Lesson Plan
Lesson Plan
Computer?
Objective: Introduce kids to the basic parts of a computer, their
functions, and how computers help us in everyday life.
Duration: 1 hour
Materials Needed
1. Real computer parts (or printed pictures): Monitor,
keyboard, mouse, CPU.
2. Templates for assembly activity (printed and cut into
pieces):
o Example:
A rectangle for the monitor.
A small rectangle for the CPU.
A keyboard outline.
A simple mouse shape.
3. Crayons, scissors, glue, blank sheets for activities.
4. Computer with Tux Paint or internet for demonstration.
5. Access to a simple online game like Tic-Tac-Toe.
Lesson Plan for Week 2: Introduction to
Coding
Objective: Introduce the concept of coding as giving instructions
to a computer and practice writing simple "algorithms" using
everyday tasks.
Duration: 1 hour
Materials Needed
1. Blank step templates for writing algorithms.
2. Printed "command cards" (arrows for forward, left, right).
3. Tape or chalk for marking paths on the floor.
4. Small objects or toys for the "robot" to pick up.
5. Crayons or markers for drawing ideas.
Lesson Plan Week 3: Understanding
Sequences
Objective: Teach kids the importance of order in instructions
using sequences and practice creating step-by-step actions to
achieve a goal.
Duration: 1 hour
Materials Needed
1. A laptop or tablet with Blockly, Code.org, Lightbot, or
Scratch Jr. installed.
2. Printed "action cards" for offline dance activity (e.g., arrows,
jump, spin, clap).
3. Space for kids to move around for the dance activity.
4. Crayons and blank sheets for the reflection activity.
Lesson Plan Week 4: Loops and
Repetition
Objective: Teach kids the concept of loops and how to use
repetition to simplify tasks in coding and everyday activities. Kids
will practice creating and using loops through fun and engaging
activities.
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets or laptops with Scratch Jr., Blockly, or Code.org.
2. Crayons, markers, and blank paper for offline drawing.
3. Rhythm instruments or items for body percussion.
4. Whiteboard or large screen for demonstrations.
5. Space for group movement activities.
Learning Outcomes
Kids will understand the concept of loops and their practical
uses.
They will gain hands-on experience with using repeat blocks
in coding tools.
They will develop creativity through loop-based music and
art activities.
Lesson Plan Week 5: Introduction to
ScratchJr
Objective: Introduce kids to ScratchJr as a visual programming
tool. Teach them how to use blocks to make a character move,
jump, and create a simple animation.
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets or laptops with ScratchJr installed.
2. Projector or large screen for demonstrations.
3. Printed instruction cards for ScratchJr blocks (optional).
4. Certificates or stickers for rewards.
Learning Outcomes
Kids will understand how to navigate the ScratchJr interface.
They will learn how to use blocks to make characters
perform actions.
They will create their first animation and gain confidence in
their coding skills.
Materials Needed
1. Tablets or laptops with ScratchJr installed.
2. Preloaded example projects demonstrating events.
3. Drawing materials for optional offline story planning.
4. Certificates or stickers for rewards.
Learning Outcomes
Kids will understand the concept of events and how they
trigger responses.
They will learn to use event blocks in ScratchJr to create
interactivity.
They will create and present their first interactive stories,
building confidence and creativity.
Lesson Plan Week 7: Problem-Solving
and Debugging
Objective: Teach kids about debugging as a problem-solving
process. Help them identify and fix errors in ScratchJr projects,
building patience and resilience.
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets or laptops with ScratchJr installed.
2. Pre-made ScratchJr projects with intentional bugs.
3. Projector or large screen for group activities.
4. Certificates or stickers for rewards.
Learning Outcomes
Kids will understand what debugging is and why it’s
important.
They will learn to identify and fix mistakes in ScratchJr
projects.
They will develop problem-solving skills and resilience
through hands-on practice.
Lesson Plan Week 8: Introduction to
Conditions
Objective: Introduce kids to the concept of conditions in coding.
Teach them how "if" statements work using ScratchJr, and create
a simple project where conditions trigger different outcomes.
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets or laptops with ScratchJr installed.
2. Printed visual aids for "day" and "night" scenes.
3. Space for the Condition Relay game.
4. Certificates or stickers for rewards.
Learning Outcomes
Kids will understand the concept of conditions and their
importance in decision-making.
They will learn to use "if" statements in ScratchJr to create
interactive projects.
Materials Needed
1. Tablets or laptops with ScratchJr installed.
2. Printed "goal cards" (e.g., "Collect 3 apples to win!") for
guidance.
3. Space for kids to move around if needed.
4. Certificates or stickers for rewards.
Learning Outcomes
Kids will understand the basics of game design.
They will practice sequencing, events, and conditions in
ScratchJr.
They will develop problem-solving and creativity skills.
Lesson Plan Week 10: Game Review
and Programming Logic in Virtual
Games
Objective: Reinforce concepts from Week 9 (game design in
ScratchJr) by reviewing mini-games created last week.
Introduce programming logic through mobile or PC games
where players control characters or navigate paths, such as
"Code Karts" or "Lightbot."
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets, laptops, or PCs with games like "Code Karts" or
"Lightbot" pre-installed.
2. ScratchJr for review (optional).
3. Certificates or stickers for rewards.
Lesson Plan Week 11: Creativity and
Showcase Preparation
Objective: Encourage kids to apply their programming skills
creatively by designing their own projects (stories, games, or
animations) in ScratchJr. Guide them in refining their ideas and
preparing for a showcase.
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets or laptops with ScratchJr installed.
2. Printed project planning sheets.
3. Stickers or badges for rewards.
Learning Outcomes
Kids will apply their programming skills to create original
projects.
They will practice planning, designing, and implementing
their ideas.
They will develop confidence in presenting and showcasing
their work.
Lesson Plan Week 12: Project
Showcase
Objective: Provide kids with the opportunity to present their
projects to parents and classmates, celebrate their creativity,
and recognize their achievements.
Duration: 1 hour
Lesson Outline
Materials Needed
1. Tablets or laptops with kids’ projects ready to display.
2. Certificates of Achievement.
3. Feedback cards for parents and classmates.
4. Treats or snacks for celebration.
Learning Outcomes
Kids will develop confidence in presenting their work.
They will learn to value their achievements and receive
constructive feedback.
Parents and classmates will gain insight into the kids’
learning journey and creativity.