Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Table of Contents
Page 1
Page 2
Standards
Page 3
Page 4 8
School Site:
Daily Procedures:
42 min
1) 40 min: Student learning/work
2) 2 min: Reflective Writing, as needed
Standards:
1. CSTA (Computer Science Teachers Association
a) CT.L2-06 Describe and analyze a sequence of instructions
b) CT.L2-14 Examine connections between mathematics and computer science
c) CT.L2-15 Provide examples of interdisciplinary applications of computational
thinking
d) CL.L2-01 Apply productivity/ multimedia tools and peripherals to group
collaboration
e) CL.L2-02 Collaboratively design, develop, publish, and present using
technology resources
f) CL.L2-03 Collaborate with peers using collaborative practices such as pair
programming and participating in group active learning activities.
g) CPP.L2-03 Design, develop, publish, and present using technology resources
that demonstrate and communicate curriculum concepts
2. Common Core:
a) RI.6.1, RI.7.1 (Read closely to determine what text says explicitly and to
make logical inferences from it; cite specific textual evidence when writing or
speaking to support conclusions drawn from text.)
b) W.6.2, W.7.2 (Write informative/explanatory texts, including career
development documents (e.g., simple business letters and job applications),
to examine a topic and convey ideas, concepts, and information through the
selection, organization, and analysis of relevant content.)
c) W.6.3, W.7.2 (Write narratives to develop real or imagined experiences or
events using technique, well-chosen details and well-structured event
sequences.)
d) M.P.1 Make sense of problems and persevere in solving them.
e) M.P.2 Reason abstractly and quantitatively
f) M.P.3 Construct viable arguments and critique the reasoning of others.
g) M.P.4 Model with Mathematics
h) M.P.5 Use appropriate tools strategically
i) M.P.6 Attend to precision
j) M.P.7 Look for and make use of structure
k) M.P.8 Look for and express regularity in repeated reasoning
Overall Objectives:
To engage students while learning computer programming skills.
Produce projects using computational thinking for a science related topic.
6th & 7th Grades:
Put blocks in sequence to create a coherent project
Iterative programming (repeat and forever loops) (Introduction/Beginning)
Basic if-then conditionals
Create sprites and backdrops
Move sprites in order to tell a story
Change sprite costumes, backdrops and behaviors
Basic variables (x, y coordinates)
Troubleshoot (bugs)
7th Grade:
Additional conditional programming (if-then-else, nested conditionals)
Iterative programming (repeat until, nested loops) (Intermediate)
Use of color graphics (Pen commands)
Use of random numbers with variables
Global/local variables
Parallel sequences
Broadcast Messages
Defining new blocks (sub-procedures)
What is Scratch?
Whats a program?
How can you tell a 6-step story with Scratch?
How can you make sprites and backdrops to tell a story?
How can you use Scratch to write a program about science?
Finishing projects and showing & evaluations (6th grade)
7) How can you use variable and conditional statements in a program? (7th grade)
8) Continue Week 7 (7th grade)
9) What did we do well? Evaluations (7th grade)
Weekly Schedule:
Monday - Introduce new concept
Tuesday - Unplugged activity/Writing
Wednesday - Programming project
Vocab Quiz: vocabulary on how to use the interface Week 2 - Guiding Question: Whats a
program?
Objective: Students will produce a multi-step program in Scratch.
Skills: Navigate and use the interface, independent learning, working together, Scratch
commands: move, wait, say, go to, switch backdrop.
Programs: Simplified Drought in California
Lessons:
M - Students create, do not remix (copy), Program 3 Simplified Drought in California ;Scratch
Programming Journal
T - Unplugged activity/Writing
Storyboard Activity: Simplified Drought in California
W - Change the sprites, backdrops, and conversation to make an original program from
Simplified Drought in California
Th - Change the sprites, backdrops, and conversation to make an original program from
Simplified Drought in California
F - Showtime/Programming/Reflection Writing
Week 3 - Guiding Question: How can you tell a 6-step story with Scratch?
Objective: Students will use Advanced Drought in California as a starting point to create their
own story by changing the sprites, backdrops and conversations.
Skills: Week 2 lessons, Scratch commands: glide, switch costumes, point towards
Programs: Toasted Penguin, Advanced Drought in California
Lessons:
M - Complete Week 3 Quiz (in the studio) and share it. Students create Program 4, Toasted
Penguin Scratch Programming Journal
T - Unplugged activity/Writing
Storyboard Activity: Hanging Out
W - Do a Project Plan for the Week 3 Quiz. The purpose of this is to practice the planning
process. Begin programming Advanced Drought in California;
T - Programming project in Scratch.
Continue work from Wednesday.
F - Showtime/Programming/Reflection Writing
Week 4 - Guiding Question: How can you tell a complete story in Scratch?
Objective: Students will plan their final project and begin coding.
Skills: Week 1 - 3 lessons, Computational Thinking
Programs: (Previous programs)
Lessons:
M - Start the Final Project Plan (written into Scratch Programming Journals)
T - Complete Final Project Plan
First Peer & Teacher review of final project plan (teacher stamps approval of plan)
W - Programming final project
Th - Programming final project
F - Showtime/Programming/Reflection Writing
Peer & Teacher review of projects
T - Presentations (small groups: 1 presenter & 2 audience per computer screen; rotate)
W - Presentations (small groups: 1 presenter & 2 audience per computer screen; rotate)
Th - Presentations (small groups: 1 presenter & 2 audience per computer screen; rotate)
If there is a Best of Show presentation, it can be shown on the Big Screen.
F - Reflection Writing into Journals; Course evaluation (Google Form); students take Journals
Week 8 - Guiding Question: How do you use custom blocks, graphics and variables?
Objective: Students create an extension on one of three programs (customize a program).
Skills: Conditional programming (if-then), Iterative programming (repeat, forever loops), Use of
color graphics (Pen commands), Use of variables & broadcasts
Programs: Dead Dragons Game, Making Art, Color Spirals, Art with Clones
Lessons:
M - Introduce to program choices. Students select a program.
T - Students continue extending their programs.
W - Students continue extending their programs.
Th - Students continue extending their programs.
F - Pre-Showtime (volunteers; all write reflections into Journals)
Lessons:
M - Finish Programs
T- Presentations
10 presenters & 2 observers who rotate 4 times per class period (for example).
Observers provide critical feedback to each presenter. The presenter keeps their own
feedback form.
W - Presentations
T - Presentations