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Animals and Algorithms


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Keywords: ipad, animals, algorithms, technology
Subject(s): Early Learning, Social Skills, Video, Animation, Information Skills, Chemistry, Podcasting
Grades K through 2
NETS-S Standard:
  • Creativity and Innovation
  • Communication and Collaboration
  • Research and Information Fluency
  • Critical Thinking, Problem Solving, and Decision Making
  • Digital Citizenship
  • Technology Operations and Concepts
View Full Text of Standards
School: Screven Co High School, Sylvania, GA
Planned By: Lisa Lariscy
Original Author: Lisa Lariscy, Kapolei
Introduction to Programming (90 minutes)

Learning Goals
By the end of this activity, students will be able to …
o Identify ways that students can work together on a task.
o Organize themselves into working groups by assigning roles and taking
turns.
o Explain in simple terms how humans control computers.
o Recognize that problems can be solved by applying logic and iterating
until the solution is reached.
o Define a program as a set of step by step instructions written in a
language that a computer can understand.
o Recall that programming often requires going through the design process
many times to test and fix the program.
o Evaluate a problem such as a maze or a puzzle and, using a predefined
set of commands, write an algorithm that will solve the problem.
o Test a program and identify incorrect behavior in a program.
o Identify and fix errors in a program that demonstrates incorrect behavior.
o Design and implement a digital artifact such as a story or animation using
age-appropriate programming tools.
o Use technology to express ideas.

Introduction to Programming may be taught over a
series of class periods as determined by the teacher and is estimated to take 90
minutes to complete.
In this activity students will build their first project in ScratchJr, exploring
instructions and sequencing as the basis for a computer program.

Students will become familiar with the Motion and Looks blocks, the Green Flag
action starter, and how to change the background graphics of their projects.

Students will work in groups of 2-4. Each group will need an ipad. It is
recommended that students work on the same ipad each time they use
ScratchJr because all of the projects stay on that ipad. Projects cannot be
transferred from one ipad to another.

Teachers will need to project their ipad on a screen to allow students to learn by
mirroring the teacher’s demonstration.

Students will complete the corresponding section in their Animals and Algorithms
Launch Logs under the heading Meet ScratchJr.
For a detailed guide to programming with ScratchJr, the teacher may access the
following presentations: Introduction to Programming in ScratchJr Part 1 and
Introduction to Programming in ScratchJr Part 2.
The teacher may choose to display this presentation on the large screen, have students walk
through it on their ipads, or skip the presentation completely and have students
proceed with the activity while the teacher demonstrates ScratchJr in real-time
with an ipad projected onto a screen.

A helpful Blocks Guide in ScratchJr provides a picture and description of every
block. To access the Blocks Guide, go to the ScratchJr home screen and click on
the book icon in the upper right corner. Choose Blocks Guide in the lower right
corner. The blocks are grouped by category. Scroll down to view all of the
categories.

Lesson plan taken from © 2015 Project Lead The Way, Inc.
Cross-Curriculum Ideas
Reading, Writing, Math, Science, Social Studies
Follow-Up
sharing with others, building upon previous taught skills
Materials: Integrating Technology, Bags and Cases, Mobile Labs
Other Items: 15 iPad 4, $329.00 each, total of $4935.00