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LESSON ONE - RECEPTION.

Lesson Plan
By Isla, Holly and Lizzi

LESSON OVERVIEW

This lesson will use the computing resource - Cubetto. The children will work in groups of 4 with 1
teacher per group, initially discussing what an algorithm is - a set of instructions. We will discuss where
instructions are used in their day to day lives, eg recipes or putting on clothing, and use the card resource
we have made with pictures of clothing on to order the way in which they put their clothes on. Not only
will this highlight what instructions and therefore an algorithm is, but we will talk about the importance
of putting these instructions in the correct order, and relate this to the importance of doing this with
Cubetto. We will then introduce Cubetto, and explain how it works, explaining what each block does and
how it relates to a movement on the map. Starting on the compass, they will go to the different points that
we tell them using a made up story to add context, getting them to programme in the different instructions
each time for how to move in between each square, using the left, right and forward blocks. As this is an
adult led activity we can pick up and correct misconceptions as they happen to ensure children fully
understand how each block and instruction works. To finish the activity, we will recap on what
sequencing and algorithms are, ensuring the children have related the terminology to the activity with
Cubetto.

NATIONAL CURRICULUM

EYFS - Interacts with age-appropriate computer software (40-60 months).

INTENDED LEARNING OUTCOMES

1. To be able to understand what an algorithm/sequencing is.


2. To be able to explain why ordering an algorithm is important.
3. To be able to use Cubetto to navigate around the map.

OUTCOMES

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1. A better understanding of computer terminology.
2.

RESOURCES NEEDED

1. Picture cards with clothing items on.


2. Cubetto robot and map.
3. Cubetto block cards.

ASSESSMENT

1. We will be asking the children questions to begin with, to find out what they know about
algorithms and sequencing.
2. We will be setting them challenges to see if they are able to complete them such as ordering the
putting clothes on, or being able to navigate Cubetto around the map.

ACTIVITIES

ACTIVITY 1

Discuss algorithms - what are they. Discover they are a set of instructions. Talk about how instructions
are used in day to day life eg recipes / getting dressed.

ACTIVITY 2

Get the children to order the clothing cards, thinking about why it is important to put them in the correct
order, and relate it to Cubetto and computing - sequencing.

ACTIVITY 3

Show the children the different blocks that are used in Cubetto, talking about what they are and show
them how they move Cubetto. Get the children to navigate cubetto between different squares, allowing
them to use trial and error to work out their own mistakes and fix them. Recap what algorithms and
sequencing are to finish.

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LESSON ONE AND TWO - YEAR
ONE.
Lesson Plan
By Isla, Holly and Lizzi

LESSONS OVERVIEW

This lesson will use the computing programme Scratch Jr. The children will watching a video that
introduces Scratch Jr and how it works. The children will be doing an unplugged activity in which they
will be using directions to guide the teacher around the room using the same blocks they will encounter
from Scratch Jr. We will be giving the children time in the lesson to move around blocks within Scratch
Jr and connect them in order understanding how the programme works for themselves. During this time
we will be giving the children targets they have to meet, such as getting the character to move, and adding
backgrounds. Toward the end of the lesson children will be given a programme that is incorrectly
sequenced, but providing them with the correct blocks, and they will be asked to debug this algorithm.
When working in Scratch Jr the children will be paired up in order to promote conversation, collaboration
and verbalise their logical reasoning.

NATIONAL CURRICULUM

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Programmes of study key stage 1 - Understand what algorithms are; how they are implemented as
programs on digital devices; and that programs execute by following precise and unambiguous
instructions.

Programmes of study key stage 1 - Create and debug simple programs.

INTENDED LEARNING OUTCOMES

4. To be able to understand what an algorithm/sequencing is.


5. To be able to debug a simple programme.

OUTCOMES

3. To produce a scene in Scratch Jr that has motion.


4. Complete a set of coding that is incorrect.

RESOURCES NEEDED

4. Picture of Scratch Jr motion blocks.


5. List of targets of the children to complete.
6. I pads.
7. Scenario of broken code.

ASSESSMENT

3. We will be asking the children questions to begin with, to find out what they know about
algorithms and sequencing.
4. We will be setting them challenges to see if they are able to complete them such as ordering the
putting clothes on, or being able to navigate Cubetto around the map.

ACTIVITIES WEEK 1.

ACTIVITY 1

Getting the children to use blocks from Scratch Jr to programme a teacher to move around the room.

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ACTIVITY 2

Give children targets to complete when using Scratch Jr in order to provide the character with motion.

ACTIVITY 3

Ask the children to complete an algorithm using blocks provided in order to debug the sequence.

ACTIVITIES WEEK 2.

ACTIVITY 1

ACTIVITY 2

ACTIVITY 3

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