Coding in the Classroom
1 HOOK/ATTENTION GETTER
2 DIRECT INSTRUCTION
Use Nearpod and the presentation titled "Intro to Coding" with students to further introduce and explain coding.
Be sure students have access to a device in order to follow along with the Nearpod presentation.
Use Apple TV or Reflector 2 during lesson to AirPlay presentation.
3 GUIDED & INDEPENDENT PRACTICE
During the Nearpod presentation, students will be connected to Code.org to begin coding. Be sure to create log in information for your students prior to getting to this step or have your students create their own log in information. Once students are signed into Code.org, I would recommend using "Course 2" to start the coding process.
The "Course 2" program is focused on students ages 6-18 and is for students who can read and have no prior programming experience. In this course students will create programs to solve problems and develop interactive games or stories they can share.
Also, in order for students to keep track of their progress, I would print out a print screen of the Course Two steps from Code.org. Then students can keep track of where they leave off if they are unable to finish in the class period.
If students grasp the skills quickly, have students switch to Scratch.mit.edu and try to create their own story, animation, or game.
After students had practice with coding and created their own game, story, or animation, its time to share it with others! Use social media, such as Twitter, or AirPlay to have students share what they created. Have class discussions about how the coder created the game, story, or animation, what was easy/hard, and suggestions to make it better.
Use the Kahoot! as a fun way to see what students learned from the lesson.