Grade 3 Coding and Robotics Lesson Plan: Introduction to Basic Algorithms

Lesson Plan Title:

Grade 3 Coding and Robotics Lesson Plan: Introduction to Basic Algorithms

Materials Needed:

  • Laptops or tablets
  • ScratchJr application installed on devices
  • Projector and screen
  • Whiteboard and markers
  • Worksheets with algorithm steps
  • Colourful stickers for rewards
  • Internet access (optional)
  • Headphones (optional)

Learning Objectives:

By the end of the lesson, students will be able to:
1. Understand the concept of an algorithm.
2. Create a basic algorithm to perform a simple task using ScratchJr.
3. Identify and fix simple errors in their algorithms.

Vocabulary:

  1. Algorithm – A step-by-step set of instructions to solve a problem.
  2. Sequence – The order in which instructions are followed.
  3. Bug – An error in a program that prevents it from working correctly.
  4. Debugging – The process of finding and fixing bugs in a program.
  5. ScratchJr – A visual programming language designed for young children.

Previous Learning:

In previous lessons, students learned about basic programming concepts such as commands and sequences using unplugged activities. They also explored the interface of ScratchJr and practised basic movements and sound commands.

Anticipated Challenges and Solutions:

  1. Challenge: Students may struggle with understanding the concept of an algorithm.
  2. Solution: Use simple, relatable examples like a daily routine (brushing teeth, getting dressed).
  3. Challenge: Difficulty in navigating ScratchJr.
  4. Solution: Provide step-by-step guidance and pair students for peer support.
  5. Challenge: Fixing errors (debugging) can be challenging.
  6. Solution: Encourage a positive mindset towards mistakes and use the projector to demonstrate debugging.

Beginning Activities (4 minutes):

  1. Introduction (2 minutes):
  2. Briefly explain the learning objectives.
  3. Ask students if they remember what a sequence is and relate it to daily routines.
  4. Engagement Activity (2 minutes):
  5. Show a short video clip that illustrates a simple algorithm (e.g., making a sandwich or a dance routine).

Middle Activities (32 minutes):

  1. Direct Instruction (8 minutes):
  2. Explain what an algorithm is using a simple example (e.g., steps to draw a smiley face).
  3. Demonstrate creating a basic algorithm on ScratchJr using the projector.
  4. Guided Practice (10 minutes):
  5. Provide each student with a worksheet containing a basic task (e.g., make the cat move across the screen and meow).
  6. Walk through the first few steps together as a class.
  7. Allow students to continue the task on their own, offering assistance as needed.
  8. Independent Practice (14 minutes):
  9. Students create their own simple algorithms to complete a task in ScratchJr.
  10. Encourage students to help each other and share their screens with peers to debug common errors.

End Activities (4 minutes):

  1. Exit Ticket Activity (4 minutes):
  2. Ask students to write or draw the steps of their algorithm on a small piece of paper.
  3. Have students share their algorithms with a partner and discuss any bugs they encountered and fixed.

Assessment and Checks for Understanding:

  1. Worksheets: Evaluate completed worksheets for understanding of algorithms.
  2. Observations: Monitor student interactions during guided and independent practice.
  3. Exit Tickets: Review students’ written or drawn algorithms for comprehension.
  4. Peer Discussions: Listen in on partner discussions to assess understanding of debugging.

Differentiation Strategies for Diverse Learners:

  1. For Struggling Learners:
  2. Provide more examples and hands-on guidance.
  3. Pair with a peer mentor for additional support.
  4. Use simpler tasks with fewer steps.
  5. For Advanced Learners:
  6. Introduce more complex tasks with additional commands.
  7. Encourage them to create a story or game using multiple algorithms.

Teaching Notes:

  • Emphasise the idea that making mistakes is a part of learning, especially in coding and robotics.
  • Use the projector to show live demonstrations and corrections.
  • Encourage students to think creatively and be patient with the coding process.

Accessibility Considerations:

  • Ensure that devices and the ScratchJr application are accessible for students with disabilities.
  • Provide headphones for students who need auditory assistance.
  • Use larger print for worksheets and on-screen instructions.

This lesson plan ensures that Grade 3 students are introduced to basic algorithms in a fun, engaging, and supportive environment while aligning with the CAPS objectives for Coding and Robotics.