Have you ever heard of a function? It’s like a special recipe that you can use over and over again. In this fun activity, we’re going to use the idea of functions to create something beautiful called a suncatcher. We’ll be using beads, string, and a special charm to make it shine!
Let’s break down the process into simple steps, just like a function in programming:
Gather all your beads, string, and charm. Make sure you have everything you need before you start.
Cut a piece of string long enough to hold all your beads and the charm. It’s better to have a little extra length than too little!
Thread the beads onto the string in any pattern you like. You can repeat this step as many times as you want to create a colorful design.
Once you’re happy with your bead pattern, tie the charm to the end of the string. Make sure it’s secure so it doesn’t fall off.
Tie a knot at the top of the string to create a loop. This will allow you to hang your suncatcher in a sunny spot.
In this activity, each step is like a part of a function. When you repeat a step, like adding beads, you’re using that part of the function again. In programming, functions help us save time by not having to write the same instructions over and over.
Variables are like containers that hold information. In our suncatcher activity, the number of beads or the color pattern can be thought of as variables. You can change them to see how they affect your final design.
Learning about functions and variables is a great introduction to programming. It helps you understand how computers follow instructions and how you can create your own programs to do cool things!
Now that you’ve made your suncatcher, hang it up and watch how it catches the sunlight. Enjoy the beautiful colors and patterns it creates!
Gather your materials and follow the steps to create your suncatcher. Pay attention to how each step is like a function in programming. Think about how you can change the variables, like bead colors or patterns, to make your suncatcher unique.
Work in teams to create a relay race where each team member performs a step of the suncatcher-making process. Discuss how each step is like a function and how repeating steps can create different outcomes.
Design a bead pattern using a set number of beads. Share your pattern with a partner and see if they can replicate it. Discuss how changing the pattern is like changing a variable in a function.
Create a story where each part of the suncatcher-making process is a chapter. Write or draw how each step (or function) contributes to the final product. Share your story with the class.
Experiment with different variables, such as bead size or string length, to see how they affect your suncatcher. Record your findings and discuss how changing variables can lead to different results, just like in programming.
Here’s a sanitized version of the transcript:
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As you might know, a function is a great way to define a set of steps that you plan to use multiple times. This activity takes that concept and applies it to help define the steps to create a suncatcher using beads, string, and a special charm. You’ll follow a series of specific steps and then be asked to identify skills that are repeated several times. Once those skills are defined, they can be called from a main program, and the entire process can be recorded on a single sheet of paper. This activity provides a wonderful introduction to variables, functions, and programming in general.
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Let me know if you need any further modifications!
Function – A set of instructions in a computer program that performs a specific task. – In our coding class, we wrote a function to calculate the total score of a game.
Beads – Not typically related to computers, but can be used as a metaphor for small pieces of data or elements in a program. – Each bead in the program represents a different piece of information that we need to organize.
String – A sequence of characters used in programming to represent text. – We used a string to store the user’s name in our computer program.
Charm – Not directly related to computers, but can be used to describe an appealing feature in a program. – The new game had a special charm because of its colorful graphics and fun music.
Scissors – Not directly related to computers, but can be used metaphorically to describe cutting or editing code. – We used the “scissors” tool in the code editor to remove unnecessary lines of code.
Pattern – A repeated or regular way in which something is done, often used in coding to solve problems efficiently. – We noticed a pattern in the way the program handled errors, which helped us fix the bug faster.
Design – The process of planning and creating a computer program or system. – The design of our new app included a user-friendly interface and easy navigation.
Variables – Containers in programming that store data values which can change. – We used variables to keep track of the player’s score and level in the game.
Programming – The process of writing instructions for a computer to perform tasks. – In our programming class, we learned how to create a simple animation using code.
Instructions – Commands given to a computer to perform specific operations. – The robot followed the instructions in the code to move forward and turn left.