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Lesson Plan
Student teachers Name: Callum Cooper, Kirsten Michie, Katy Martin, Roxanne Badman, Nirali Nagji Curriculum Area / Activity: ICT Programming using Scratch Software Date/Time: Thursday 25th April 2013 hours Lesson Duration: 2.5 Number of pupils: 12
Resources
6 Netbooks Scratch Programme Dragons Den Video Scratch instruction cards Plans Question Sheets / Assessment Video Record A3 Paper / Pens for poster presentation Pupil learning activities
Including reference to inclusion strategies
10 minutes 15 minutes
Discuss what we have done and what we have left to finish in our scratch projects. Discuss success criteria, how will we know if they have met that?
Whole group in a circle in group room. Whole group in a circle in group room. Adult led questioning. Challenge children's ideas. Key Questioning: How have you met that
Remind the children of the task, re watch the Dragons Den video to remind children of expectations.
9/6/09
Until break
Child-initiated: Children to continue working on games. Let children work on their games, being creative and resilient to technical problems. Review progress so far, each group to explain what point they are at and what needs to be done (games to be finished by break).
Adults to be supporting children, helping them with the software but encouraging children to solve the problems themselves. Encourage children to share ideas and take turns with their partner in using the netbook. Aid children in using software.
Questioning: How might you do that? What commands might be helpful to help you to achieve that? Assessment: How digital literate are the children? Can they solve problems and understand the programming language? Teachers to make notes for assessment purposes.
30 minutes 40 minutes
MORNING BREAK
MORNING BREAK
Inform the children that they will need to make their presentations about their games to sell to the dragons. Provide children with potential questions that could be asked, so children can plan their answers and add to their posters for the presentation. (Groups who have not finished can have another 10mins if needed to finish off their games).
MORNING BREAK
Children sit at their tables with their netbooks, plans, A3 posters and pens.
MORNING BREAK
Questioning sheets Self-assessment: Identify areas for development. 2 stars and a wish on peers games
Let children explore their games comparing them to the success criteria. Children to review their work and think in depth about what they have achieved and prepare a presentation for the dragons
9/6/09
20 mins
Children to convey the learning that has taken place and share their new knowledge in the presentations.
Teachers assessment using questioning and making notes of children progress during sales pitch.
Questioning: Refer to question sheet Assessment: How digital literate are the children? Can they solve problems and understand the programming language? Teachers to make notes for assessment purposes. .
2 mins
Children will take on feedback and can act upon it for the next project or can work on improving their current project in their spare time.
Dragons discuss their ideas and will invest in one group and relate their work to the success criteria informing the class why they invested in that particular group.
9/6/09
Question Sheet How many players is you game for? What do you think makes your game fun? How much money would you charge for your game and why? What improvements would you make to your game? Have you reached all the success criteria and how? What do you have to do in your game / what is the objective? Who is your target audience? How could you change your game to attract new players / audiences to your game? Why should the dragons invest in your game?
9/6/09
9/6/09