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Micro-Teach Lesson Plan - Scratch Junior

This lesson plan introduces grade 2 students to computer programming using Scratch Junior. The teacher will present information connecting the lesson to the science curriculum and expected learning outcomes. Students will then watch a demonstration of how to program simple instructions in Scratch Junior, such as making a character walk. To conclude, students will complete a survey about the lesson.

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0% found this document useful (0 votes)
198 views5 pages

Micro-Teach Lesson Plan - Scratch Junior

This lesson plan introduces grade 2 students to computer programming using Scratch Junior. The teacher will present information connecting the lesson to the science curriculum and expected learning outcomes. Students will then watch a demonstration of how to program simple instructions in Scratch Junior, such as making a character walk. To conclude, students will complete a survey about the lesson.

Uploaded by

api-514024162
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Lesson Plan

Sarah Ford, Aaron Tober

Component One: Organizational Information


Teacher Grade
Name(s) Sarah Ford, Aaron Tober Level(s 2
)
Subject Unit(s) Computer Science
Area(s) Science, Diversified forms of literacy /
which include the early basics of Topic(
computer programming. s) /
Strand
(s)
Start/Sto 10-12 mins Positio 1/1
p Times n of
+ Lesso
Lesson n
Duration within
Seque
nce:

Component Two: Description and Rationale


Descript
ion: This lesson will teach our fellow students how to use scratch junior and how it can be
integrated into the Grade 2 Science Program of Study.

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.

Component Three: Learner Outcomes


General
Learner
Students apply creativity when designing instructions to achieve a desired
Outcomes(
s) (GLOs) outcome.
(or
equivalent
)
New
Curriculu
m:
Learning
Outcomes

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 create three-step to four-step instructions that


achieve a desired outcome.

Students will be able to test instructions with three to four steps to verify
that a desired outcome is achieved.

Component Five: Pre-Lesson Preparations


Curriculum Resources Materials and Equipment
·
· The current provincial Alberta Kindergarten PowerPoint introducing connection to
to Grade Six curriculum as professionally Program of Study, GLOs, SLOs,
interpreted by the teacher for the unique Description and Rationale, and
class context they have within their introduction to demonstration
classroom. Have Scratch Junior launched and ready to
go on computer
Have survey link ready

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

Component Six: Body (introduction, activities, closure)


Introduction
Introduce the students to what Scratch Junior is: Scratch Junior is
computer programming software used to introduce students (aged 5-7) to 1 min
the basic thinking of computer programming through a fun, creative, and
interactive format.

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.

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