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- In the Classroom
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These stories are part of capturing what everyday learning looks like in CPS classrooms across the district and the ways our teachers impact the lives of Columbia's scholars while making learning fun.
In the Classroom Stories for the 2022-23 School Year
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JMS Students Plant Their Own Garden
Jefferson Middle School students recently began building a new garden as part of the JMS garden STEAM elective class.
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GMS students apply classroom skills to real world activities
The Gentry Media Center helped students become pen pals, participate in the Third Annual “True/False Junior Film Festival and a breakout box event using clues from the American Revolution.
In the Classroom Stories for the 2021-22 School Year
In the Classroom from Summer 2021
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Decoding Compost
Posted by Aurora Meyer, APR on 7/16/2021
Fun City students at Blue Ridge Elementary spent the morning digging through compost and discovering the organic material and the variety of bugs and worms.
The Columbia Center for Urban Agriculture provided the compost and the lesson.Students used spoons, a magnifying glass and sticks to sort through and identify the types of worms and bugs. The students also worked to determine what the organic material was before it went through the composting process.
Once they finished the lesson, the students added the compost, bugs and worms to the garden or the school's compost bin.
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Gentry Sixth Graders Create Video Game
Posted by Aurora Meyer, APR on 7/13/2021Jennifer Trotter’s 6th Grade Summer School Students at Gentry Middle School created a basic video game in their coding class using the ScratchJr app.
ScratchJr helps students create if/then statements and sequencing using basic programming blocks.
Though Ms. Trotter usually teaches French, she said she has enjoyed learning more about video games and coding and seeing her students succeed at storytelling and game creation.
Students initially created a maze game and had to code their characters to move through the maze. One student created a knight who encounters an ogre, who says, “Yeet.”
On day two, students picked an object (such as a piece of food or an animal) to fall from the top of the screen and then programmed something at the bottom of the screen to catch it. The final step was adding a score counter.
The most popular item to fall was cheese balls for a squirrel to catch followed by stars and unicorns.