CS4HS at CSS Lesson By: Kathi Tolo, Mary Ann Harala, Brenda Antonich and Carol Burger Activity: Demonstrating Knowledge of Plants through Scratch Programming Grade Levels: First/Second Subject Area: Science and Computational Thinking Time: 3 – 5 week unit Description: Pre- Programming Activities: Students will participate in a number of lessons to create awareness of what computer programmers do. Students will explore codes and language to illustrate programming language. Students will learn to write commands to help with understanding of programming language. Students will practice various elements within the Scratch Program including choosing backgrounds, sprites, movement commands and speech commands. Students will participate in the activities and learning of the New Plants Module of the grade 2 FOSS Science Unit. Computer Activities: Students will be able to demonstrate their knowledge of plants by creating a Scratch Activity. Standards and Outcomes: Computational Thinking Standards: The student will be able to: Use technology resources to solve age-appropriate problems. Recognize that software is created to control computer operations in a sequential manner. Minnesota Standards in Science: Life Science Code – 2.4.3.1.1 Plants and animals undergo a series of orderly changes during their life cycles. Code – 2.4.1.1.1 Living things are diverse with many different observable characteristics. Topics: Structure and function of plants; life cycle of a plant; different ecosystems support different plant life; organisms and their environments Academic Language: Science Language: plant, root, stem, leave, bud, flower, seed, life cycle, sun, nutrients, pollination, pollen, stamen, pistil, pollinators, Computational Thinking Language: programming, code, commands, pixel, x and y axis, positive and negative numbers Scratch Language: sprites, background, stage, movement, motion, control, looks, sound, and operators. Prior Knowledge: Students will have an understanding of the plant unit and basic computer skills. Planning Notes: Teachers must be sure that the Scratch program is installed and available. Teachers should decide if flash drives are going to be used and prepare for management of them. Teachers should create a Scratch website to allow uploading of student work. Teacher will create a template of the Plant Scratch Project with command codes. Teaching/Learning Strategies: Before Computer Activities: During morning meetings teachers will connect games with computational thinking concepts. The Orange Game Sorting Students by Birthdays Concentration Zoom Graphing Activities (Post It Note, X,Y Gym activity, Graph Art) Moving a Sprite (Boss and Bossed) Secret Code Activities Students will create a picture illustrating the structures and functions of a plant. They will use the picture as they make their Scratch project. During Computer Activities: Look at several Scratch example projects from the website. Examine the project code. Present rubric and expectations for individual Scratch projects. Make a Scratch project as a class using the Smart Board. Evaluate the project with the rubric. Teach beginning Scratch programming including using sprites, stages, movement, and costumes. Allow students to explore and share other Scratch functions. Provide students a Scratch template with a plant or flower background and several sprites. Students use command codes to create a Scratch project which will show their understanding of plant structures and functions. After Computer Activities: Students upload projects for sharing with classmates, teacher and partner school buddies and parents. Students make appropriate comments about the shared projects. (Teacher discusses ISTE standard about digital citizenship.) Assessment and Evaluation: Formative Assessments: Students will use a checklist of required essential elements to guide them as they are doing their Scratch project. Class will use Museum Walk to view progress of their classmates’ projects. Summative Assessments: Teachers will view the projects on the shared Scratch site and will use the attached rubric to evaluate the projects. Class will celebrate the completion of projects by having a screening of the work on the Smart Board Accommodations: Provide a sample project including sprite codes that can be copied and modified as needed. Teacher may have students work in pairs as needed. As students finish they will work as peer helpers to aid others with programming. Resources: Creative Computing Handbook from CS4HS class Morning Meeting Activity Books Graph Art Activity Books FOSS New Plants Kit FOSS Website