3rd Grade Basic Coding Exercises And Activities Lesson Plan (Computer Education)

Topic:Basic coding exercises and activities

Objectives & Outcomes

  • Students will be able to create a simple scratch program that changes one variable (e.g. a number, text, or image) based on another variable.

Materials

  • Scratch programming software
  • Computer or laptop for each student
  • Projector or monitor for the teacher's computer or laptop

Warm-up

  • Show the students a simple scratch program that changes the color of a circle based on a number inputted by the user. Have them try to change the number and observe the changes to the circle's color.
  • Ask the students if they have ever played a game or used an app that changes something based on a user's input (e.g. a fortune teller that tells a person their fortune based on their birthday, a cooking app that displays a recipe based on the ingredients inputted by the user).

Direct Instruction

  • Introduce the concept of coding and explain that coding is the process of using instructions to tell a computer what to do.
  • Show the students more scratch programs and have them try to understand how the instructions are telling the computer to do something.
  • Explain the different blocks in scratch and give examples of how to use each block.

Guided Practice

  • Have the students work in pairs and give them a set of instructions to follow in scratch.
  • Walk around the classroom and assist the students as needed.

Independent Practice

  • Have the students work on a project-based activity where they must use scratch to create a series of commands that will produce a desired outcome.
  • Encourage the students to be creative and think outside the box.

Closure

  • Review the objectives of the lesson and ask the students to share their completed projects.
  • Ask the students to share any challenges they faced and how they were able to overcome them.

Assessment

  • Observe the students as they work on the independent projects and provide feedback on their use of the scratch programming software and their ability to solve a problem.
  • Collect and grade the completed projects for compliance with the objectives of the lesson.

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