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What Is Code?: Learning Objectives

This document provides a lesson plan to introduce first and second grade students to the concept of computer coding. The lesson involves using a coding app called Daisy the Dinosaur to create sequences of commands that cause an animated character to move. Students work in pairs to complete a tutorial challenge in the app. The goal is for students to understand that coding involves using specific commands in a particular order to achieve an outcome.

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

What Is Code?: Learning Objectives

This document provides a lesson plan to introduce first and second grade students to the concept of computer coding. The lesson involves using a coding app called Daisy the Dinosaur to create sequences of commands that cause an animated character to move. Students work in pairs to complete a tutorial challenge in the app. The goal is for students to understand that coding involves using specific commands in a particular order to achieve an outcome.

Uploaded by

Bana Dane
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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What Is Code?

First Grade, Second Grade Science,

by Ann Gadzikowski March 20, 2019

What is code? In this lesson you'll introduce students to the concept of code (a system of symbols used for
communication) using both physical and virtual experiences.

Learning Objectives

Students will create a sequence of commands (called code) that will cause an animated figure named Daisy to
move.

Materials and preparation Key terms

iPad tablets, one for each pair of students code: a way of communicating; in computer
Daisy the Dinosaur, a free coding app science, code is a set of instructions written by
computer programmers
command: an order, instruction, or direction;
in computer science, a command is an order
written in code
sequence: a series of connected events or
things that follow in a particular order

Introduction (10 minutes)

Use the game "Simon Says" to introduce students to the concepts of commands, code, and coding.
If you are not familiar with this game, the instructions can be found here: Simon Says - Wikipedia
After playing the game for a short period of time, explain to the students that you’re going to change the
name “Simon” to “Coder.” A coder is someone who creates commands for a computer to follow. The
leader of the game is now the Coder and the players are computers who are following the commands of
the coder. Continue playing the game as coders and computers for several rounds.
Give students time to ask questions to request more information about the game or the topic of coding in
general.

Explicit Instruction/Teacher modeling (5 minutes)

Divide students into pairs. Pass out the iPads, one per each pair of students.
Invite students to find and open the Daisy the Dinosaur app.
Explain to the students that they are going to create code that will make Daisy the Dinosaur move.

Guided Practice (5 minutes)

Demonstrate how to begin using the "Challenge Mode" tutorial.


Explain that students will need to use the "drag and drop" interface to move command blocks from the
command menu to the workspace.
Encourage students to experiment and make mistakes! This tutorial is just for fun.
Allow students to ask clarifying questions about how to use the app to get a better understanding of how
to use the program:
"Can you give me more details about ____?"
"Can you remind me how to...?"
"How do I...?"

Get more lesson plans at https://www.education.com/lesson-plans/


Encourage students to answer one another's questions before seeking help from the teacher.

Independent working time (20 minutes)

Invite the pairs of students to take turns using the app until both students have completed the "Challenge
Mode" tutorial.
Students should pay attention to what their partners are doing in the app. Enourage them to ask and
answer questions to clarify how to perform certain actions.
If they need to re-start the tutorial, simply close and re-open the app.
If your students have not shared a device before, they will need some ground rules for how to take turns.
Review group work expectations and how to have peer discussions in a respectful manner.

Related books and/or media

How to Code a Sandcastle by Josh Funk


Rosie Revere, Engineer by Andrea Beatty

Differentiation

Enrichment

For students with more advanced math skills, challenge them to measure their prototypes and record
their data.

Support

For students who are not yet able to read the text on the command blocks, invite them to help you create
a visual key. For example, for the word "move" ask them to draw a person or a dinosaur moving. Post the
key where everyone can see it.
For struggling students, coach them to use the prompts and icons for guidance and context clues.
Reassure them that it's ok to just try touching and moving different commands blocks.

Assessment (5 minutes)

Circulate the room and observe each pair of students working together. Listen for students asking one
another clarifying questions, and answering the questions themselves as they are able.
Measure student success by whether or not each student is able to complete the brief tutorial.

Review and closing (5 minutes)

Ask students to reflect on their coding experience.


Have partners participate in a discussion about the following questions: "What was fun about this
activity? What was challenging?"
Invite peer to peer feedback by asking: “How did your partner help you learn?"

Get more lesson plans at https://www.education.com/lesson-plans/

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