Lesson Plan Title:
Grade 3 Coding and Robotics: Introduction to Input, Processing, and Output
Materials Needed:
– Computer or tablet with basic coding software (e.g., Scratch)
– Interactive whiteboard or projector
– Flashcards with “Input,” “Processing,” and “Output” written on them
– Simple robot or microcontroller kit (optional)
– Worksheet with related activities
– Markers, paper, and pencils
Learning Objectives:
By the end of this lesson, students should be able to:
1. Understand and explain the basic concepts of input, processing, and output.
2. Identify examples of input, processing, and output in everyday devices.
3. Demonstrate the input-process-output cycle using a simple coding activity.
Vocabulary:
1. Input: Information or data that is entered into a system.
2. Processing: The act of taking input and performing operations on it to produce an output.
3. Output: The result of the processing; the information that comes out of a system.
4. Code: Instructions written in a programming language.
5. Robot: A machine capable of carrying out a complex series of actions automatically.
Previous Learning:
Students have previously learned about basic computer parts and their functions, such as the keyboard, mouse, and monitor.
Anticipated Challenges and Solutions:
– Understanding abstract concepts: Use tangible examples and hands-on activities.
– Limited familiarity with coding software: Provide step-by-step guidance and visual aids.
– Engaging students with diverse learning needs: Use a mix of visual, auditory, and kinesthetic activities.
Beginning Activities: (4 minutes)
1. Introduction (2 minutes):
– Greet the students and introduce the learning objectives.
– Use a familiar device, like a calculator, to explain the terms input (numbers entered), processing (calculation), and output (result displayed).
- Activation of Prior Knowledge (2 minutes):
- Discuss what students already know about computers and robots.
- Show flashcards with the terms “Input,” “Processing,” and “Output.”
Middle Activities: (32 minutes)
1. Direct Instruction (10 minutes):
– Use the interactive whiteboard to show a simple coding example (e.g., creating a basic Scratch program).
– Explain how the input (mouse click), processing (code execution), and output (animated character movement) work in this example.
- Guided Practice (12 minutes):
- Distribute tablets/computers with Scratch or another basic coding software.
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Guide students through creating a simple program where pressing a key (input) makes a character perform an action (output) after the computer processes the code.
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Independent Practice (10 minutes):
- Have students work individually or in pairs to modify the basic program with different inputs (e.g., different keys) and observe the outputs.
- Distribute worksheets for students to match examples of input, processing, and output in various devices.
End Activities: (4 minutes)
1. Exit Ticket Activity (4 minutes):
– Ask students to write down or draw an example of input, processing, and output they encountered in today’s lesson.
– Collect their responses to assess their understanding.
Assessment and Checks for Understanding:
– Observation during guided and independent practice.
– Review of worksheets to ensure correct identification of input, processing, and output examples.
– Exit tickets to gauge individual understanding of the lesson.
Differentiation Strategies for Diverse Learners:
– Scaffolding: Provide step-by-step instructions and use visual aids for students who need extra support.
– Extension Activities: Challenge advanced students to add more complex input-output cycles to their Scratch projects.
– Hands-on Learning: Use a simple robot or microcontroller kit in demonstrations for students who benefit from kinesthetic activities.
Teaching Notes:
– Emphasise real-world examples to make abstract concepts concrete.
– Frequently check for understanding through questions and interactive activities.
– Ensure all materials and activities are accessible for students with disabilities. For instance, use large print worksheets or screen reader-compatible software.
– Encourage collaboration among students to build a supportive learning environment.