Class 6 - Week 1 - IT - LP - Icebreaker
Class 6 - Week 1 - IT - LP - Icebreaker
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Class: 6 Week No: 1 Subject: IT Dates: 1 April - 5 April 2024
Learning Objective: Lesson Outline: The educator will welcome the class with zeal and enthusiasm for the new session. The class will be introduced to the world of technology and Homework:
their previous knowledge about the digital world will be tapped on. This will be followed by fun activities.
To help create a relaxed environment where NA
in the class.
To encourage students to share ownership for
Q1: What are some of the thing’s computers do for us? (Open ended)
Q2: Mention some good things and some bad things about technology. (Critical Thinking)
Learning Outcome: Q3: Can computers think on their own? (Critical Thinking)
Guided inquiry
After the class settles down, the educator will start the session by introducing herself. After a formal introduction, the students will be asked to introduce themselves and
speak about their interests and hobbies. They will be asked to list one good and one bad thing about technology.
The educator will divide the class into 4 teams with each team consisting of 8-9 students.
- Structured inquiry The students will be asked to choose a tech savvy name and a captain for their team.
- Guided inquiry
- Open inquiry
Each team will be asked to further divide themselves into 3 parts depending upon their skills.
One printout per team The students of this team will have to design an artistic and meaningful logo for their team.
Resources\Ice breaker
Team Challenge
Tech Trivia n Word Jumble Challenge:
document.docx
Lab Rules PPT The sub teams will be given a sheet containing 10 jumbled words and some computer trivia questions. The students of this team will have to unscramble the words and
The Programming Team will be given the Knight’s quest worksheet. They have to create a sequence of instructions (in the form of direction arrows) to help a knight reach
The captain of each team will collect all the completed resources and submit within the time frame of double period.
The educator can then announce the results in the next class.
After the class settles down, the educator will explain the IT Syllabus and show the prescribed book to the students. The students will be asked to bring the following
• Lab Manual
• Pencil Pouch.
The students will take a few minutes to note down the syllabus as shared by the educator.
The educator will then ask the students to suggest some good rules and practices for the lab. The following prompts will be used:
• How should we line up in the corridor outside before entering the lab?
A presentation on the different rules and good practices will be shown to the students and the importance of following the same will be asserted in class.
Learning Objective: Lesson Outline: Students will learn how to make an algorithm to solve a problem and how to turn an algorithm into a program on Scratch. Homework:
solving skills.
Checking for previous understanding:
Collaborate with peers to analyze and
Questions: (Please specify if question is Reflective, Open Ended, Research, Critical Thinking, Problem Solving, Content Based, Debate or Logical Reasoning)
Learning Outcome: Q2: What programs have you made with Scratch? (Reflective)
manageable steps.
Introduction:
Methods / Teaching Strategy: The educator will ask students to look at a picture related to problem-solving given in the PPT. The educator will ask them to silently observe the image and jot down what
they see, what they think about it, and what questions or wonders arise in their minds related to problem-solving.
Interactive discussions
Hands-on activities
The educator will show the video: https://www.youtube.com/watch?v=kM9ASKAni_s and lesson with a brief discussion on problem-
Peer feedback
solving. Ask students to share examples of problems they have solved in the past. The educator will introduce the concept of algorithms using real-life examples (e.g.,
following a recipe, solving a maze). The educator will explain that algorithms are step-by-step instructions for solving problems. Explain the key components of algorithms:
The educator will demonstrate how to create a simple algorithm in Scratch, such as: Adding/ subtracting two numbers or even real-life situations like making maggi. The
- Structured inquiry educator will then discuss about other algorithms taking student inputs:
- Guided inquiry
- Open inquiry
Comparing two numbers and telling which is larger.
Checking if a number is even or odd.
Drawing a square.
Include visible thinking routines) Students will be given various scenarios where algorithms are used by computers like – Google maps, Search engines, Social media, Automated journalism etc.
Introduce a problem-solving challenge that requires students to work together to develop an algorithm. – Calculate a total by adding ten numbers input by the user.
1. PPT Provide guidance and support as students collaborate to brainstorm and refine their algorithms.
Resources\Algorithms and pro-
grams.pptx Encourage students to test and debug their algorithms to ensure they work correctly.
2. Video
https://www.youtube.com/watch?
v=kM9ASKAni_s Segment 3: Peer Feedback and Reflection
Distribute worksheets for students to reflect on their learning and evaluate their own algorithms using provided rubrics.
Conclusion:
Emphasize the importance of collaboration, critical thinking, and creativity in algorithm design.
Encourage students to continue exploring algorithms and problem-solving skills outside of the classroom.
Assessment:
Summative assessment: Evaluation of student-created algorithms and reflections using provided rubrics.
Levels
Present a variety of real-life scenarios where algorithms are used, including both simple and
Students will be assisted in making basic algorithms for simple activities complex examples. Introduce more advanced concepts and examples of algorithms, such as sorting algorithms
or pathfinding algorithms.
Offer additional scaffolding and guided practice during the hands-on coding activity. Provide opportunities for guided practice and independent exploration during the hands-on
coding activity. Provide opportunities for independent research and exploration of advanced algorithms and
Allow students to create algorithms using visual aids like flowcharts or simple diagrams. their implementations.
Have students create algorithms using Scratch, allowing for creativity and customization.
*Standard level refers to students who are at the average level of the class for the particular topic being discussed; Builder level refers to students who are below the average level of the class for the topic being discussed; Accelerated level refers to students who are at an advanced level of the class for the
Builder level – Observe students' engagement and participation during activities, noting any signs of confusion or need for Students will be asked to rate their understanding of the lesson based on some exit questions:
clarification.
Based on your understanding of today’s lesson, mention:
Standard level – Have students evaluate sample algorithms provided by the teacher or their peers, identifying strengths,
One thing I understand well
weaknesses, and areas for improvement.
One thing I partially understood
Something I still don’t understand
Accelerated level – Challenge students to optimize algorithms for efficiency and scalability, encouraging them to find creative
Learning Objectives:
The educator will lead a brief class discussion on the role of algorithms to solve various
world issues:
Reflective Question or Activity: Optimize food distribution and reduce food waste (SDG 2: Zero Hunger).
Predict and mitigate the impact of natural disasters (SDG 11: Sustainable
Learner Profile (Please add a in front of the Learner Profile attributes that are applicable – max 3)