Grade 1 Computational Thinker
Grade 1 Computational Thinker
- Stage 1: Desired Results
- Stage 2: Assessment Evidence
- Stage 3: Learning Plan
- Instructional Resources
Unit Overview
In the Computational Thinker unit students will develop the skills and attitudes necessary to become computational thinkers who can harness the power of computing to innovate and solve problems. Throughout the unit, students will utilize Scratch Jr. in addition to accessing the Internet through different online tools and resources to complete lesson activities.
Content Standards
ISTE Standards for Students 2016
Computational Thinker Students develop and employ strategies for understanding and solving problems in ways that leverage the power of technological methods to develop and test solutions.
5a Students formulate problems definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
5b Students collect data or identify relevant data sets, use digital tools to analyze them, and represent data in various ways to facilitate problem-solving and decision-making.
5c Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
5d Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
MD Computer Science Standards 2018
Algorithms & Programming
- Algorithms
- 1.AP.A.01 Model daily processes and follow basic algorithms (step-by-step lists of instructions) to complete tasks verbally, kinesthetically, via a programming language, or using a device.
- Variables
- 1.AP.V.01With guidance, model the way programs store and manipulate grade-level data by using numbers or other symbols to represent information (e.g., encode or decode words using numbers, pictographs, or symbols to letters, words, or direction).
- Control
- 1.AP.C.01 With guidance, create programs by using creative expression or problem solving, to accomplish tasks that include sequencing and repetition. Programming languages, robot devices, or unplugged activities can serve as the means.
- Program Development
- 1.AP.PD.01 Create a grade-level appropriate document to illustrate thoughts, ideas, or stories in a sequential manner (e.g., storyboard, story map, sequential graphic organizer).
- 1.AP.PD.03 Identify and correct errors (debug) in programs which include sequencing and repetition to accomplish a task, through variety of techniques and strategies that could include an unplugged activity (e.g., changing order or sequence, following steps, trial and error).
- 1.AP.PD.04 Use correct terminology (e.g., beginning, middle, end, etc.), and explain choices made during the development of an algorithm and/or program to solve a simple problem.
Impacts of Computing
- Culture and Diversity
- 1.IC.C.01 Use grade-level appropriate language to identify and describe how people use a variety of technologies and applications in their daily work and personal lives.
English/Language Arts
Writing
W8 With guidance and support from adults, recall information from experiences or gather information from provided sources to answer a question
Speaking & Listening
SL1 Participate in collaborative conversations with diverse partners about grade 1 topics and texts with peers and adults in small and larger groups
Transfer
T2 Value change, uncertainty, and risk taking as opportunities to explore identity and refine solutions to problems.
T3 Work effectively with, and learn from, others in a variety of situations, in school and beyond.
T5 Exchange information effectively for varied audiences and purposes using appropriate formats.
Enduring Understandings and Essential Questions
Enduring Understandings | Essential Questions | |
---|---|---|
U1 | There are many ways to solve real world problems using computational thinking skills and technology. |
|
Acquisition
Students will know... | Students will be skilled at... | |
---|---|---|
1 | that a loop is the act of doing something again and again | Explaining and demonstrating a loop |
2 | how to use code blocks to loop, repeat, or start a program in Scratch Jr. | Explaining and demonstrating how code blocks are used to perform specific functions. |
3 | how to create a plan for writing code. | Explaining and demonstrating a plan for writing code. |
4 | problems can be broken down into smaller parts. | Explaining steps to break down a problem into smaller parts. |
Cornerstone Task
Cornerstone tasks provide students with an opportunity to create authentic products that are based on standards and connect to real-world careers. Students will be empowered to create a product of lasting value by engaging in meaningful tasks facilitated by an educator. Each task will provide equity, differentiation, and student choice to allow students to reach milestones for success.
View Cornerstone Task in Canvas
Assessment Evidence
Students will demonstrate their understanding of the computational thinker concepts by developing a plan for a dance algorithm that includes a sequence and a loop. Students will then add all of the necessary elements to their dance code (character, background, and coding blocks) and test and debug/modify the code. Students and teacher will use rubrics to assess learning.
Performance Task
Understandings/Skills | Assessment Evidence | |
---|---|---|
U1 | There are many ways to solve real world problems using computational thinking skills and technology. |
Students will design a dance using the Scratch Jr. Application that includes an algorithm, sequences, and loops with a partner. |
Curriculum Map
Lesson Seeds
Lesson: Algorithms with Bee-Bot (Q2)
Focus: How Computing Impacts People and Society
Essential Questions:
•What can you use coding to create?
Outcomes:
•Identify how coding is used in my life.
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- Consider using the book ABC's of Programming Links to an external site. (Professional Collection) to introduce the Computational Thinker unit.
- This lesson can be taught over two class periods. Class 1 should focus on algorithms and Class 2 should focus on the Bee-Bot activity.
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Curriculum Overview Presentation Links to an external site.
- Print a class set of the Seasons of the Year Handout
Links to an external site. OR Seasons of the Year Handout (With Labels)
Links to an external site.
- 1 copy of page 1 per student; 1 copy of page 2 per every 2 students
- Students will also need scissors and glue sticks for this activity.
- Alternative Digital Options:
- Create 5x5 Bee-Bot Mats. Each square should be 15 cm x 15 cm. Use printed copies of the Seasons Bee-Bot Mat Cards Links to an external site. to arrange mats for your groups. The arrangement provided will limit the number of moves Bee-Bot will need to take to make it through all four seasons.
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Observational data can be gathered.
- Publish the Canvas Assignment for the Assessment Measure you have selected. Leave the other assignments Unpublished unless you are providing for students who are absent.
- Assess assignment using SBIR Rubric embedded in the assignment
- Algorithms with Bee-Bot - Observational Submission - Concepts
- The Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist can be used to gather data for use when evaluating the Cornerstone Task.
Motivation
Day One
- Review Overview with students.
- Show students the BBC Learning - What Is An Algorithm video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Ask Students:
- What do you already know about algorithms? I know/I think...
- How have you used algorithms before? I have/My class has...
Day Two
- Review Overview with students.
- Show students the Time: Four Seasons
Links to an external site. video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Turn on Closed Captioning for Video
- Ask Students
- How is the seasons of the year a cycle? It is a cycle because...
- What is the order or algorithm of the seasons?
- Students should be encouraged to use the sequencing words FIRST, NEXT, THEN, AND LAST in their responses.
Included in Student Facing Module:
- Lesson Overview
- BBC Learning - What Is An Algorithm Links to an external site. (1:08) - YouTube Video
- Time: Four Seasons Links to an external site. (1:14) - YouTube Video
Lesson
PREPARING THE LEARNER
Day One
- Review with students that an algorithm is a list of steps and that they may have used the Bee-Bot emulator last year to practice creating some algorithms.
- Ask students to help you brainstorm some examples of things that must follow an algorithm in order to work correctly
- brushing your teeth
- planting a seed
- building a snowman
- Post student ideas on whiteboard or on chart paper so that students can refer back to them.
- Ask students what might happen if you did some of the things you brainstormed in the wrong order?
- Consider showcasing algorithms in the wrong order and having students share what they observe,
- Present for students that a cycle is an algorithm that repeats over and over again. Review the life cycle of a butterfly and the life cycle of a frog.
Day Two
PREPARING THE LEARNER
- Tell students that in the next activity they will create an algorithm for Bee-Bot to follow for the seasons of the year.
- Tell students that before we can start to work on the activity, we need to review how Bee-Bot works using the Bee-Bot Refresher Presentation
Links to an external site. - Google Slides.
- Review each slide with students and check for understanding.
INTERACTING WITH THE CONCEPT
- Pass out to students the Seasons of the Year Handout Links to an external site. OR Seasons of the Year Handout (With Labels) Links to an external site.. Provide students time to cut and glue the seasons in the correct order. Consider doing this portion together as a class to ensure that the seasons are in order. Remind students that it doesn't matter what season comes first as long as they are in the same order.
- Arrange students into small groups based on the number of available Bee-Bots. Provide each group with a Bee-Bot Mat that includes the seasons of the year mat cards already attached.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
- Provide students with time to develop and record a plan for Bee-Bot to follow the algorithm of the Seasons of the Year Cycle Links to an external site.. Then test their code to see if it worked.
Included in Student Facing Module:
- Images of
- Life Cycle of a Butterfly
- Life Cycle of a Frog
- Bee-Bot Refresher Presentation Links to an external site. - Google Slides
- Seasons of the Year Handout Links to an external site.- Google Document
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Observational
Observational:
- Provide students with a copy of the Student Friendly Language for the assignment
- Algorithms with Bee-Bot - Observational Submission - Concepts
- Walk around the classroom and assess students ability to move Bee-Bot through the Seasons of the Year in the correct order using the SBIR Rubric.
- Ask students to use FIRST, NEXT, THEN, AND LAST in their responses.
- Algorithms with Bee-Bot - Observational Submission - Concepts
Included in Student Facing Module:
- Algorithms with Bee-Bot Observational Data
Lesson: Dance with Bugs (Q2)
Focus: Decomposition
Essential Questions:
•Where can I start to solve this problem?
Outcomes:
•Break down a problem into two or more parts
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- This lesson can be taught over two class periods. Class 1 should focus on learning the Bug Dance and student performance and Class 2 should focus on coding the Bee-Bot to complete the bug dance.
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Curriculum Overview Presentation Links to an external site.
- Check out the book Bug Dance by Stuart J. Murphy from your school library Professional Collection. This book has been purchased by OIT for all schools and it has been sent to your school librarian.
- Create sets of Printable Bee-Bot Cards Links to an external site. - 1 set for each group (This cards are also used in Grades K & 2)
- Print a copy of the Dance with Bugs Planning Sheet
Links to an external site. - This can be printed one per students and collected as an assessment measure or printed one copy per group.
- This planning sheet can also be done as a whole class on a document camera or projector.
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Students can complete the Dance with Bugs Planning Sheet as a Paper Submission or Observational data can be collected.
- Publish the Paper Submission or Observational Submission assignments in Canvas. Leave the other assignments Unpublished unless you are providing for students who are absent.
- Assess assignment using the SBIR Rubric embedded in the Assignment.
- The Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist can be used to gather data for use when evaluating the Cornerstone Task.
- Optional Extension Activity:
- Use the cards found in the Code your Own Bug Dance Links to an external site. to create your own bug dance as a class.
Motivation
Day One
- Review Overview with students.
Day Two
- Review Overview with students.
- Remind students of the previous week. Review with students the Bug Dance by showing students the Bug Dance (A Math Start Book)
Links to an external site. video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Turn on Closed Captioning for Video
- Ask students to think about some of the moves made in the story.
- Use Accountable Talk Stems to promote discussion (I saw, I observed, I noticed...)
Included in Student Facing Module:
- Lesson Overview
- Bug Dance (A Math Start Book) Links to an external site. (3:29) - YouTube video
Lesson
Day One
PREPARING THE LEARNER
- Invite students to join you in a comfortable spot in your classroom while you read Bug Dance by Stuart J. Murphy.
- Stop at various points in the story to check for student understanding.
- Tell students that as you are reading the story to listen for directional words or any coding words they might hear.
- Have directional and coding words posted during the read aloud.
- Pause throughout the book to check for understanding.
- After reading, ask students to describe the moves the bugs made in their dance.
- Encourage the use of sequence words in order to retell story events.
- Ask students if they think that they can do the bug dance from the story.
- Ask students to stand and spread out.
- Project the Bug Dance image either using the book on a document camera or the image from the SF Module on the projector.
- Dance the Bug Dance as a class several times together.
- Clarify that children know the difference between a "hop" and a "wiggle."
Day Two
PREPARING THE LEARNER
- Ask students if they think that the Bee-Bot can dance the Bug Dance Too?
- Play for students the Bug Dance, Bee-Bots and Kinder Coders!
Links to an external site. video in the SF Module.
- Turn on Closed Captioning for Video
- Ask students to think about what commands are used to help Bee-Bot dance the Bug Dance.
- This next section can be taught as a whole group or in small groups. Select which works best based on the needs of your students and the time available.
INTERACTING WITH THE CONCEPT
Whole Class
- Tell students that now they are going to code Bee-Bot to dance the Bug Dance!
- Project the Dance with Bugs Planning Sheet Links to an external site. on the projector or using a document camera.
- Review the steps of the Bug Dance. Show students the updated (edited) Image from the student facing module under the Activity.
- Clarify with students that Bee-Bot can't move side to side like a person without turning first so for those portions of the dance we are going to have him wiggle in place. Demonstrate how to use the turn right/turn left command to make him wiggle.
- Review directions with students and call on student volunteers to help you make complete the code.
- Arrange students in small groups depending on your number of available Bee-Bots.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
- Allow time for students to input the code that you have created as a class.
- Circulate and provide assistance as needed.
- Ask..."What happens when you____?"
- "What do you want Bee Bot to do?"
- "What would happen if____?"
- Check your work as a class using the Check Your Work tab.
Small Groups
- Tell students that now they are going to code Bee-Bot to dance the Bug Dance!
- Arrange students in small groups depending on your number of available Bee-Bots.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
- Arrange students in small groups depending on your number of available Bee-Bots.
-
- Pass out to groups the Printable Bee-Bot Cards Links to an external site. and the Dance with Bugs Planning Sheet. Links to an external site.
- Review the steps of the Bug Dance. Show students the updated (edited) Image from the student facing module under the Activity.
- Clarify with students that Bee-Bot can't move side to side like a person without turning first so for those portions of the dance we are going to have him wiggle in place. Demonstrate how to use the turn right/turn left command to make him wiggle.
- Review directions with students and allow time for groups to work.
- Allow as many students to input the sequence of code into Bee-Bot as time permits.
- Circulate and provide assistance as needed.
- Ask..."What happens when you____?"
- "What do you want Bee Bot to do?"
- "What would happen if____?"
-
- Students can check their work using the Check Your Work tab.
Included in Student Facing Module:
- Bug Dance (A MathStart Book) Links to an external site. (3:28) - YouTube Video
- Image of Bug Dance from story
- Bug Dance, Bee-Bots, and Kinder Coders! Links to an external site. (2:24) - YouTube video
- Printable Bee-Bot Cards Links to an external site. - Google Drawing
- Dance with Bugs Planning Sheet Links to an external site. - Google Doc
- Edited Image of Bug Dance from story with coding commands included.
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Paper Submission
- Observational
Paper Submission:
- Provide students with a copy of the Student Friendly Language for the Assignment
- Allow time for students to work in small groups.
- Collect Dance with Bugs Planning Sheet Links to an external site. from students as they finish coding Bee-Bot.
- Assess student responses using the SBIR Rubric.
Observational:
- Provide students with a copy of the Student Friendly Language for the assignment:
- Walk around the classroom and assess students ability to program Bee-Bot to complete the Bug Dance using the SBIR Rubric.
- Ask "What does the ____ button do?" Expect-The _____ button ______.
- "How do you make Bee Bot move side to side? Expect-I can _______.
- Dance with Bugs Observational Submission Rubric - Concepts Links to an external site.
Included in Student Facing Module:
- Dance with Bugs Paper Submission
- Dance With Bugs Observational Submission
Lesson: Dance Time (Q2)
Focus: Algorithms
Essential Questions:
•How do people benefit from the help of computers?
Outcomes:
•Code a sequence that includes a loop
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- This lesson can be taught over two class periods. Class 1 should focus on learning about loops and practicing with some loops as a whole class and Class 2 should focus on more independent practice with loops using Wixie.
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Curriculum Overview Presentation Links to an external site.
- Preview the Dance Time Lesson Day One Video
Links to an external site. and Dance Time Lesson Day Two Video
Links to an external site. to understand the expectations of the lesson, and some of the introductory directions of Scratch Jr.
- Determine if the video serves to instruct the lesson (you show it to your class) or you use it as a resource for yourself
- Create a teacher set of the Program a Friend to Dance Cards Links to an external site.. These can be printed as individual slides or 2 slides per page. Attach magnetic tape or use magnets to create a visual for your students on your whiteboard.
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Students can complete the Dance Time Activity in Wixie or Observational Data can be gathered.
-
- Publish the Wixie Submission or Observational Submission assignments in Canvas. Leave the other assignments Unpublished unless you are providing for students who are absent.
- The Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist can be used to gather data for use when evaluating the Cornerstone Task.
- Publish the Wixie Submission or Observational Submission assignments in Canvas. Leave the other assignments Unpublished unless you are providing for students who are absent.
- Optional Activities:
- Day 1 Lesson Activity - Learn a new dance - Discuss how the Macarena uses a Loop for the entire song. Play the How to Do the Macarena Links to an external site. (1:16) - YouTube video, and then play the Macarena Links to an external site. (3:52) - YouTube video for students to dance along.
- Day 2 Motivation Activity - Remind students that a loop is an algorithm in code that repeats over and over for a certain amount of time. Play the Chicken Dance (5:05) Links to an external site. - YouTube video for the students so that they can apply this skill to a new dance.
Motivation
Day One
- Review Overview with students.
- Show students the Banana Banana Meatball GoNoodle Links to an external site. video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Ask Students:
- What do you already know about patterns? Expect-I know...I think...
- How do patterns repeat? Expect-Patterns repeat when...
Day Two
- Review Overview with students.
- Show students the dances on three completed dance loops in the SF Module, one at a time.
- Allow students time to practice and then perform the dances as a whole class or call on individual students to show the dances.
- Display sequence words FIRST, NEXT, etc in order to recall dance moves in a pattern.
- Remind students that these dances LOOP so they should repeat a specific number of times as indicated in the dance instructions.
- Use the Program a Friend to Dance Cards Links to an external site. to reinforce on the board as needed.
Included in Student Facing Module:
- Lesson Overview
- Banana Banana Meatball Go Noodle Links to an external site. (3:10) - YouTube Video
- Completed Dance Frames - Image
Lesson
Day One
PREPARING THE LEARNER
- Show students the Dance Time Lesson Day One Video Links to an external site. to teach the lesson
- Pause throughout the video to ask students clarifying questions about algorithms such as:
- How have you used algorithms in your everyday life. Provide examples of sequences familiar to students.
- As a class create three dance Samples using the Program a Friend to Dance Cards
Links to an external site.
- Go over each individual dance move.
- Call on students to help build a dance.
- Remind students that these dances LOOP so they should repeat a specific number of times as they have determined and indicated in the dance instructions.
- Allow time for students to perform each dance as a class.
Day Two
INTERACTING WITH THE CONCEPT
- Show students the Dance Time Lesson Day One Video Links to an external site. to go over the directions for the Wixie Dance Activity that students will complete next.
Included in Student Facing Module:
- Dance Time Lesson Day One Video Links to an external site. (2:54) - Studio Video
- Blank Dance Frame - Image
- Dance Time Lesson Day Two Video Links to an external site. (3:31) - Studio Video
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Wixie Submission
- Observational
Wixie Submisison:
- Direct students to the Dance Time Wixie Assignment in Canvas.
- Read the directions together or allow students to listen to the instructions read to them through Wixie.
- Have students repeat directions.
- Provide students with a copy of the Student Friendly Language for the assignment
- Dance Time Wixie Submission Rubric Links to an external site. - Concepts & Skills
- Allow students time to complete the assignment and turn in their work to be assessed using the SBIR rubric.
- Dance Time Wixie Submission Rubric Links to an external site. - Concepts & Skills
Observational
- Provide students with a copy of the Student Friendly Language for the assignment
- Walk around the classroom and assess students ability to learn how coding is used in my life by creating Dance Moves with Loops using the SBIR Rubric.
- Ask-How do you make a pattern? What is a loop?
- Dance Time Observational Submission Rubric Links to an external site. - Concepts
- Ask-How do you make a pattern? What is a loop?
Included in Student Facing Module:
- Dance Time Wixie Submission
- Dance Time Observational Submission
Lesson: Let's Learn Block-Based Coding (Q2)
Focus: Gathering & Analyzing Data
Essential Questions:
•How do I find patterns in information?
Outcomes:
•Identify patterns and trends.
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Curriculum Overview Presentation Links to an external site.
- Complete the Lessons in the Sequencing portion of the Pre-Reader Express Course Links to an external site. in Code.org prior to instruction to familiarize yourself with the puzzles students will complete.
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Students will complete the Sequencing with Scratch
Links to an external site.activity and Observational data can be collected.
- Publish the Observational Submission assignment in Canvas. Leave the other assignments Unpublished unless you are providing for students who are absent.
- Assess assignments using the SBIR Rubric embedded in the assignment:
- The Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist can be used to gather data for use when evaluating the Cornerstone Task.
- Optional Alternative Activity:
- Use the beKids Coding Challenge Links to an external site. to reinforce Block-based coding.
Motivation
Day One
- Review Overview with students.
- Ask students if they know what coding is?
- Expect-Coding is..../I think coding is..../I remember...
- Tell students that over the past several classes they have been coding Bee-Bot to complete an algorithm.
- Tell student's that today we are going to do a different type of coding using blocks, called block-based coding.
- Show students the What is Block-Based Coding
Links to an external site. video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Turn on Closed Captioning for Video
- Ask students what patterns or trends they notice in the video? Expect-I noticed...I saw...I observed...
- Review with students the different types of blocks used in coding from the video. Create an anchor chart with responses.
- Clarify for students that the blocks snap or fit together to create a line of code or an algorithm.
Day Two
- Review Lesson Overview with students.
- Review the previous week's activity with students.
- Show students the Maze Intro: Programming with Blocks
Links to an external site. - YouTube video.
- Turn on Closed Captioning for Video
- Ask students to think about what they already know about block-based coding from the previous week.
- Expect-I remember...
Included in Student Facing Module:
- Lesson Overview
- What is Block-Based Coding Links to an external site. (3:54) (Links to an external site.) - YouTube video
- Maze Intro: Programming with Blocks Links to an external site. (1:13) - YouTube video
Lesson
Day One
PREPARING THE LEARNER
- Tell students that today we are going to practice using block-based coding to code a sequence.
- Use the Drag and Drop Challenge
Links to an external site. from Code.org Pre-Reader Express Coding Course to demonstrate the basics of block-based coding.
- Drag and Drop blocks in the workspace.
- Point out that when you move blocks close together part of the block will highlight and then the blocks will snap together.
- Reinforce that you are putting blocks together in a correct sequence to complete the code. Reinforce sequence words FIRST, NEXT, THEN, LAST
INTERACTING WITH THE CONCEPT
-
- This can be done as a whole class, in pairs, or individually based on the needs of your students.
Day Two
PREPARING THE LEARNER
- Tell students that today they will be working to complete some puzzles on their own.
- Open the Sequencing with Scrat Links to an external site. puzzles and project for students on the board.
- Demonstrate how students will work to move blocks in the workspace to move Scrat to the acorn using Puzzle 2.
- Practice with students as a whole class using Puzzles 2-4.
- Make sure to point out the progress numbers at the top of the window to students so that they can keep track.
- Remind students that they will need to select Run to test their coding.
- Reinforce that students are creating a line of code using block-based coding
- Tell students that they will complete the rest of the puzzles on their own. They will work all the way to the end of Puzzle 7.
INTERACTING WITH THE CONCEPT
- Depending on the needs of students, consider working through the directions in a way that provides students opportunities to practice coding and feel successful.
Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
-
- Work through the activity as a whole class.
- Divide class into small groups and rotate through each group assisting as needed.
- Allow students to work independently.
- Pair students up with a programming partner that they can ask questions if they get stuck while working.
- Use Pair programming where students work in pairs at one machine to complete the activity for groups of students as needed.
- Allow time for students to work through the Sequencing with Scrat Links to an external site. Lesson.
- As students finish the Scrat puzzles, they can work through Programming with Angry Birds Links to an external site. and then Programming with Ray and BB-8 Links to an external site.. Encourage students to work through these puzzles in order. They will practice skills in Lesson 3 that they will need for Lesson 4.
- These can be used throughout the Computational Thinker unit when students finish early.
Included in Student Facing Module:
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Observational
Observational:
- Provide students with a copy of the Student Friendly Language for the Assignment
- Walk around the classroom while students are completing the Sequencing with Scrat
Links to an external site. lesson and assess students ability to use block-based coding in a sequence to solve a puzzle.
- Ask-What does it mean to drag and drop? What are you making when you snap blocks together? How can you test your coding?
- Let's Learn Block-Based Programming Observational Submission Rubric Links to an external site. - Concepts
Included in Student Facing Module:
- Let's Learn Block-Based Coding Observational Submission
Lesson: Scratch Jr. Introduction (Q3)
Focus: Gathering & Analyzing Data
Essential Questions:
•How do I find patterns in information?
Outcomes:
•Identify patterns and trends.
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Q3 Curriculum Overview Presentation Links to an external site.
- This lesson can be taught over two class periods.
- Day 1 should focus on a review of coding, downloading the Scratch Jr. app from Google Play Store and an introduction of Scratch Jr. and the Interface.
- Day 2 should focus on reviewing the Scratch Jr. Interface, introducing the Scratch Jr. Coding blocks and having students create their first Scene in Scratch Jr.
- Consider engaging students in a short review of the concepts taught using the Bee-Bot earlier this year to help make the transition from using Bee-Bot to using Scratch Jr. when coding.
- Consider creating a poster of the Installing Scratch Jr. - One Pager Links to an external site. - Google Slides to have posted on your board for students to refer to.
- Review Scratch Jr. Intro Video (7:32) - Studio Interactive Quiz so that you are prepared to demonstrate and teach these concepts to your students.
- If using the Scratch Jr. Intro Studio Interactive Video
Links to an external site. for an assessment option,
- you must download the video to your studio account, and manually add the three questions from the Questions Document Links to an external site. to the video.
- Then embed your copy in the module for students.
- This adds the interactive video as an assignment in your gradebook.
- It is recommended that students use the same Chromebook each week so that they will continue to have access to their projects throughout the unit.
- Consider printing Scratch Jr. Coding Blocks | Printable to have available as a visual in the classroom.
- Print and laminate copies of the following resources for students to access during this lesson. (Printed Centrally)
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Observational data or students can complete the Interactive Studio Quiz can be gathered.
- Publish the Canvas Assignment for the Assessment Measure you have selected. Leave the other assignments Unpublished unless you are providing for students who are absent.
- Assess using the SBIR Rubric embedded into the assignment
- Use your copy of the Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist to gather observational data during class for the lesson outcome.
Motivation
Day One
- Hold up a Bee-Bot robot to students. Ask them to remind you what they learned about coding using the Bee-Bot. Elicit discussion reviewing vocabulary such as algorithms, loops, debugging, etc.
- Use accountable talk stems to promote discussion-I learned/I know...
- Tell students that today we are going to use some of these same coding skills to code using Coding Blocks called Blockly in a program called Scratch Jr.
- Review Overview with students.
- Show students the Coding for Kids Explained | What is Coding
Links to an external site. video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Turn on Closed Captioning for Video
- Ask students to think about past coding experiences that they have had. Discuss as a class.
Day Two
- Review Overview with students.
- Tell students that last week we learned about a new application in our Chromebook called Scratch Jr. Show students the Scratch Jr. Interface Guide Review Links to an external site. - Google Slides
- Students should notice that the headings are missing.
- Call on students to help you fill in the missing blanks to review the different components of Scratch Jr.
- Consider giving choice of examples and nonexamples for student choice of headings
Included in Student Facing Module:
- Lesson Overview
- Coding for Kids Explained | What is Coding Links to an external site. (3:31) - Google Slides with embedded YouTube video
- Scratch Jr. Interface Review Links to an external site. - Google Slides
Lesson
Day One
PREPARING THE LEARNER
- Tell students that today we are going to be using an application on our Chromebooks called Scratch Jr. Our first task for class will be to download the application on to our Chromebooks.
- Remind students that it will be very important for them to use the same Chromebook each and every class.
- Use the Adding Scratch Jr. from the Google Play Store
Links to an external site. - Google Slides to download the app to their device.
- Install Scratch Jr. One Page Links to an external site. Option - Google Slides
- This process should only take a few minutes, but you may consider once students have selected Install to move on to the next activity and come back to complete the installation process.
- Demonstrate for students the concepts covered in the Scratch Jr. Intro
Links to an external site.- Studio video.
- You may show the video to students if needed.
- The video includes embedded questions at designated points throughout the video. Students can complete the questions directly in Canvas or you can review the questions with them whole class during your demonstration.
- Guide students through the Scratch Jr. Exploration activity.
- Students should open the Scratch Jr. app and then open a new project. Using the Scrach Jr. Interface Guide Links to an external site. - Google Slides review the different components of the interface.
- Practice selecting items and demonstrating for students what happens. Allow students time to explore and practice with you.
- Make sure that you demonstrate the following for students so that they are prepared for the following class period
- Creating a New Project
- Setting a Background
- Purpose of the Green Flag
- General Overview of the Coding Blocks
INTERACTING WITH THE CONCEPT
- Depending on the needs of students, consider working through the directions in a way that provides students opportunities to practice coding and feel successful
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
-
- Work through the activity as a whole class.
- Divide class into small groups and rotate through each group assisting as needed.
- Allow students to work independently.
- Pair students up with a programming partner that they can ask questions if they get stuck while working. .
- Allow time for students to work to complete the Scratch Jr. Exploration Activity
- Work saves automatically in Scratch Jr. locally to the individual device. Students are recommended to use the same machine each week if they are to building upon their existing project.
Day Two
PREPARING THE LEARNER
- Review with students about Block-based programming.
- Remind students that earlier this year they completed some puzzles in Code.org using a Block-based programming language called blockly.
- Tell students that today we are going to be working in Scratch Jr which also uses a block-based programming language.
- Show students the Learn the Scratch Jr. Coding blocks
Links to an external site. - Google Slides and learn the types of coding blocks found in Scratch Jr.
- Show students Slides 1-3. Tell them that Scratch JR uses Coding blocks that are 6 different colors. Each color performs different types of actions.
- Show students Slides 4-9. Review with students the Names for each type of block, the color associated with that type of block and what those blocks allow a programmer to do,
- Demonstrate for students how to Create their First Scene in Scratch Jr. Two options are provided in the SF Module.
- How to Guide Tab - Students can use a printed copy of the Create a Scene How To Guide Links to an external site. - Google Slide. The How to Guide is two pages. The second page includes a Picture Dictionary Version.
- Step by Step Directions tab - Students can follow the directions to create their first Scratch Jr. project.
- Consider using "Read/Write" so that directions can be reread to students.
INTERACTING WITH THE CONCEPT
- Depending on the needs of students, consider working through the directions in a way that provides students opportunities to practice coding and feel successful.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
- Work through the activity as a whole class.
- Divide class into small groups and rotate through each group assisting as needed.
- Allow students to work independently.
- Pair students up with a programming partner that they can ask questions if they get stuck while working.
- Allow time for students to work to complete the Scratch Jr. Create a Scene Activity Links to an external site.
- Work saves automatically in Scratch Jr. locally to the individual device. Students are recommended to use the same machine each week if they are to building upon their existing project.
Included in Student Facing Module:
- Adding Scratch Jr. from the Google Play Store Links to an external site. - Google Slides
- Scratch Jr. Intro Video (7:32) - Studio Interactive Quiz
- Scratch Jr. Exploration
- Scratch Jr Interface Links to an external site. - Google Slides
- New Project
- Background
- Green Flag
- Code blocks
- Learn the Scratch Jr. Coding Blocks Links to an external site. - Google Slides
- Create a Scene How To Guide Links to an external site. - Google Slides
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Observational
Observational:
- Provide students with a copy of the Student Friendly Language for the assignment
- Walk around the classroom while students are completing the Scratch Jr. Exploration Activity and assess students ability to create a new project and select a background in Scratch Jr.
- Ask-What happens when you_____? Where is the ________? How can you________? When should you______?
- Scratch Jr. Introduction Observational Submission Rubric Links to an external site. - Concepts
Included in Student Facing Module:
- Scratch Jr. Introduction Observational Submission
Lesson: Learning Loops (Q3)
Focus: Algorithms
Essential Questions:
•How do people benefit from the help of computers?
Outcomes:
•Create a sequence that includes a loop.
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Q3 Curriculum Overview Presentation Links to an external site.
- This lesson can be taught over two-three class periods.
- Day 1 should focus on reviewing the concept of loops and practicing using the repeat (loop) block with Code.org Course B Links to an external site. Loops puzzles.
- Day 2/3 should focus on creating an aquarium in Scratch Jr. Students may need two class periods to complete their aquarium.
- Consider printing the Loops Links to an external site. Vocabulary Card Links to an external site. Links to an external site.- Google slide as a poster and posting in your classroom for students to see.
- Complete the Lessons in the Loops portion of Course B Links to an external site. in Code.org prior to instruction to familiarize yourself with the puzzles students will complete.
- Review the Loops in Scratch Jr. Links to an external site. - so that you are prepared to demonstrate and teach these concepts to your students.
- It is recommended that students use the same Chromebook each week so that they will continue to have access to their projects throughout the unit.
- Consider printing Scratch Jr. Coding Blocks | Printable to have available as a visual in the classroom.
- Print and laminate copies of the following resources for students to access during this lesson. (Printed Centrally)
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Download and print the Loops Anchor Chart Links to an external site. as a poster and posting in your classroom for students to see.
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Observational data can be gathered.
- Publish the Canvas Assignment for the Assessment Measure you have selected. Leave any other assignments Unpublished unless you are providing for students who are absent.
- Assess using the SBIR Rubric embedded into the assignment
- Use your copy of the Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist to gather observational data during class for the lesson outcome.
Motivation
Day One
- Review Overview with students.
- Ask students how they can save time when writing code? What if you want your character to do the same thing over and over again?
- Expect-I can_____. If I_____, then I ________.
- Use the Loops Vocabulary Card Links to an external site. - Google Slides to review loops with students.
- Tell students that a Loop is part of your code that repeats.
- Show students the Loops (3:32)
Links to an external site. - YouTube video to review Loops.
- Turn on Closed Captioning for Video)
- You can display the song lyrics from the Loops Info Sheet Links to an external site. on the board for students to follow along.
- Tell students that while they are watching the video to think about some motions you may want characters to repeat, like walking, flying or swimming.
- Create an "actions" anchor chart for students to reference as they watch the video.
- Remind students that the repeat (Loop) block helps you to write you code faster.
Day Two
- Review Overview with students
- Show students the Loops Explained - FOOtorials
Links to an external site. (1:00) - YouTube video to review the concept of Loops.
- Turn on Closed Captioning for Video
- Remind students that a Loop is part of your code that repeats.
- Use Loops Vocabulary Card Links to an external site. - Google Slides to reinforce if needed.
Included in Student Facing Module:
- Lesson Overview
- Loops Vocabulary Card Links to an external site. - Google Slides
- Loops Links to an external site. (3:32) - Google Slides with embedded YouTube video
- Loops Explained - Footorials Links to an external site. (1:00) - Google Slides with embedded YouTube video
Lesson
Day One
PREPARING THE LEARNER
- Tell students that today we are going to practice using block-based coding to create loops.
- Show students The Harvester
Links to an external site. (0:48) - YouTube video
- Turn on Closed Captioning for Video
- Ask students to think about how loops might be used to help the Harvester gather her crops?
- Expect-This might help because______.
- Open the Loops with Harvester Links to an external site. puzzles and project for students on the board.
- Demonstrate how students will use the repeat (loop) block to help harvester pick all the corn with fewer code blocks.
- Clarify for students the meaning of "fewer."
- Practice with students as a whole class using Puzzles 1-8.
- Make sure to point out the progress numbers at the top of the window to students.
- Make sure to point out the Immersive Reader and Text to Speech tools in the upper right corner of the directions.
- Remind students that they will need to select Run to test their coding.
- Reinforce that students are using the Repeat (or LOOP) block to complete the task with fewer blocks.
INTERACTING WITH THE CONCEPT
- If students need additional practice before moving on to independent practice you may allow students the opportunity to complete puzzles 9-13.
- Tell students that now they will try some Loops on their own using the Loops with Laurel Links to an external site. puzzles.
- Open the Loops with Laurel Links to an external site. puzzles and project for students on the board.
- Demonstrate how students will help Laurel collect all the gems using the Repeat (or LOOP) code block
- Depending on the needs of students, consider working through the directions in a way that provides students opportunities to practice coding and feel successful.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
- Work through the activity as a whole class.
- Divide class into small groups and rotate through each group assisting as needed.
- Allow students to work independently.
- Pair students up with a programming partner that they can ask questions if they get stuck while working.
- Allow time for students to work through the Loops with Laurel Links to an external site. puzzles. There are 13 puzzles in all.
- If students finish early or need additional practice the Drawing Gardens with Loops Puzzles Links to an external site. can be used.
Day Two
PREPARING THE LEARNER
- Tell students that today we are going to create an aquarium using Scratch Jr.
- Show students the 5 Minute Aquarium Timer
Links to an external site. (5:08) - YouTube video.
- Turn on Closed Captioning for Video
- As the video is playing ask students questions about
- What type of creatures might find in an aquarium? (fish, sharks, etc.)
- Expect-You can see_____/You can find_____/In an aquarium there are_______.
- What do you notice about the way that the creatures move in the aquarium (they swim back and forth).
- Expect-I see______/I notice_______.
- This is an opportunity for students to gain background knowledge if they do not have any experience with fish tanks/ aquariums.
- Provide visuals of aquarium life if appropriate.
- What type of creatures might find in an aquarium? (fish, sharks, etc.)
- Demonstrate for students how to use Repeat/Loop blocks in Scratch Jr. to create an aquarium
- Start a new project
- Delete the cat sprite
- Add an Aquarium Background
- Add Fish sprites
- Add your code using the repeat block for each sprite.
- Add the repeat forever end block.
- Alternatively the Loops in Scratch Jr. Links to an external site. - Studio video tutorial can be used to demonstrate concepts.
- Demonstrate for students how to Make an Aquarium in Scratch Jr. Two options are provided in the SF Module.
- How to Guide Tab - Students can use a printed copy of the Make an Aquarium How to Guide Links to an external site. - Google Slide. The How to Guide is two pages. The second page includes a Picture Dictionary Version.
- Step by Step Directions tab - Students can follow the directions to create their aquarium in Scratch Jr.
INTERACTING WITH THE CONCEPT
- Depending on the needs of students, consider working through the directions in a way that provides students opportunities to practice coding and feel successful.
- Work through the activity as a whole class.
- Divide class into small groups and rotate through each group assisting as needed.
- Allow students to work independently.
- Pair students up with a programming partner that they can ask questions if they get stuck while working.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
- Allow time for students to work to complete the Scratch Jr. Make an Aquarium activity.
- Early finishers can add additional items/creatures to their aquarium.
- Work saves automatically in Scratch Jr. locally to the individual device. Students are recommended to use the same machine each week if they are to building upon their existing project.
Included in Student Facing Module:
- The Harvester Links to an external site. (0:48) - YouTube video
- Loops with Harvester Links to an external site.
- Loops with Laurel Links to an external site.
- Drawing Gardens with Loops Links to an external site.
- 5 Minute Aquarium Timer Links to an external site. (5:08) - Google Slides with embedded YouTube video
- Loops in Scratch Jr. (3:14) - Studio video
- Scratch Jr. Activity
- New Project
- Underwater Background
- Delete Cat - Add fish
- Include repeat/loop block and repeat forever end block so sea creatures swim back and forth.
- Make an Aquarium How To Guide Links to an external site. - Google Slides
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Observational
Observational:
- Provide students with a copy of the Student Friendly Language for the assignment
- Walk around the classroom while students are completing the Scratch Jr. Underwater Scene Activity and assess students ability to delete a sprite, add a background, add two sprites, and use a loop to code sprites to swim in Scratch Jr.
- Ask-How does _____ work? How can you_____? How can you change______?
- Learning Loops Observational Submission Rubric Links to an external site. - Concepts
Included in Student Facing Module:
- Learning Loops Observational Submission
Lesson: Programming in Scratch Jr. (Q3)
Focus: Decomposition
Essential Questions:
•Where can I start to solve this problem?
Outcomes:
•Break down a problem into two or more parts.
Teacher Preparation
- Import Student Facing Module from Commons
- Review yellow highlighted content in the SF Module. Create/Update content to meet the needs of your students
- For additional support with teaching this lesson and unit, please see the 22/23 Grade 1: Q3 Curriculum Overview Presentation Links to an external site.
- This lesson can be taught over two class periods.
- Class 1 should focus on learning about debugging, debugging steps, and practicing debugging as a whole class.
- Class 2 should focus on reviewing debugging and beginning to code in Scratch Jr. with independent practice debugging.
- Consider printing the Debugging Vocabulary Cards Links to an external site.Links to an external site.- Google slide and the Debugging Steps Links to an external site. - Google Slides as posters and posting in your classroom for students to see.
- Consider creating your own or downloading a free a FAIL poster in your classroom to refer to during this lesson.
- Review the Programming in Scratch Jr. (4:33) Links to an external site. - Studio Video so that you are prepared to demonstrate and teach these concepts to your students.
- It is recommended that students use the same Chromebook each week so that they will continue to have access to their projects throughout the unit.
- Consider printing Scratch Jr. Coding Blocks | Printableto have available as a visual in the classroom.
- Print and laminate copies of the following resources for students to access during this lesson. (Printed Centrally)
- ML Vocabulary and Discussion Prompts
- Instructional Technology Grade 1 Key Vocabulary Cards English/Spanish Links to an external site. (Links to an external site.)- print as needed to assist student understanding of vocabulary.
- Instructional Technology Discussion Prompts Chart |11x17 PDF Printable - print as needed to aid in student discussion
- Review with students the Debug Anchor chart used in Kindergarten. Consider using to support the lesson and then post in your classroom to support throughout the unit.
- Download and print the 4L's of Productive Partners posters to support student discussions during the lesson.
- 4L's of Productive Partners - English version | Spanish version
- Assessment Activity: Observational data can be gathered.
- Publish the Canvas Assignment for the Assessment Measure you have selected. Leave the other assignments Unpublished unless you are providing for students who are absent.
- Assess using the SBIR Rubric embedded into the assignment
- Use your copy of the Grade 1 Computational Thinker Observational Tool Links to an external site. Checklist to gather observational data during class for the lesson outcome.
Motivation
Day One
- Review Overview with students.
- Ask students what happens when you make a mistake in your code? Elicit that your code will not work.
- Use the Debugging Links to an external site. Vocabulary Card Links to an external site. Links to an external site.- Google Slides to review the vocabulary terms bug and debug with students.
- Tell students that a bug is a mistake or a problem in your code
- Tell students that to fix a bug we must debug or fix a mistake or a problem in our code.
- Tell students that today we are going to learn more about how to find and fix problems in our code.
Day Two
- Review Overview with students.
- Show students the Bugs
Links to an external site.(2:22) - YouTube video. Consider having students sit on the floor to watch the video.
- Turn on Closed Captioning for Video
- Pause the video to review the steps of debugging and reinforce what students learned in the previous class period.
Included in Student Facing Module:
- Lesson Overview
- Debugging Vocabulary Cards Links to an external site. - Google Slides
- Bugs Links to an external site. (2:22) - Google Slides with embedded YouTube video
Lesson
Day One
PREPARING THE LEARNER
- Show students the How to Debug
Links to an external site. (2:13) - YouTube video provided in the SF Module. Consider having students sit on the floor to watch the video.
- Turn on Closed Captioning for Video
- Ask students when have they ever made a mistake? How have they handled that mistake?
- Expect-I made a mistake when_____/I fixed it when I_______.
- Tell students that making mistakes is an important part of learning.
- Consider using FAIL - First Attempt In Learning as a way to retrain our brains to consider Failure as part of the learning process.
- Review with students the Debugging Steps that they just learned about in the video using the Debugging Steps Links to an external site. - Google Slides.
INTERACTING WITH THE CONCEPT
- Included in the SF Module is the Programming in Scratch Jr.
Links to an external site. - Studio video where students learn about debugging while trying to code a cat to move on a path in a park as well as change the side of the cat. Consider one or more of the following to practice debugging with students.
- View the video as a whole group
- Allow students to code along with the video to practice moving the cat along the path and changing the size of the cat.
- Demonstrate the concepts for students and as a class move the cat along the path in the park and change the size of the cat.
- Create the code for the cat moving along the path with mistakes and then with students use debugging skills to determine where the mistakes are and correct the code.
- At the end of this lesson students should be familiar with and have some skills to begin debugging their code in future lessons
Day Two
PREPARING THE LEARNER
- Review with students the Debugging Steps that they learned during the previous class and reviewed in the video. You can use the Debugging Steps Links to an external site. - Google Slides as a visual for students.
- Demonstrate for students how to Move the Cat from the Sidewalk to the Front door in Scratch Jr. Two options are provided in the SF Module.
- How to Guide Tab - Students can use a printed copy of the Programming in Scratch Jr. How To Guide Links to an external site. - Google Slide. The How to Guide is two pages. The second page includes a Picture Dictionary Version.
- Step by Step Directions tab - Students can follow the directions to create their project in Scratch Jr.
- Consider using "Read/Write" in order to have directions reread to students.
INTERACTING WITH THE CONCEPT
- Depending on the needs of students, consider working through the directions in a way that provides students opportunities to practice coding and feel successful.
- Consider grouping students with varying linguistic ability levels to help promote modeling and listening.
-
- Work through the activity as a whole class.
- Divide class into small groups and rotate through each group assisting as needed.
- Allow students to work independently.
- Pair students up with a programming partner that they can ask questions if they get stuck while working.
- Allow time for students to work to complete the Programming in Scratch Jr.
- Early finishers can add additional sprites to their neighborhood that move using the loop block.
- Work saves automatically in Scratch Jr. locally to the individual device.
- Students are recommended to use the same machine each week if they are to building upon their existing project.
Included in Student Facing Module:
- How to Debug (2:13) - Google Slides with embedded YouTube video
- Debugging Steps Links to an external site. - Google Slides.
- Programming in Scratch Jr. (4:33) - Studio video
- Scratch Jr. Activity
- New Project
- House Background
- Use Repeat Block to move cat to front door of house.
- Programming in Scratch Jr. How To Guide Links to an external site. - Google Slides
Assessment
EXTENDING UNDERSTANDING
Select Assessment Measure for your students
- Observational
Observational:
- Provide students with a copy of the Student Friendly Language for the assignment
- Walk around the classroom while students are completing the Scratch Jr. Activity and assess students ability to add a background and program a sprite to move from one side of the screen to another using a loop in Scratch Jr.
- Ask-What happens when you______? Where is the______? How do you_______? Why does _____ when you______?
- Programming in Scratch Jr. Observational Submission Rubric Links to an external site. - Concepts
Included in Student Facing Module:
- Programming in Scratch Jr. - Observational Submission
Feedback
As always we appreciate feedback from our technology teachers on these documents in terms of format and content. If you have any suggestions for future changes please be sure to visit our feedback form below.
Computational Thinking Resources
- ISTE Standards for Students
- ISTE Computational Thinking Competencies
- CSTA K-12 Computer Science Standards for Students
- K-12 Computer Science Framework
- MD K-12 Computer Science Standards
- Code.org: Teach Computer Science
Computational Thinking Learning & Leadership
Integration Activities
Other Coding Activities
- Ozobot Lesson Library
Links to an external site. - Wonder Workshop's Learn to Code Curriculum
- Bootup Curriculum for Scratch and Scratch Jr.
- Scratch
- Kodable
Intentional Supports For Access and Opportunity for Multilingual Learners
Native Language Supports
At the beginning of the year and with each newly arriving Multilingual Learners (MLs):
- Connect with the ESOL Teacher/s to obtain and discuss students’ English proficiency levels.
- Determine with ESOL Teacher if individual students would benefit from native language support (reading/ listening to directions on Canvas) and obtain a list of students’ home languages from Synergy (grades 3-5 may benefit from reading option; K-5 may benefit from listening option)
- Arrange to show students how to set a Canvas page to their native language.
- Allow student to use Immersive Reader Links to an external site. in any digital tool, if needed. Immersive Reader allows students to listen to or read information in their native language.
- Ensure this feature is active when students are reading/listening when using Canvas.
Throughout the year:
- Review native language support periodically and determine if students need or prefer to activate it (check with ESOL Teacher and students)
Instructional Accommodations
*This is not an exhaustive list
Sensory Support (Green)
- Real-life objects (realia)
- Manipulatives
- Pictures & photographs
- Illustrations & diagrams
- Physical activities
- Videos & films
- Broadcasts
- Tapping (manipulating the screen)
Graphic Support (Yellow)
- Charts
- Tables
- Graphs
- Timelines
- Word Bank
- Bilingual Dictionaries
- Visuals
- Graphic Organizers
- Sentence Starters, Frames,
Interactive Support (Red)
- In pairs or partners
- In triads or small groups
- In whole group
- Using cooperative group structures
- Using the Internet or software programs
- Jamboard/Pear Deck
- In the native language
- With mentors/paras
Additional ML Support
- Maryland Assessment, Accessibility, and Accommodations Manual Fact Sheet
- WIDA Go-TO Strategies for MLs
General Resources
This course content is offered under a CC Attribution Non-Commercial Share Alike Links to an external site. license. Content in this course can be considered under this license unless otherwise noted.