PDF Animated Genres Classroom Curriculum for Grades K-2

Animated Genres Classroom Curriculum

for Grades K-2

Created by the Developmental Technologies Research Group at Tufts University This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Animated Genres Curriculum

Introduction and Summary

This curriculum introduces powerful ideas from engineering and computer science that are not usually highlighted in early childhood education. The term "powerful idea" refers to a concept that children can learn through a curriculum that will serve them beyond the lifetime of a specific classroom technology. In this case, the curriculum revolves around the ScratchJr iPad application. Powerful ideas may be applied to many disciplines and will be rewarding in students' academic and personal futures. Throughout the following curriculum, both activities and lessons will seek to illustrate these powerful ideas.

The curriculum will be divided into three modules based on three interactive genres of ScratchJr-based projects. These genres are collage, story, and game. Each of these modules is comprised of two units:

1. A series of lessons that introduce ScratchJr features and programming blocks 2. An opportunity for children to create their own projects by applying concepts learned in

module lessons

This curriculum requires one iPad per student. Occasionally, additional materials are required, and they are noted where necessary.

About ScratchJr

ScratchJr is a developmentally appropriate programming language for children ages five through seven. Using the ScratchJr iPad application, children can create their own interactive collages, animated stories, and games. The application is the product of the DevTech Research Group at the Eliot-Pearson Department of Child Development at Tufts University, directed by Professor Marina Bers, and the Lifelong Kindergarten Group at the MIT Media Lab, directed by Professor Mitchel Resnick. Funded by the National Science Foundation (NSF DRL-1118664), the ScratchJr iPad application was released in July 2014.

Pacing

This curriculum is designed to take place over the course of six weeks. Every week, two onehour lessons are to be taught. While this particular curriculum is described in detail over the following pages, we acknowledge that teachers know their students best. Therefore, teachers should adjust activities and lessons to accommodate both the classroom culture and students' technological experience and developmental levels.

Module 1 ? Interactive Collage Lessons (1 hour each):

1. Instructions, Sequencing, and an Introduction to the ScratchJr iPad Application 2. Same Block Sequencing and Motion 3. Start on Green Flag Block, End Block, and Choosing Characters 4. Backgrounds and Review of Programming Multiple Characters Module 1 Project: Collage Total Lesson and Project Time: 5 hours

Created by the Developmental Technologies Research Group at Tufts University This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Animated Genres Curriculum

Introduction and Summary

ScratchJr Blocks Learned:

? Motion: Right, Left, Up, Down, Turn Clockwise, Turn Counterclockwise, Jump, Go Home

? Looks: Bigger, Smaller, Visible, Invisible, Reset Size

? Start on Green Flag ? End

ScratchJr Skills Learned:

? Drag block to scripting area ? Connect blocks ? Choose character ? Create new character ? Start program with green flag ? Stop program with red end block ? Choose backgrounds ? Create new backgrounds

Module 2 - Interactive Story

Lessons (1 hour each):

5. Speed 6. Numbers and Repeating Sequences 7. Speech Bubbles, Sounds, Pages, Wait for Module 2 Project: Story (two one-hour lessons)

Total Lesson and Project Time: 5 hours

ScratchJr Blocks Learned:

ScratchJr Skills Learned:

? Speed ? Repeat ? Repeat forever ? Voice recorder ? Speech bubble ? Change page ? Wait for

? Program characters to move at different speeds

? Use numbers on motion blocks to reduce the number of motion blocks used

? Use the repeat and repeat forever blocks to make a program repeat

? Record sounds and add them to projects ? Create speech bubbles for characters ? Add additional pages to a project ? Pause a character's program for a certain

amount of time

Module 3 - Game

Lesson (1 hour):

8. Start on Bump, Start on Tap, Send and Receive Messages, Stop

Module 3 Project: Game

Total Lesson and Project Time: 2 hours

ScratchJr Blocks Learned:

ScratchJr Skills Learned:

? Start on bump ? Start on tap ? Send message ? Receive message ? Stop

? Use the start on bump block to activate another character's program

? Use the start on tap block to activate a character's program

? Use the send and receive message blocks to initiate another character's program

? Terminate particular characters' programs with the stop block

Created by the Developmental Technologies Research Group at Tufts University This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Animated Genres Curriculum Module 1

Lesson 1: Instructions, Sequencing, and an Introduction to ScratchJr

Lesson 1: Instructions, Sequencing, and an Introduction to ScratchJr

Summary

In this lesson, children will be introduced to two concepts that will create a foundation for understanding programming: instructions and sequencing. Through various interactive activities, students will acquire a basic understanding of these two concepts. The lesson will conclude with an introduction to the ScratchJr interface.

Objectives Students will learn...

Objectives Students will be able to...

? Appropriate iPad use

General

? The concept of programming

? Give specific instructions

? The concept of instructions

? Sequence instructions to achieve simple

? The concept of sequencing

objectives

? The basic features of the

ScratchJr

ScratchJr interface

? Move blocks into the scripting area

? Use blocks in scripting area as buttons

? Select a block category

? Save a project

Programming Blocks Introduced in this Lesson

? Right ? Left ? Up ? Down ? Bigger ? Smaller ? Visible ? Invisible

Additional Materials: Rule board

Schedule

Introduction (2.5 minutes): The lesson should begin with the teacher introducing him/herself to the class. The teacher should explain why s/he would like to teach the students about programming. S/he should briefly ask students what they know about programming.

Simon Says (10 minutes): The teacher should play Simon Says with the class. S/he should discuss how this activity is dependent on properly being able to give and follow instructions. S/he should then explain how providing clear instructions is critical to computer programming.

Program the Teacher (15 minutes): In this activity, students will be responsible for verbally directing their teacher to special destinations in the classroom (e.g. to a bookcase or a closet). The instructions the students give to the teacher must be specific. For example, students should

Created by the Developmental Technologies Research Group at Tufts University This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Animated Genres Curriculum Module 1

Lesson 1: Instructions, Sequencing, and an Introduction to ScratchJr

not simply say, "Move forward." They should instead say, "Move forward ____ steps." When sequences of instructions do not work (perhaps because the number of steps taken were incorrect), students should alter their instructions. After the activity is over, the teacher should discuss how important it is to be specific and how important order is in programming. 2nd grade: Small groups determine a sequence of instructions Kindergarten and 1st grade: As a class Classroom Rules (5 minutes): The teacher should explain to students how important it is to respect each other and the equipment used in the classroom. With the students, s/he should create a list of classroom rules governing iPad use. The teacher should write these rules down on the rule board, and hang these rules in the classroom every time the class is working with ScratchJr. Materials: Rule board Getting Started with ScratchJr (2.5 minutes): The teacher should hand out the iPads to the children, and show them how to begin a new project in ScratchJr. Using ScratchJr Blocks (10 minutes): Everyone in the class should watch the teacher as s/he moves a motion block (right, left, up, down) to the scripting area and presses the block to make the Scratch cat move. The children should duplicate this task. The teacher should request that students raise their hands when they are finished with this task. Do this for each motion block. Do the same for the resize blocks (bigger and smaller) and visibility blocks. ScratchJr Exploration (10 minutes): The teacher should encourage students to explore the application by placing blocks in the scripting area and seeing where the cat moves. Wrap Up (5 minutes): The teacher should demonstrate how to save a project. Every child should save his project. The teacher should provide students with a brief explanation of what will occur during the next lesson. Collect iPads.

Created by the Developmental Technologies Research Group at Tufts University This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

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