Micro-Teach Lesson Plan - Scratch Junior
Micro-Teach Lesson Plan - Scratch Junior
While the focus is on the Grade 2 Science Program of Study, Scratch Junior through
its digital sensory abilities can address the curricula competencies of multiple
subjects. As stated by the developers of Scratch Junior, coding can be seen as a
new type of literacy, which is applicable to various dimensions of learning. Curriculum
outcomes can be worked on in Sractch Junior in subjects such as language arts,
math, social studies and science due to the creative nature of the program.
Rational
e: Computer science is relevant to lives of our students because teaching them to
breakdown complex problems, like getting this character on my screen to walk,
into smaller, more manageable steps, such as “first we have to use this arrow icon
to tell the computer to make the character take a step which will be useful in
developing their problem solving skills. Learning scratch junior within a computer
science unit allows students to creatively perform problem solving while also
expressing their creativity through multiple forms of communication. The
customizable sequencing options of the visuals within the computer programming
of scratch junior makes it easy for younger students to better develop the skills
they need to satisfy curricula outcomes within their learning.
Specific
Learner
Outcome(s
Knowledge: Precise instructions have a variety of components, including: verbs,
) (SLOs) simple language, clear steps, a starting and stopping point.
(or ● Order
equivalent
)
New Understanding: Instructions can be created to be precise, reliable, and efficient to
Curriculu achieve the desired outcome.
m: The
KUSPs:
Knowledg Skills & Procedures:
e, Students will create three-step to four-step instructions that achieve a desired
Understan outcome.
ding,
Skills and
Procedure Students will test instructions with three to four steps to verify that a desired
s. outcome is achieved.
Component Four: Learning Objective(s) and Assessment Evidence
Learnin
g Students will be able to creatively design stories through the digital form of
Objectiv computer science. Computer programming literacy can stimulate
e(s) engaging learning in students.
Students will be able to test instructions with three to four steps to verify
that a desired outcome is achieved.
Teacher Tasks
What do you need to have ready before the students enter the class?
Make sure the survey works and opens properly
Make sure screen sharing works for Scratch Junior and the PowerPoint
Time
Activities Allotmen
t
Learning Teacher Cues:
Activity #1
Present the PowerPoint with the connection to Grade 2, Science, Computer 5 mins
Science Curriculum, the specific GLOs and SLOs, the Description and
Rationale of the activity
Transition Teacher Cues:
Introduce the concept of Scratch Junior through the photos on the last slide 1 min
of the PowerPoint so the students get an introduction to what the program
looks like
Learning Demonstrate how to use Scratch Junior. Open and explore the various
Activity #2 features of the computer app such as examples of projects that give
students an idea of the possibilities of the program. First, introduce how to 5 mins
drag different elements into the production area, where you can press play
and see if what you wanted to happen does happen. Explain that the
arrows indicate which way the character will move. Create a 3 to 4 step
instruction to get the character to take two steps forward, jump up, and
land. Play this to show the students how to play it.
Also introduce how to add in more complex things like adding audio and
speech bubbles.
Closure/Cliffhanger Time
Allotmen
t
Assessmen · Ask the students to complete the survey. It asks if the demonstration
t of helped them better understand how to integrate the technology in the 1 min
Learning: classroom and if the technology was effectively used in attaining the
learning outcomes. Also have a space for extra comments.