Act 1 Curriculum

This Act 1 Curriculum for 4th-grade students was developed under the Elementary Computing for All (ECforALL) Project to incorporate structured inquiry, linguistic scaffolds, collaborative learning, and exploration of diverse pioneers CS field to learn computer science with Scratch

 
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Unit 0: Setting Up Scratch Accounts

This unit introduces the Scratch environment to students as a space to create stories, games, and animations using blocks they control. Students will create their own Scratch accounts so they can start creating projects!

Learning Objectives

  1. Understand the Scratch environment

  2. Create and log into a Scratch account

Lesson 0: Setting Up Scratch Accounts

Students will be introduced to the Scratch environment and learn how to log into their Scratch accounts.

Duration: 20 minutes

 
 
 
 
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Learning Objectives

  1. Define “Computer Science" and "computer"

  2. Define "Algorithm" and "Program"

  3. Use the TIPP&SEE framework to explore an existing coding project

Unit 1: Computer Science & Scratch Basics

This unit introduces the field of Computer Science and orients students to the Scratch programming environment. Students will learn about the study of computers and relate it to skills they will learn with the Scratch program. Components of the Scratch project will be introduced, such as color-coded-blocks, sprites, and backdrops. They will understand how the sprites and code interact through an unplugged activity. Students will then learn the Scratch platform by exploring the interface in a scavenger hunt activity and modifying an existing project.

Lesson 1.1: Computer Science & Scratch Basics

Students will discuss the elements of a computer and learn about the field of computer science. Students will learn the components of the Scratch programming interface, which include coding blocks, scripts, and stage.

Duration: 50 minutes

Lesson 1.2: Scratch Charades

Students will play a Scratch version of charades and determine the script that is performed by the actor. They will learn how block-based programming works without the complexity of the Scratch platform.

Duration: 50 minutes

Lesson 1.3: TIPP & SEE: Scavenger Hunt

Students will learn the TIPP&SEE framework as a guide to observe, learn and explore.

Duration: 50 minutes

Lesson 1.4: Quest Under the Sea

Students will learn to remix, share, add a project to a class studio. They will also modify a project based on requirements from the Quest.

Duration: 50 minutes

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Learning Objectives

  1. Define “sequence”, “algorithm” and “program”

  2. Create scripts with several actions that must be run in the proper order

  3. Share projects and provide constructive feedback

Unit 2: Sequence

When creating an algorithm, the order of the actions matters. In this module, students explore algorithms a sequence of actions to complete a task and sequence - the order of steps in a script. Students will start a sprite in the specific location using the go to x: y: block and move a sprite using the glide block. Students learn by modifying an existing project. Students will then plan the 3-step sequence for each letter of a name poem, then begin building their project in Scratch.

Lesson 2.1: Intro to Sequence

Students will be introduced to the computer science concept of sequence by participation in an unplugged hands-on activity.

Duration: 50 minutes

Lesson 2.2: Exploring Sequence with TIPP&SEE

Students will use the TIPP&SEE strategy to play, predict and explore sequencing within an existing project. They will observe the actions of sprites (move, play sound, say or think something) that run in the proper order.

Duration: 50 minutes

Lesson 2.3: Quest & Name Poem: Plan

Students modify an existing project by adding a sequence of actions to sprites to complete their Quest. They also explore through a Name Poem project. They will plan what they want their sprites to do before building their project.

Duration: 50 minutes

Lesson 2.4 Name Poem: Build

Students build their Name Poem project. They will create sequences of blocks that contain one event block and at least one action block.

Duration: 50 minutes

Lesson 2.5: Name Poem - Reflect and Share

Students reflect on their own Name Poem projects, then share their projects with a partner.

Duration: 50 minutes

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Learning Objectives

  1. Define "event"

  2. Write scripts that run using different events (green flag, key pressed, sprite clicked)

  3. Review peer projects and provide constructive feedback

Unit 3: Events

In event-based programming, scripts are triggered when specific events occur (e.g. a sprite is clicked or a key is pressed). In this unit, students learn to use a variety of events to trigger scripts that resize sprites or cause a sprite to do or say something. Students learn by modifying an existing project, then building their own project.

Lesson 3.1: Intro to Events

Students will learn how Events act as commands that can trigger one or multiple actions to occur at the same time.

Duration: 50 minutes

Lesson 3.2: Exploring Events with TIPP&SEE

The concept of Events in programming is introduced. Students use the TIPP&SEE strategy to play, predict and explore an existing Scratch project that contains basic events.

Duration: 50 minutes

Lesson 3.3: Quest & About Me - Plan

Students modify an existing project by adding event scripts to complete their Quest. Students also think through how Events work as they plan their About Me project. Students will plan what they want their sprites in their program to do.

Duration: 50 minutes

Lesson 3.4: About Me - Build

Students build their About Me project from nine Scratch blocks that students have been introduced to.

Duration: 50 minutes

Lesson 3.5: About Me - Reflect and Share

Students reflect on their own About Me projects, then share their projects with two partners.

Duration: 50 minutes

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Learning Objectives

  1. Define "Loop"

  2. Animate a sprite using a repeat loop.

  3. Use multiple actions in a repeat loop.

  4. Compare scripts with and without loops to evaluate similarity

Unit 4: Loop

A loop can be used to animate a sprite by repeating a sequence of instructions. In this module, students will learn by playing Scratch Charades, to introduce the use of loops in block-based programming, then modify a project to animate a sprite by switching costumes or moving to the next costume along with repeated step movement. Finally, they will plan and build their own animated project. Wait blocks will be included to increase or decrease the speed of the animation.

Lesson 4.1: Intro to Loops

Students play an unplugged game, Scratch Charades, to introduce themselves to using Scratch loop blocks in scripts.

Duration: 50 minutes

Lesson 4.2: Exploring Loops with TIPP&SEE

Students modify a Scratch project to animate animals in a parade using loops.

Duration: 50 minutes

Lesson 4.3: Quest & Dance Party Plan

Students explore through a Dance Party project using loops. Students will plan what they want their sprites to do before building their project.

Duration: 50 minutes

Lesson 4.4: Dance Party Build

Students will build their own Dance Party project.

Duration: 50 minutes

Lesson 4.5: Project Share Out & Reflection

Students reflect on their own Dance Party projects, then share their projects with a partner.

Duration: 50 minutes