Grade 3 Coding and Robotics Lesson Plan: Coding

Lesson Plan Title:

Grade 3 Coding and Robotics Lesson Plan: Debugging Symbolic and Written Instructions


Materials Needed:

  • Computers or tablets with coding software (e.g., Scratch)
  • Projector or smartboard
  • Printed worksheets with symbolic and written instructions
  • Coloured markers and pencils
  • Erasers
  • Whiteboard and markers

Learning Objectives:

By the end of this lesson, students will be able to:
1. Understand the concept of debugging.
2. Identify errors in a given set of symbolic or written instructions.
3. Correct errors to achieve the desired outcome in simple coding tasks.
4. Develop logical thinking and problem-solving skills.


Vocabulary:

  1. Debug – The process of finding and fixing errors in code.
  2. Instruction – A command given to a computer or robot.
  3. Code – A set of instructions written in a programming language.
  4. Error – A mistake in the code that causes it to not work as intended.
  5. Symbolic Instructions – Visual representations or icons used to give commands in coding.

Previous Learning:

Students have previously learned basic coding concepts, including understanding coding languages suitable for their age and using simple instructions to move a character or object in coding platforms like Scratch.


Anticipated Challenges and Solutions:

  1. Understanding Debugging – Some students might find it difficult to understand the need for debugging. Use relatable examples like finding mistakes in a story they wrote.
  2. Identifying Errors – Students may struggle to spot errors. Provide step-by-step guidance and encourage peer discussions to foster collaborative learning.
  3. Maintaining Engagement – Some students may lose interest. Use interactive and fun activities to keep the lesson engaging, such as a game-based debugging activity.

Beginning Activities (4 minutes):

  1. Introduction to Objectives (2 minutes) – Briefly introduce the concept of debugging. Explain the importance of finding and fixing errors in coding. Show a simple, relatable example of an error in a story or a set of instructions.
  2. Activate Prior Knowledge (2 minutes) – Ask students if they remember the basic coding instructions they learned earlier. Discuss any challenges they faced while coding.

Middle Activities (32 minutes):

  1. Direct Instruction (10 minutes):

    • Explain debugging with a simple example on the smartboard. Use a scenario where a character does not reach its target due to an error in the instructions.
    • Demonstrate how to identify and correct the error.
  2. Guided Practice (15 minutes):

    • Distribute worksheets with simple symbolic and written instructions containing errors.
    • In small groups, have students identify and highlight the errors. Walk around the classroom to provide support and feedback.
    • Work through one example as a class to ensure understanding.
  3. Independent Practice (7 minutes):

    • Let students work individually on a challenge worksheet where they have to debug a set of instructions to achieve a specific outcome.
    • Provide immediate feedback and assistance as needed.

End Activities (4 minutes):

  1. Review and Reflection (2 minutes):

    • Quickly review the debugging steps covered in the lesson.
    • Ask students to share what errors they found and how they fixed them.
  2. Exit Ticket (2 minutes):

    • Have students complete a quick exit ticket activity where they write down one thing they learned about debugging and why it is important.

Assessment and Checks for Understanding:

  1. Observation – Monitor student participation and engagement during guided and independent practice.
  2. Worksheets – Evaluate the completed worksheets to assess students’ ability to debug instructions.
  3. Exit Ticket – Review students’ responses to the exit ticket to measure their understanding of the lesson objectives.

Differentiation Strategies for Diverse Learners:

  1. Scaffolding – Provide step-by-step checklists for students who need extra support. Pair struggling students with peers who can help guide them.
  2. Extension Activities – Offer more complex debugging challenges for advanced students to deepen their problem-solving skills.
  3. Visual Aids – Use visuals and physical manipulatives to help visual and kinaesthetic learners understand the debugging process.

Teaching Notes:

  • Engagement – Use interactive examples and encourage student participation to maintain interest.
  • Collaboration – Foster a collaborative learning environment through group activities and peer support.
  • Accessibility – Ensure all digital resources are accessible to students with disabilities. Provide alternative formats if needed.
  • Feedback – Offer positive and constructive feedback to reinforce learning and correct misunderstandings.

This lesson aims to equip students with the foundational skills required for debugging, an essential part of coding and robotics. Through hands-on practice and collaborative activities, students will develop their problem-solving abilities in a fun and engaging way.