Teaching the Middle School Programmer
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Teaching the Middle School Programmer

An Ohioan's Approach

About the Book

Are you a math teacher getting roped into teaching programming classes? Are you a programmer looking to become a teacher? This book will help you build a strong foundation, no matter your background, in teaching middle school programming. You will learn how to prepare yourself for teaching, create curriculum, teach and manage the class, and how to give and grade projects. There is also a repository of resources for building your own course, including sample lessons and assignments.

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    • Education
    • Computers and Programming
    • Computer Science
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About the Author

Blade Frisch
Blade Frisch

Blade Frisch is a researcher, educator, and software developer. He mainly works on the design and implementation of augmentative and alternative communication (AAC) systems and still maintains an active career in CS education. With over 7 years of middle school, high school, and collegiate teaching experience in Computer Science, as well as over 4 years of industry experience, Blade is able to bring practical and relevant experience and tips to the field of CS Ed. He is currently working on his PhD in Computational Science and Engineering at Michigan Technological University.

Table of Contents

  • Intro
    • Who this book is for
    • How to read this book
  • Chapter One: Preparing Yourself
    • Gaining Content Knowledge
      • What do you do if you are not a programmer?
      • What to do if you are a programmer?
    • What I wish someone had said to me
      • It’s okay to fail
      • You will not reach everyone
      • Bad Lessons Happen
      • Listen to your students
  • Chapter Two: Curriculum Planning
    • Grade Level Differentiation
      • Breaking up the class
      • Background knowledge
      • Differing assignments
    • Content
      • Language
      • Relatability
      • Fun-ness
    • Getting Started
      • Use a book
      • Read everything
      • Pick and choose
    • Ending the class
      • Reflection
      • Modification
      • Punctuality
  • Chapter Three: Classroom Structure & Management
    • Physical Structure
      • Configuration One
      • Configuration Two
    • Lesson Structure
      • Plan for the Day
      • Recall & Review
      • Meat
      • Recap
      • Q&A
    • Classroom Management
      • Democracy vs Dictatorship
      • Handling Different Types of Students
        • Always have a question
        • Always have a comment
        • Know-it-alls
        • Never-talkers
      • Extraneous Activity
  • Chapter Four: Teaching the Class
    • Explanations
      • Multiple Viewpoints
      • Illustrations
        • Verbal
        • Physical
    • Demonstrations
      • On the Board
      • Code-along
    • Helping Students
      • In Class
      • One-on-one
    • Walkthrough
  • Chapter Five: Assignments & Projects
    • Project-based Learning
    • Schools of Thought
      • Academic
      • Practical
      • Fun
  • Chapter Six: Grading
    • What to Grade
      • Beginning Programmers
      • Intermediate Programmers
      • Advanced Programmers
    • How to grade
      • Checklists
      • Scales
      • Critique
  • Chapter Seven: Final Thoughts
  • Appendix A: Curriculum Guides
    • Level 1 - Young Beginners
      • Scratch
    • Level 2 - Older Beginners
      • Python
    • Level 3 - Intermediate Programmers
      • Video Games
      • JavaScript and Web
    • Level 4 - Advanced Programmers
      • iPhone Development
      • Computer Science Discoveries
  • Appendix B: Sample Lesson and Assignment
    • Lesson: If, If/Else, and If/Elif
    • Assignment: Rock, Paper Scissors
  • Notes

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