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Unit 5 Mastery Coding Unplugged

This lesson plan introduces students to coding and programming concepts through various hands-on activities. Students will watch a video about software engineering careers, work collaboratively to program a Cubetto robot using picture directions, and complete individual coding activities on Codespark Academy and Beebot worksheets. A Kahoot review game at the end will assess student understanding before they are dismissed with homework. The goal is for students to learn computational thinking skills like developing algorithms, distinguishing task steps, and applying logic to programming tasks.

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0% found this document useful (0 votes)
170 views

Unit 5 Mastery Coding Unplugged

This lesson plan introduces students to coding and programming concepts through various hands-on activities. Students will watch a video about software engineering careers, work collaboratively to program a Cubetto robot using picture directions, and complete individual coding activities on Codespark Academy and Beebot worksheets. A Kahoot review game at the end will assess student understanding before they are dismissed with homework. The goal is for students to learn computational thinking skills like developing algorithms, distinguishing task steps, and applying logic to programming tasks.

Uploaded by

api-480237617
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Blended Learning Lesson Plan

Lesson Title: Coding Unplugged!

Objectives:

 Students will be able to develop a program to express an idea or address a problem.


 Students will be able to distinguish the correct actions needed to complete a given task
correctly using programming skills.
 Students will be able to recall computational thinking skills learned in previous sections
to help them achieve desired goals throughout this lesson.

SC State Standards:

Algorithms and Programming

3.AP.4.1 Use picture directions to design a series of steps to complete a simple task.

3.AP.4.2 Test a series of directions to successfully complete a simple task.

Context:
This lesson is a third grade Computer Science lesson about algorithms, coding, and
programming. I am teaching this lesson because it is important for the students to get ahead start
while they are young so they will have knowledge about this education sector. This is a critical
skill that students should know so that they will be able to better understand the world of
computer science and explore its’ options that tends to go overlooked. Coding helps students
learn computational skills, a new form of literacy, increase problem solving skills, use of logic,
explore their creativity, helps them think outside the box, and of course they learn algorithmic
thinking without even knowing it. Before this lesson, the students learned how task can be
broken into simple task and how simple task can be formed into complex ones. They also learned
the importance of sequence of steps within these tasks. This means that students will be coming
into this lesson being able to identify steps needed based on their levels and the sequence. This
skill is important because the students will not be able to correctly navigate through
programming or Cubetto without knowing the sequence of steps needed and simple control
structures. After this lesson, the students will learn how computing has impacted society. In
order to prepare the students for this, the students will learn how program effectively and about
its’ start into society. This will be helpful because they will have covered their last steps
necessary for programming and understanding algorithms and now, they can see how computing
technology has changed and improved our everyday life. Overall, this lesson will be important in
helping students improve necessary skills and exercise their new language through the use of
programming.
Data:
Students will be divided based on their achieving groups; low, middle, and high group. With this,
I can focus on my students who need more attention and see who did not fully understand the
material in the last section. I will use the scores and answers from the Kahoot exit game to
determine what I need to cover again or to see which students need help so I can address it in our
next class session. This game will cove questions and pictures based off of things we covered
and also things I noticed we needed to cover again from our last lesson. I will also have students
explained what they learned, like/disliked, and any questions they might still have. This will also
students to be able to discuss openly their opinions and verbally express their concerns. Students
who are reluctant to admit they are struggling or who still have questions but are too afraid to
speak up they will always have the opportunity to write it down with their name and place it into
our classroom question box on the way out.
Materials:
Part of Lesson Materials Needed

Introduction  Smart board – Watch video on YouTube


“Software Engineer” (exploring professions in computer science)
https://www.youtube.com/watch?v=GyGdhSUEOjs

Teacher  Cubetto robot and map


Directed  Book included in the box

Collaborative  Codespark Academy on their iPad


https://apps.apple.com/us/app/codespark-academy-kids-
coding/id923441570

Independent  Beebot Worksheet & writing utensil (picture provided)


Digital  “Invention of Software Programming” video
https://www.youtube.com/watch?v=UPAkeZBxb0I

Closure  Students will use their iPads, pull up Kahoot, use the pin to join,
and answer the questions from the smartboard about the lesson.
https://kahoot.it/
 End of lesson – pass out homework (worksheet)
Procedures:
Introduction (10 minutes):
Students will enter the classroom, put their belongings in their assigned cubbies, and have
a seat. Once the class is settled, I will start the lesson by asking students different career
paths we have already discussed in computer science. Once they have answered and we
have covered all, I will redirect them to the smartboard. We will watch a video on
“Software Engineers,” so they will be aware of different routes and learn more about the
profession. It also explains how they are known by different names and covers our main
topic, “programming/algorithms.” Once the video is over, I will ask students what they
remembered or learned from the video and go over any important things they missed.
After we have finished discussing the video, I will then remind them of their designated
groups and what they will be doing at each station.

Teacher Directed (20 minutes):


In this section, students will sit on the floor around my rocking chair and I will pick one
student randomly to grab our Cubetto box. Once they bring it to the rug, they will take it
out of the box and lay the map down on the rug. They will then grab the board and pieces
and place Cubetto on the starting point. I will explain that they will work as a team to
listen carefully to get Cubetto to his destination safe. I will grab book 5 and read
“Cubetto leaves Earth.” As I read, they will work together and follow along in efforts of
moving Cubetto in the correct direction as the hints in the book tells them. Once they use
the self-correcting pieces and place them on the wooden board and he is at his
destination, we will go over the summary of the book and how the game relates to
programming.

Collaborative (20 minutes):


During this section, students will go in the quiet section and grab their iPads. Once seated
quietly on the bean bags they will put their headphones in and go to their Codespark
Academy app. When they are logged in, they are free to work on any place they stopped
from our previous class. They have the opportunity to finish creating their games or even
trying to complete mini challenges and games in the app. They are several games and
unlimited features provided so they will be occupied the entire time.

Independent Digital (15 minutes):


Programming/coding is broken down into creating a series of steps that a computer needs
to complete a given task. One way that you can teach students about algorithms and
coding before they start, is to have them create a drawing or worksheet. During this
portion, students will first complete their Beebot challenge worksheet. This worksheet
will help them be comfortable with commands and actually drawing them out so they will
be comfortable when they see them in front of them again. The object is to get familiar
with the right commands so beebot can get to the finish line. This will help them program
online as well as when we use cubetto.

Once they have completed their worksheet, they will go to their YouTube app on their
iPad and search the title that is written on the board. They will watch a video called,
“Invention of Software Programming,” which will give them a background on who
started programming and the importance of it. It will also discuss data, importance of
software, and the mistakes that were made in the process.

Closure (20 minutes):


At the end of the lesson all of the students will return back to their assigned seats. They
will pull out their iPads, log on the Kahoot app, put the code off the board in, and wait
patiently until everyone has joined. They will then answer questions on the smartboard
through the app, and this way I can understand who needs extra attention and see where
everyone is as a whole. Once they have completed the questions and received their
scores, they will have the opportunity to raise their hand and come to the front of the
class and explain what they learned and enjoyed in class today. They will also explain
what they did on Codespark Academy and their thoughts on it. I will ask if anyone has
any questions or anything for the good of the group. Once that is over, I will remind them
of the positive things I observed in class, give them their homework, and go over it before
I dismiss them.

Rationale:
“Software Engineer” YouTube video
 I picked this video because I think it is a good idea to explore different career
paths in the computer science field. Throughout our lesson plans I would choose a
profession randomly and we would watch it as our introduction. Students will
learn about different professions so they will not be limited in the future. Once
they have watched it, they can discuss it and ask any further questions so they can
gain more knowledge. The interactive animation makes it less boring and serious
so students will be intrigued to learn more.

Cubetto robot, map, and book


 This is one of my favorite coding tools for young learners! Cubetto is the coolest,
cutest robot any child can even imagine. The way it comes alive will leave
students in awe of its’ personality and what it is capable of doing. The book
included is great for adding reading into your lesson plan and the map they give
you is wonderful too. The map comes with different sceneries, but you can also
create your own map to fit your lesson plan (i.e. if you are doing a math lesson
plan that involves coding you can create a number map that Cubetto will have to
navigate to that matches the right answers). Cubetto also comes with a board that
students use pieces to navigate it along the map. The great thing is that the pieces
are self-correcting so they will only fit into the correct spots. If students ever send
Cubetto in the wrong direction as the teacher or book instructs, they simply
rearrange the blue pieces on the board.

Codespark Academy
 I love this app because students can create their own video games and bring real word
experiences, they will one day see/use into a fun interactive game. They will use their
knowledge of programming to create personal games, code puzzles, and apply concepts
they learned through the use of mini games and challenges. It is a great way to get
students to love coding and programming and was recognized by several global platforms
such as USA Today and many apps and educational children-based platforms. They have
the opportunity to have a free version at schools and they eventually love it and take it
home and parents can try it free for 7 days and then pay only $9.99 per month. The
different games are visually appealing, engaging, and high quality. This app is for kids
aged 5-9 and is the perfect foundation for students to find their love for coding and take it
home for their parents to see!
Beebot Challenge worksheet
 I chose this worksheet because I enjoyed how it gave students the opportunity to draw
their commands with the help of the provided key. I feel as if students can draw things it
is another form of helping students find ways, they learn best, which is ultimately easier
for them when they have to do it online or when it is hands on in front of everyone. The
worksheet can be sent home so they can show their parent what they learned and
explained to them or simply review.

“Invention of Software Programming” YouTube video


 I chose this video because it went with our standards and lesson plan for today. It
was a very cool animated video that explained the start of software programming
and even explained important milestones when it failed. Students will be able to
understand key figures of the founding fathers for the computer science sector as
well as their longing impact to our everyday life. I felt as if it was important to
cover key figures every lesson plan so they will understand that it did not just
appear and so they will see that it is fun and not boring like many people make it
out to be.

Kahoot Game
 I chose this piece of multimedia because it is a fun way to help recap what we learned in
class and helps encourages students to try their hardest so they can be in the lead. The fun
music and animation are a plus and I get the option to customize the questions to focus on
what I want my students to remember and what they struggled with in our previous
lesson. This is overall just a fun way to end the lesson out and a great game for kids that
doesn’t seem like a “test” or adds any stress.

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