Program Your Partner
Materials and Teacher Prep:
Ipads with BrainPop and Hopscotch , sticky notes, pencils/ pens, blank paper
Vocabulary: input/output, programming
Students will be asked to think of instances where they need a specific set of instructions (board game, video game, handball, etc)
Students will now work in pairs to create specific set of instructions other partner teams will have to carry out in order to complete a task. An example might be to push their chair in, put their pencil in their desk, put their book away, etc.
Each team gets 3-5 stickies. Teacher will model how to use symbols for actions (i.e.: circle (input)=1 step foward (output), rectangle=both hands up, etc). Then teacher will model her set of directions to the class.
Each team will create a specific set of instructions. Then teams will rotate around the "programs" as time allows.
Students will work in pairs
write individual numbers onto sticky notes.
After the group demonstration, each partnership will need to go to one of the sticky notes.
Bring students back together and talk about what they did and why what they did is called programming. Ask for success stories. Ask for how some teams could have changed their coding to work better.
2 What is Programming
Students will watch a short video on programming here:
As a class, or individually, students will take the brain pop quiz on coding:
3 Ready, Set, Code!
As time allows, (about 10 minutes) let students just explore and play with the app.
As students are doing this, teacher rotates and takes note of students who immediately become comfortable with coding, and those who may need a little more support.
Students who need a little more support will work with the teacher to create a square.
Those who are comfortable will work independantly or in pairs to create any line drawing they want, like a star, a bicycle, a person, a house, etc.
4 Beyond the Code
Students will present their codes to the class.
Review vocabulary and talk about successes.