identify patterns and categories.

Samples of student performance (by the end of grade 2):

Students use basic node coding to explore relationships between variables.

Students can collect data from a virtual experiment (how high does ball bounce on different textures) and create charts/graphs.

Students can find patterns and explore the meaning of charts, graphs, and tables within VR.

Students use virtual objects to sort and categorize.

Connected Standard 

​Science K-2-ETS1-3

Analyze data from tests of two objects designed to solve the same problem to compare the strengths and weaknesses of how each performs.

Connected Standard 

Identify and describe patterns in data visualizations, such as charts or graphs, to make predictions.

Connected Standard 

Collect and present the same data in various visual formats.

Connected Standard 

ELA CCR.R7

Integrate and evaluate content presented in diverse media and formats, including visually and quantitatively, as well as in words.

K-2

1.4c

With guidance from an educator, students break a problem into parts and identify ways to solve the problem in Virtual Reality.

Samples of student performance (by the end of grade 2):

Students use Tilt Brush or Rec Room to communicate design plans and solutions using a variety of communication options in Virtual Reality (e.g., drawing and oral or written descriptive language).

With educator assistance, students use vlogging to show progress.

Students use Gadgeteer to communicate design plans and solutions in Virtual Reality.

Students use VR simulators to develop and idea, test, and redesign.

Connected Standard 

Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions

K-2

1.5d

Students understand how technology is used to make a task easier or repeatable and can identify real-world examples.

Samples of student performance (by the end of grade 2):

Students can describe and provide examples of how Virtual Reality can be used to help people get a task done.

Students work together using different roles to complete a task.

Students can explain that systems have parts or components that work together to accomplish a goal using a virtual simulation.

Students explain how the components of their inventions work together.

Connected Standard 

Develop programs with sequences and simple loops, to express ideas or address a problem

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