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Animated Genres Curriculum Introduction and Summary ScratchJr Blocks Learned: • Motion: Right, Left, Up, Down, Turn Clockwise, Turn Counterclockwise, Jump, Go Home • Looks: Bigger, Sm

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Animated Genres Classroom Curriculum

for Grades K-2

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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

one-hour 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

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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

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:

• 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:

• Start on bump

• Start on tap

• Send message

ScratchJr Skills Learned:

• Use the start on bump block to activate another character’s program

• Use the start on tap block to activate a

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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

• The concept of programming

• The concept of instructions

• The concept of sequencing

• The basic features of the

ScratchJr interface

General

• Give specific instructions

• Sequence instructions to achieve simple objectives

ScratchJr

• Move blocks into the scripting area

• Use blocks in scripting area as buttons

• Select a block category

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)

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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

● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●

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Animated Genres Curriculum Module 1

Lesson 2: Motion

Lesson 2: Motion

Summary

Students will review the concepts of instructions and sequences They will learn how to create

sequences of the same motion block (e.g left, left, left) They will also learn to create

sequences using a variety of different motion blocks (e.g right, down, jump, go home)

Objectives

Students will learn that the

Objectives

Students will be able to

• Number of motion blocks in a programmed

sequence corresponds to the number of

actions performed by a character

• Order of commands in a programmed

sequence directly corresponds to the order

of actions performed by a character

• Combine different motion blocks into programmed sequences

New Programming Blocks

• During our last lesson, we played Simon Says What did you learn from that activity?

• When you programmed your teacher, you had him/her go to a certain spot in the

classroom How did you get your teacher from one spot in the classroom to another?

What did you find hard about this activity?

• What is a program?

• We also worked with ScratchJr on the iPad What was something you liked? What was

something hard?

Kindergarten

Programmer Says (5 minutes): The directions for this game are the same as those for Simon

Says, except sequences of three instructions are given (e.g step forward, step back, jump) The

teacher should emphasize the importance of following directions and the order of instructions

1st and 2nd grade

Guess the Program (5 minutes): The teacher should act out several short programs Students

should then be given the opportunity to guess what the program acted out is (e.g step forward,

step back, jump)

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Animated Genres Curriculum Module 1

Lesson 2: Motion

All grades

Program the Teacher (15 minutes): Students will be responsible for directing their teacher to a

specific location in the classroom However, during this lesson, students will only be able to use

a specific set of possible instructions instead of simply using plain English Examples of these

specific instructions are:

• Step forward

• Step backward

• Turn right

• Turn left

• Turn until you see something

This activity will work the same way as it did in the prior lesson However, this time students are

encouraged to use this exact instruction set

Introduction to New ScratchJr Blocks (10 minutes): The teacher should demonstrate to

children how to use the following blocks:

Materials: iPad for teacher only

Sequencing in ScratchJr (10 minutes): The teacher should begin a new project in ScratchJr

S/he should place the Scratch cat and the treasure chest characters on the same line on the

screen (on a horizontal or vertical line) S/he should then ask students which blocks need to be

placed next to each other in order for the cat to successfully move toward the treasure chest

Three different scenarios should be set up (e.g cat in the upper left corner and treasure chest in

lower left corner; cat in the lower left corner and the treasure chest in the bottom right corner) for

the students to solve together as a class

Materials: iPad for teacher only

ScratchJr Exploration (10 minutes): The teacher should then hand out the iPads and allow

students to explore the ScratchJr iPad application Encourage them to experiment with recently

learned blocks, as well as with blocks that have not yet been taught Have them practice putting

different programming blocks next to each other to make the cat move in different directions

Wrap Up (5 minutes): Make sure that students save their projects Provide a preview of what

will be taught in the next lesson Collect iPads

● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●

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.Animated Genres Curriculum Module 1

Lesson 3: Green Flag, End Block,

Choosing Characters

Lesson 3: Green Flag, End Block, Choosing Characters

Summary

In this lesson, students will learn to use the start on green flag and end blocks, as well as how to

choose new characters Through various interactive activities, children will learn how to

incorporate the green flag and end blocks into their programs, and will also become familiar with

how to program more than one character using the green flag

Objectives

Students will learn that

Objectives

Students will be able to

• A green flag goes at the

• Choose a new character

• Program multiple characters to start when the green flag is touched

New Programming Blocks

• Start on Green Flag

• End

Additional Materials: Green flag card, red stop sign card

Schedule

Review (5 minutes):

• Can someone tell me what we learned during our lessons last week?

• What was your favorite activity that we played? What did you learn from it?

• Can you tell me what a program is?

• What were some of the ScratchJr blocks you learned about?

Kindergarten

Instruction Stations (10 minutes): Split the class into four groups and assign them to four

different stations Each station will correspond to an instruction to follow (e.g clap your hands,

stomp your feet, jump up and down, tap your hands on your head) When the teacher raises the

green flag card, students follow the instruction at their station They stop when the teacher

raises the red stop sign card Students should then rotate to a different station Repeat this

activity until all students have moved through each station once The teacher should explain

how the green flag signifies the start of a program, while the red stop sign signifies the end of a

program

Materials: Green flag card, red stop sign card

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.Animated Genres Curriculum Module 1

Lesson 3: Green Flag, End Block,

Choosing Characters

Program the Teacher (10 minutes): Students should program their teacher to arrive at a

particular destination in the classroom In order for the teacher to begin following directions,

students must hold up the green flag card When the teacher is finished following instructions,

students should hold up the red stop sign card

Materials: Green flag card, red stop sign card

1st and 2nd Grade

Program the Teacher(s) (20 minutes): Begin by programming the teacher as has been done

in prior lessons Begin with an easy program (have the teacher arrive at a nearby location)

Then program the teacher to arrive at a location that is farther away and has obstacles to move

around Afterwards, have students program two teachers to arrive at two different locations

Introduce the idea of the green flag and red blocks Then have both teachers follow their

program when the green flag card is held up, and end their program when the red stop sign card

is held up

Materials: Green flag card, red stop sign card

All

Choosing Characters (2 minutes): Demonstrate to children how to choose a new character

from the character library Also make sure to teach them how to delete a character (by holding a

finger on the character until an “x” appears and then pressing the “x”)

Programming with ScratchJr (15 minutes): The teacher should hand out the iPads and then

write a program for students to copy onto their own iPads Begin with a simple warm up

program that does not introduce new blocks Then create a program for children to copy that

uses the start on green flag and end blocks Lastly, create a program for children to copy that

involves programming two different characters Now encourage students to write their own

programs for two different characters

ScratchJr Exploration (15 minutes): Allow students to explore the ScratchJr iPad application

Encourage them to experiment with programming more than one character at a time

Wrap Up (3 minutes): Make sure that everyone saves their projects Ask students what they

learned today Also ask students what the purpose of the start on green flag is Collect iPads

● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●

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Animated Genres Curriculum Module 1

Lesson 4: Choosing Backgrounds and Review of Multiple Characters

Lesson 4: Choosing Backgrounds and Review Multiple Characters

Summary

In this lesson, students will learn how to choose and create different backgrounds for their

projects They will also review how to program multiple characters at once During the lesson,

children will have the opportunity to explore ScratchJr on their iPads, practicing the skills that

they have acquired during prior lessons

Objectives

Students will learn that

Objectives

Students will be able to

• They can use backgrounds in

• What was your favorite activity that we played during our last lesson?

• What does the green flag do when it is included in a program?

• What does the red end block tell a sequence of instructions to do?

• Which block do you enjoy using most? Why?

Design the Program (10 minutes): During this activity, the teacher should ask students to help

him/her program two different characters on his/her iPad S/he should provide the students with

one scenario for each character (e.g have one character move up five spaces and then jump

three times, while the other character jumps five times and then disappears) The teacher

should then ask students to tell him/her which blocks to place down for each character

Remember to use the green flag and red end blocks

Materials: iPad for teacher only

ScratchJr Detectives (15 minutes): During this activity, the teacher should create a program

for two different characters Then in full screen mode, s/he should show the students what the

characters are doing Note: the teacher should not show the students which programming

blocks were used Hand out the ipads The teacher should then ask the students to figure out

which programming blocks s/he used to create those two programs by duplicating the sequence

on their own iPads Complete this activity twice with two different programs for the characters

Backgrounds (5 minutes): The teacher should demonstrate to children how to choose

backgrounds for their projects S/he should also show students how they can create their own

backgrounds using the iPad camera

iPad Exploration (20 minutes): Allow students to explore the ScratchJr iPad application

Encourage them to practice using blocks that they have already learned, as well as explore

programming blocks that they have not yet learned

Wrap Up (5 minutes): Make sure that everyone saves their projects Collect iPads

● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●

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Animated Genres Curriculum Module 1

Project 1: Collage

Project 1: Collage

Summary

On Collage Project Day, students will be creating their own collages on ScratchJr The lesson

will begin with a brief introduction to a ScratchJr collage and a review of the programming

blocks learned in prior lessons During the lesson, students will design and create their own

collages At the end of the lesson, students will share their creations with the class

Objectives

Students will learn

Objectives

Students will be able to

• What elements should be a part

of their collages

• Apply concepts from prior lessons when creating collages

Schedule

Introduction (2 minutes): What is a Collage on ScratchJr?

The teacher should explain to students that during this lesson, they will design their own

collages A collage on ScratchJr is a free-form project that has various characters moving on the

screen The characters in a ScratchJr collage have no clear course of action, and are simply

moving or transforming

Review (5 minutes):

The teacher should briefly review the programming blocks learned in prior lessons S/he should

show the blocks on the screen, and ask the students to verbally describe what each block does

These blocks are:

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