Lesson Plan Title:
Grade 2 Coding and Robotics Lesson Plan: Introduction to Algorithms
Materials Needed:
- Tablets or computers with a suitable coding app (e.g. Scratch Jr)
- Paper and pencils
- Whiteboard and markers
- Pre-printed cut-out arrows indicating different directions (up, down, left, right)
- Projector
Learning Objectives:
- Understand what an algorithm is and its purpose.
- Create simple sequences (algorithms) for a given task.
- Identify and correct errors in a simple algorithm.
Vocabulary:
- Algorithm: A step-by-step set of instructions to solve a problem or complete a task.
- Sequence: The order in which steps follow one another.
- Debug: Finding and fixing errors in an algorithm.
- Instruction: A single action in an algorithm.
- Pattern: A repeated form or design.
Previous Learning:
Students have previously been introduced to the concept of following instructions through games and daily routines and have experienced basic problem-solving activities.
Anticipated Challenges and Solutions:
- Difficulty understanding abstract concepts: Use tangible examples and hands-on activities.
- Keeping attention: Incorporate interactive and engaging elements like games.
- Error identification: Provide guided practice with teacher support to identify and fix errors in algorithms.
Beginning Activities (4 minutes):
- Objective Introduction: Explain the learning objectives and why understanding algorithms is useful.
- Warm-up Activity: Engage students with a simple Simon Says game to reinforce the idea of following step-by-step instructions.
Middle Activities (32 minutes):
- Direct Instruction (8 minutes):
- Discuss and define what an algorithm is with examples (making a sandwich, brushing teeth).
- Use the whiteboard to show how to create a simple algorithm for drawing a shape.
- Guided Practice (12 minutes):
- Group Activity: In small groups, students will receive pre-printed arrows and will create a sequence (algorithm) to move a character from one point to another on a grid drawn on large paper.
- Teacher circulates the room offering support and ensuring understanding.
- Independent Practice (10 minutes):
- Individual Activity: Students will use tablets/computers to complete a simple activity on Scratch Jr where they need to create an algorithm to move a character to a specific location.
- Students test and debug their codes.
- Error Correction (2 minutes):
- Discuss common mistakes and how to fix them. Use examples from student activities.
End Activities (4 minutes):
- Exit Ticket Activity:
- Each student creates a short written algorithm (using arrows) for a partner to follow physically on a small grid drawn on paper.
- This will help consolidate their understanding and provide a check for comprehension.
Assessment and Checks for Understanding:
- Observation during group and independent practices.
- Review of algorithms created during the exit ticket activity.
- Informal questioning throughout the lesson to ensure understanding of key concepts.
Differentiation Strategies for Diverse Learners:
- Scaffolding: Provide visual aids and step-by-step examples. Use pair work, so advanced students can assist peers.
- Extension Activities: Have advanced students create more complex algorithms or debug more challenging problems.
- Additional Support: For students struggling with concepts, offer one-on-one assistance or use physical movement activities to reinforce steps in a sequence.
Teaching Notes:
- Educational Value: Developing computational thinking at an early age helps improve problem-solving, logical thinking, and understanding of technology.
- Effective Delivery Tips: Use clear, simple language and plenty of examples. Engage students in hands-on activities to make abstract concepts tangible.
- Accessibility Considerations: Ensure all students have access to technology needed and provide alternative resources for those with special needs. Use visual aids and handouts that cater to different learning styles.