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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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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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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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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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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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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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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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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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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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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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: