Session 1: A Tiny Target Game · 45 minutes
Focus: three-round score game
Checkpoint: target 5/guesses5,2,5 produces 2 and no randomness/network is needed.
Teaching the visible machine
Combine the instruction set into a game, buffer utility and job dispatcher.
Total classroom time: 135 minutes · 3 × 45 minutes
make anonymous target/guess examples and N=0 cases; prepare buffer sizes0..4 and job codes0(double),1(square),2(increment). Use a rubric and two cases before showing answer keys. Explain the final dispatcher is intentionally tiny and not a complete modern OS.
Focus: three-round score game
Checkpoint: target 5/guesses5,2,5 produces 2 and no randomness/network is needed.
Focus: input, push, pop, memory write and output phases
Checkpoint: 1,2,3,4 reverses to4,3,2,1; N=0 is empty.
Focus: queued service dispatch
Checkpoint: jobs(0,4),(1,3),(2,9) yield 8,9,10 and logs 64..66 match bytes.
plan phases in words and provide the unchanged service definitions; narrow to one job before the full queue.
test full results256,260,256 with byte logs 0,4,0; explain which abstraction each service hides.
independent design explanation, two varied passing fixtures including empty/boundary case, and trace-supported debugging record. A printed exact answer is a model, not the only correct solution.
OpenKernel EDU aligns with concepts in the following frameworks. These connections support teacher planning. Check your current local grade or course expectations and assessment requirements when selecting activities.
Coding and computational thinking in elementary mathematics; algorithms, programming, data representation and computer systems in secondary computer studies/digital technology contexts.
Units 1–3 address state/data/computers, 4–8 sequence/control/algorithm/debugging/representation, and 9–10 decomposition/systems/projects. Select actual grade/course expectations locally. This model does not establish coverage of all mathematical, digital citizenship, hardware-building or networking outcomes.
Applied Design, Skills and Technologies learning through designing, testing and refining solutions; secondary computer studies/programming concepts involving algorithms, data and computer systems.
Units 4–10 support iterative program design and explanation; units 1–3, 8 and 9 support data/state/system representation. Paper design, trace evidence and reflection make the process visible. Check current grade/course wording; not every ADST competency is covered.
Computing science in applicable science/programming contexts; senior-high Career and Technology Studies Computing Science (CSE) concepts in algorithms, structured programs, data and systems.
Units 1–8 develop state, control and abstraction; units 9–10 apply decomposition and testing. Check the current program of studies and course requirements when deciding which activities suit your class.
These concept references use the CSTA 2017 framework. Check the current adopted edition and the full standard’s grade-level scope before using an identifier in a formal school mapping.
Units 1–3, 8 and 9 also connect to the Computing Systems concept. Algorithm, state, debugging, abstraction and control describe the ideas taught in this resource; consult the local framework for its expectation names and scope.
Use these official landing pages to check the current adopted edition and local grade or course expectations.