CAL ScratchJr Reader Full
CAL ScratchJr Reader Full
Curriculum for
Readers
Integrated with Foundational Literacy Topics
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LESSONS
Lesson 1: Foundations
Lesson 2: What is a Program?
Lesson 3: Sequencing
Lesson 4: Characters
Lesson 5: Programming
Lesson 6: Debugging
Lesson 7: Details
Lesson 8: Repeat Loops
Lesson 9: Descriptive Language
Lesson 10: Conditionals
Lesson 11: Final Project - Writing the Jungle Dance Party
Lesson 12: Final Project - Coding the Jungle Dance Party
Thinking involves the ability to make sense of, interpret, represent, model, predict, and invent our experiences in the
world. Thus, as educators, we must give children one of the most powerful tools for thinking: language. The term
language refers here to a system of communication, natural or artificial, composed of a formal limited system of
signs, governed by syntactic and grammatical combinatory rules, that serves to communicate meaning by encoding
and decoding information. Today, we have the opportunity to not only teach children how to think by using natural
languages, such as English, but also by learning artificial languages—programming languages such as the one used in
the ScratchJr app.
The achievement of literacy in a natural language involves a progression of skills beginning with the ability to
understand spoken words, followed by the capacity to code and decode written words, and culminating in the deep
understanding, interpretation, and production of text. The ultimate goal of literacy is not only for children to master
the syntax and grammar, the orthography and morphology, but also the semantics and pragmatics, the meanings and
uses of words, sentences and genres. A literate person knows that reading and writing are tools for meaning making
and, ultimately, tools of power because they support new ways of thinking.
The CAL approach proposes that programming, as a literacy of the 21st century, engages new ways of thinking and
new ways of communicating and expressing ideas, as well as new ways of problem solving and working with others.
CAL understands the process of coding as a semiotic act, a meaning making activity that engages children in both
developing computational thinking, as well as promoting personal expression, communication, and interpretation.
This understanding shapes this curriculum and our strategies for teaching coding.
The curriculum is organized around powerful ideas from both computer science and literacy. The term powerful
idea refers to a central concept or skills within a discipline that is simultaneously personally useful, inherently
interconnected with other disciplines, and has roots in intuitive knowledge that a child has internalized over a long
period of time. The powerful ideas from computer science addressed in this curriculum include: algorithms,
design process, representation, debugging, control structures, modularity, and hardware/software. The powerful
ideas from literacy that will be placed in conversation with these powerful ideas from computer science are: the
writing process, recalling, summarizing and sequencing, using illustrative and descriptive language, recognizing
literary devices such as repetition and foreshadowing, and using reading strategies such as predicting, summarizing,
and evaluating.
The CAL approach allows students to make connections between coding and literacy and use the two platforms to
express their thoughts and ideas. These powerful ideas of literacy and computer science are explored in the context of
a curriculum that draws on the well-known children’s book Giraffes Can’t Dance by Giles Andreae and Guy Parker-
Rees.
Each lesson contains a variety of activities to introduce children to programming and literacy skills and concepts.
Lessons are aligned to academic frameworks of Common Core and K-12 computer science standards. Teachers are
encouraged to use this curriculum as a guiding resource and to adapt lessons and activities to their needs of their
students. Activities in this curriculum include:
• Warm up games to playfully introduce or reinforce concepts
• Design challenges to introduce the powerful ideas from computer science
• Writing activities to introduce the powerful ideas from literacy
• Work individually or in pairs on designing and creating projects
• Technology circles to share and reflect on activities
• Free-explorations to allow students to tinker and expand their skills
The culmination of the unit is an open-ended project to share with family and friends. Just as young children can read
age-appropriate books, computer programming can be made accessible by providing young children with appropriate
tools such as ScratchJr.
PACING
This 12-hour curriculum unit is designed to take place over the course of a few months with one or two sessions per
week (i.e. 1-2 hours each week for 2-3 consecutive months). This curriculum provides suggested time allotments, but
they should be adapted to suit the needs of each classroom.
To supplement the structured challenges, free-exploration is allotted throughout the curriculum. These open-ended
sessions are vital for children to fully understand the complex ideas behind their robotic creations and programs. The
free-exploration sessions also serve as a time for teachers to observe students’ progress and understandings. These
sessions are as important for learning as the lessons themselves! In planning and adjusting the timeframe of this
curriculum, free-exploration sessions should not be left by the wayside. Free-exploration provides opportunities for
playing with materials and ideas. This will help build a solid foundation.
Lesson Activities
MATERIALS
This curriculum is based on ScratchJr, so the main material necessary for the students is iPads, Androids
or Chromebooks (check here https://www.scratchjr.org/about/faq for devices compatible with
ScratchJr), so children are able to code. In addition, there are ScratchJr block pages that can be printed to
help with student comprehension. More information is provided in lessons that use these pages. This
curriculum also uses the book Giraffes Can’t Dance by Giles Andreae and Guy Parker-Rees.
Other materials used in the curriculum are inexpensive crafts and recycled materials. The use of crafts
and recycled materials, a practice already common in other domains of early childhood education,
provides opportunities for children to use materials they are already comfortable with.
As a theoretical framework, PTD proposes six positive behaviors (six C’s) that should be supported by educational
programs that use new educational technologies, such as the ScratchJr app. These are: content creation,
creativity, communication, collaboration, community building, and choices of conduct. The six C’s of
PTD are highlighted in the activities throughout the curriculum with their respective icons:
CONTENT CREATION The engineering design process of building and the computational
thinking involved in programming foster competence in computer literacy and technological fluency.
The use of Design Journals document for the children themselves, as well as for teachers and parents,
their own thinking, their learning trajectories and the project’s evolution over time.
In alignment with the Positive Technological Development (PTD) framework, this curriculum approaches literacy
from the perspective of dialogic instruction. Dialogic instruction is a theory of learning (and teaching) premised on
the belief that students engage with literacy instruction best when there are opportunities for them to engage in
authentic, open-ended interpretation of texts. If a student does not have a voice, a position, or an evaluation of the
text, then what good are literary skills? Only when she needs these tools for her own purpose, to help her achieve her
own interpretation, and to convince others of it, will she have a reason and motivation (beyond getting a good grade)
to acquire the tools being taught. This curriculum, in adherence with the theory of dialogic instruction, strives to place
the student in the position of interpreter, with opportunities for authentic, open-ended interpretation of texts. This
aligns with the curriculum’s approach to coding where students are given opportunities for open-ended coding tasks
that encourage them to explore their own expressive ideas.
CLASSROOM MANAGEMENT
Teaching programming in an early childhood setting requires careful planning and ongoing adjustments when it
comes to classroom management issues. These issues are not new to the early childhood teacher, but they may play
out differently during iPad activities because of the novelty of the materials themselves. Issues and solutions other
than those described here may arise from classroom to classroom; teachers should find what works in their particular
circumstances. In general, provide and teach a clear structure and set of expectations for using materials and for the
routines of each part of the lessons (technology circles, clean up time, etc.). Make sure the students understand the
goal(s) of each activity. Posters and visual aids can facilitate children’s attempts to answer their own questions and
recall new information.
GROUP SIZES
The curriculum refers to whole-group versus pair or individual work. In fact, some classrooms may benefit from other
groupings. Whether individual work is feasible depends on the availability of supplies, which may be limited for a
number of reasons. However, an effort should be made to allow students to work in as small groups as possible, even
individually. At the same time, the curriculum includes numerous opportunities to promote conversations which are
enriched by multiple voices, viewpoints, and experiences. Some classes may be able to have these discussions as a
whole group. Other classes may want to break up into smaller groups to allow more children the opportunity to speak
and to maintain focus. Some classes structure ScratchJr time to fit into a “center time” in the schedule, in which
students rotate through small stations around the room with different activities at each location. This format gives
students more access to teachers when they have questions and lets teachers tailor instruction and feedback as well as
assess each students’ progress more easily than during whole-group work. It is important to find a structure and
group size for each of the different activities (instruction, discussions, work on the challenges, and the final project)
that meet the needs of the students and teachers in the class.
ALIGNMENT OF ACADEMIC FRAMEWORK
This curriculum is designed for second grade and covers many foundational computer science and engineering skills.
These academic frameworks are taught through a series of powerful ideas: algorithms, modularity, control structures,
representation, hardware/software, design process, and debugging. Each powerful idea has activities and materials
(in this case, the activities are tailored to fit the theme of Where the Wild Things Are) that encourage mastery of the
powerful ideas from computational thinking (CT) and matches them with corresponding powerful ideas from literacy.
This curriculum contains activities that specifically address the following literacy concepts and skills: the writing
process, recalling, summarizing and sequencing, using foreshadowing, and using reading strategies such as
predicting, summarizing, and evaluating.
Each lesson in this curriculum unit is aligned with standards from the Common Core English Language Arts
(ELA)/Literacy Framework. The Common Core framework is “a set of standards that were created to ensure that
all students graduate from high school with the skills and knowledge necessary to succeed in college, career, and life,
regardless of where they live” (National Governors Association Center for Best Practices & Council of Chief State
School Officers, 2010). Lessons in this curriculum are also aligned with the nationally recognized K–12 Computer
Science Framework (2016).
CCSS.ELA-LITERACY.W.
2.3
Write narratives in which they
recount a well-elaborated
event or short sequence of
events, include details to
describe actions, thoughts,
and feelings, use temporal
words to signal event order,
and provide a sense of
closure.
Control:
Computers follow precise
sequences of instructions that
automate tasks. Program
execution can
also be nonsequential by
repeating patterns of
instructions and using
events to initiate instructions.
CCSS.ELA-LITERACY.SL.
2.4
Tell a story or recount an
experience with appropriate
facts and relevant, descriptive
details, speaking audibly in
coherent sentences.
Lesson 1: Foundations
PURPOSE MATERIALS
While this lesson does not involve using the Scratch Jr
FOR THE TEACHER:
app, the activities set up an important foundation for
how students engage in key computer science and
• Anchor chart of Design Process*
Explain to students that programmers do many different things - they work with computers to write
programs. Programs are instructions for computers! So, every time students play games on tablets or use
computers at school, they are using the work of programmers.
Writing Process: Just as programmers use the Design Process to design and create projects, writers use
the Writing Process to brainstorm ideas, write a draft, make revisions, and share their writing with others.
The Writing Process is also a cycle - there’s no official starting or ending point, and you can move back
and forth between steps!
THINK LIKE A PROGRAMMER (10 min)
Explain to students that everyone in the class is going to start thinking like a programmer! Ask students:
Have you ever used a computer or tablet before? What did you use them for? Did you play a game? Was
it fun? Explain to students that programmers don’t just create games or programs without thinking of a
plan first. The purpose of this activity is to engage students in thinking about design and how
programmers must think creatively in order to engage audiences in their creations.
VOCABULARY
• Program — a complete set of instructions for a
computer
• Sequence — the order of instructions that a robot
will follow exactly (often used interchangeably with
algorithm)
Lesson 2: Activity
"
Repeat the game one final time, this time by giving each student a typed and printed version of the
message. Have a few students read out their printed message. Ask students: How was this better than the
last two rounds? Are all students able to receive the same information? (Yes)
At the end of the activity, explain to students how this mirrors the evolution of writing technology from
oral societies to scribal writing to post-printing press. Help students draw the connection to the evolution
of computers and robotic technologies. More specifically, explain to students that if we had to program
robots without writing, it would be messy, but we can use computer writing to program robots, and that is
called code.
Have the class stand up. Hold up one big ScratchJr icon at a time and say, “Programmer says to
_________”. Go through each individual instruction a few times until the class seems to get it. Once
students are familiar with each instruction, ask for volunteers to be the Programmer who gives the class
full programs to run through (e.g. Begin, Spin, Forward, End). Just like in the real “Simon Says” game, the
Programmer can try to be tricky! For example, if the Programmer forgets to give a Begin or End
instruction, should the class still move? Just like Simon Says, if the Programmer forgets to say,
“Programmer says to ___________”, then students should sit down! This will help reinforce the
concept that ScratchJr is programmed by humans.
PROGRAM THE TEACHER WITH SCRATCHJR BLOCKS (10 min)
Using the Programmer Says cards, students will work together as a class to “program” their teacher to
move from one part of the room to the other. Be silly! An example would be for the students to “program”
their teacher to move from the front end of the room to the library area by using these blocks: Begin,
Forward, Turn Left/Right, Forward, Forward, End. The goal of this game is for students to practice
sequencing as a class before working individually or in their small groups. Before the teacher-computer
moves, students can make predictions about where the teacher-computer will end up. It may be helpful to
let the students make mistakes in order to foster discussion on sequencing and debugging.
Once the students have finished programming the teacher, have them write in their Design Journals what
they think a program is in their own words.
Show students the green begin block (circled in black) and the programming area (circled in red):
Demonstrate a sample program. Intentionally tap on each blue block one a time and narrate how the
kitten reacts to it. Then, you may choose to show snapping the blocks together to create a continuous
program:
EXTENDED ACTIVITY:
Tell students: Just like there are pages in a book, we can have pages in a program.
• Show students where to add pages (located on the far right of the screen):
◦ Tell students: This block is just like turning the page in a book! It will turn the page in our
programs. So, instead of using the red end block, when you want to turn the page of your
program, use this block.
• Pass out tablets. Students may have to work in pairs or small groups. Students will try and recreate
their setting drawing in ScratchJr.
Lesson 3: Sequencing
OVERVIEW ACTIVITIES
Students will learn about sequencing in • Giraffes Can’t Dance (15 min)
programming and how it relates to literacy, and • Order Matters (10 min)
why order matters in both cases. Once students • Composition Planning (15 min)
become familiar with some of the ScratchJr • First Draft of Composition (20 min)
programming blocks (or if they already are), they
STUDENTS WILL BE ABLE TO…
will learn more about different functions and
capabilities in the app. Students will spend the • Understand why order matters when programming
or telling a story
bulk of the lesson working on an original written
composition following the model from Writer’s PREPARATION FOR TEACHERS
Workshop. ☐ Read through the Activity Guide
PURPOSE ☐ Print Brainstorming Worksheets
In the previous lesson, students began learning MATERIALS
about different ScratchJr blocks. Understanding FOR THE TEACHER:
that order matters is an important skill for
students not only in computer science and • 1 copy of Giraffe’s Can’t Dance by Giles Andreae
literacy, but also in their everyday lives as they • Large letter cards: A, R, C*
Lesson 3: Activities
For the activity, ask three students to volunteer to hold one of the three large letter cards: A, R, and C. Ask the three
students to spell “A-R-C” by arranging themselves in a line. Then ask the three students to spell the word “C-A-R” by
rearranging themselves. Ask the class: What changed when the three volunteers moved their positions? Do the two
words mean the same or different things? Explain to students that letters are symbols for sounds and are strung
together in different ways to make different words. When the position of the letters changed, the way we sounded out
the letters and the word itself (hence the meaning of the word) also changed.
Conclude the activity by reflecting on the importance of sequencing in literacy and computer science. Ask students:
Why did the order matter in each activity?
BRAINSTORMING
• Have students quickly pair up and share which prompt they would like to write about and
why. (5 min)
• Feel free to use planning or brainstorming worksheets you already utilize in your class. Make
sure that the worksheet emphasizes the sequence or order of the story. This is a great time to
incorporate transitional words such as “first, next, then, finally.”
PURPOSE
PREPARATION FOR TEACHERS
The character feature in ScratchJr is crucial. The
character will carry out the programs created by ☐ Read through the Activity Guide
students, but it is also an opportunity for children to get ☐ Ensure all tablets are charged and are working and
have ScratchJr installed
creative, insert themselves into their programs and tell
stories. MATERIALS
ACTIVITIES FOR STUDENTS:
• Design A Character (15 min)
• Design Journal (see Appendix C for example)
• Create Your Character in ScratchJr (15 min)
• Tablet with ScratchJr
• Free Play with Purple Blocks (10 min)
VOCABULARY
• Changing the Setting in ScratchJr (5 min)
• Character — who the story is about
• Add Page in ScratchJr (5 min)
• Character Share (10 min)
Lesson 4: Activities
"
2. Select the camera tool and then select a shape for the camera to fill.
"
3. Select the correct photo, then tap the check mark to return to the stage.
2) left hand
3) right foot
4) left foot
5) head
6) whole self
You put your Kitten in, you put your Kitten out,
You put your Kitten in, and you shake it all about.
You do the Hokey Pokey, and you turn your Kitten around.
And that’s what it’s all about. (Clap, clap.)
Present the anchor chart to students. Explain to students how in the previous lesson, students encountered different
challenges. Other examples can be found at: https://www.scratchjr.org/learn/tips
Explain to students that debugging is a method used to understand how to fix things when engineers program
robots, and the robots do not work. By identifying these problems and different solutions to solve them, students are
debugging.
Debugging is a word used in computer science to describe when people find errors in their computer programs
and use different strategies to solve the problem. While the word “bug” was used in other scientific fields, the
word “debugging” is attributed to Admiral Grace Hopper, who back in the 1940s found a moth stuck inside the
computer (computers used to be that big!), which caused an error in the system. She was able to resolve the error
by taking out the bug, hence the word “debugging”!
For further activity ideas and examples of pictures, check out the following resources:
• https://www.computerhope.com/issues/ch000984.htm
• https://www.npr.org/sections/alltechconsidered/2015/11/23/457129179/the-future-of-nanotechnology-and-
computers-so-small-you-can-swallow-them
ACTIVITIES
• Repetition in Instructions (5 min)
• Pattern Dance (15 min)
• ScratchJr Repeat with Numbers (20 min)
• Program a Pattern (20 min)
Lesson 8: Activities
"
Ask the class: Think back to our activity earlier when (student’s name) had to get up from the chair and
walk around several times. Do you think there’s an easier way I could program this? Is there a way I could
make the program shorter?
Introduce the Repeat Block. Demonstrate changing the number in the bottom right. Note that this is how
you change how many times the pattern will repeat.
Create your same program of moving forward and backward, but this time use the repeat block.
Have students explore their own programs using the repeat blocks. The emphasis here
should be on proper syntax i.e. making sure that what students want to repeat is within
the repeat block sandwich.
2. Record your sound: " (This may take a few tries in order for students to correctly
capture their character intro, and that’s okay!)
Guiding Questions:
• What about your character can be expressed through words or noises?
• What does your character’s voice sound like? What kind of things does the character say?
• How does your character interact with other characters? Is there any places in your story where
your characters talk to each other?
• What words/details can you add to your story to emphasize the personality of your character?
FREE PLAY (10 min)
Individually or in pairs, students should take this time to explore the Sound Recorder freely.
By the end of this free-exploration, students should be able to record the specific sounds they want
ScratchJr to play using the Sound Recorder.
Below are some examples from the story. Ask students to think about these hypothetical scenarios, and have several
students share out their hypotheses.
• What would have happened if the lions hadn’t made fun of Gerald?
• What would have happened if Gerald hadn’t met the cricket?
• If Gerald had not left the dance to look at the moon…
• If Gerald had been with other giraffes at the dance…
Now the students have the opportunity to turn these suggested alternative stories into compositional texts.
Students will write their alternative stories in their Design Journals. This activity is also an opportunity to review
whatever skills the students have most recently learned in writing (e.g. strategies for organization, capitalization of
proper nouns, etc.).
Demonstrate the start on tap block using your same recorded program.
In addition, programs can start with the start on bump block. This block only starts a character’s program when
that character is “bumped” by another character.
Add a character to your same recorded program (if there aren’t already multiple characters) and then
demonstrate the start on bump block.
Guiding questions:
• If I start my character with the orange start on message block, what color do you think the send
message block needs to be? Why?
FOR STUDENTS:
purposeful decisions about their projects and
understand that not all ideas on paper can transfer to • Design Journal (see Appendix C for example)
the actual design. Second, by “rewriting” their written • Tablet with ScratchJr
planning in code, the connections between programing • Collaboration Web (see Appendix D)
and writing will be brought to life. Student will
experience the constraints and affordances of each
medium and and better understand how the two
support one another.
ACTIVITIES
• Planning the Jungle Dance Party (20 min)
• Peer Feedback (5 min)
• Collaboration Web (10 min)
• Coding the Jungle Dance Party (25 min)
Lesson 11: Activities
Take photos of students’ final projects! While you do this have the students deliver their cards.
EXTENDED ACTIVITY:
If more time is needed for students to finish their final projects, this reflection activity can be assigned for
homework. Now that students have written a composition and created a project in ScratchJr, have
students write a letter to their families explaining their projects. Ask students: What was your project
about? What did you learn by playing with ScratchJr? What was your favorite thing? What was your most
challenging thing? Send students’ letters to families, along with pictures of their compositions, final
projects and codes. If students have access to tablets at home, you may also share their final project
to their parents. See instructions below:
1. turned on
2. connected to the internet
3. enabled to receive emails/AirDrops
4. pre-loaded with the ScratchJr app
2. On the Sending device, open the project you want to share. Tap the yellow rectangle in the top right
corner of the screen to see the Project Information Screen
3. Type a specific name for this project (e.g. “Dance Party”). Share the project to your Receiving
device using your preferred share method (AirDrop or email)
4. On the Receiving device, open ScratchJr. You should see your newly shared project in your project
library, with a blue ribbon to show it hasn’t been opened yet.
Art Materials:
r Construction paper or other kind of decorative paper
r Markers, crayons, of colored pencils
r Masking tape
Teaching Materials:
r 1 copy of Giraffes Can’t Dance by Giles Andreae (it might be helpful to have multiple copies for
students to reference during projects)
r Premade anchor charts (see following pages for examples)
r Discussion sentence starters
r Design Process
r Writing Process
r Why is Kitten Confused?
r Printed pictures (see following pages for examples)
r Large letter cards: A, R, C
r Scratch Jr Block Cards
Examples of Anchor Charts:
Discussion Sentence Starters Design Process
A R C
MOTION BLOCKS
Move Left
1
Move Right
1
Move Up
1
Move Down
1
Turn Right
1
Turn Left
1
Hop
2
Go home
TRIGGERING BLOCKS
Start on Message
Start on Message
Start on Message
Start on Message
Start on Message
Start on Message
Start on Green Flag
Start on Tap
Send Message
Send Message
Send Message
Send Message
Send Message
Send Message
Start on Bump
SOUND BLOCKS
Pop
pop
Play Recorded Sound
1
LOOKS BLOCKS
Say
Hi
Grow
2
Shrink
2
Reset size
Hide
Show
CONTROL BLOCKS
Wait
2
Stop
Set Speed
Set Speed
Set Speed
Repeat
2
END BLOCKS
Repeat forever
Go to page
2
End
Block Descriptions
Starts the script when the Green Flag Starts the script when you tap on the
is tapped. character.
Starts the script when the character is Starts the script whenever a message
touched by another character. of the specified color is sent.
Send Message
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Block Descriptions
Hop Go Home
Say Grow
Hide Show
Fades out the character until it is Fades in the character until it is fully
invisible. visible.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Block Descriptions
Wait Stop
Pauses the script for a specified Stops all the characters' scripts.
amount of time (in tenths of seconds).
Indicates the end of the script (but Runs the script over and over.
does not affect the script in any way).
Go to Page
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Appendix B-1. Solve-It Assessment A
Solve-it
Name _______________________ Date ______________
A Teacher _______________________
Circle the correct answers.
2. How many times can you go through the writing process and design process?
...
1 1
4. Which of these is a program?
1 1
1 1
1 1 1
1
Appendix B-2. Solve-It Assessment B
Solve-it
Name _______________________ Date ______________
B Teacher _______________________
Circle the correct answers.
1. My character won’t spin and move forward when I try to run my program.
1 1
Circle one block that is needed to debug this program:
1 1
2. How can we change this program so that the character goes up before moving
forward?
1 1
1 1 1 1 1
1 1 1 1 1
3. Which one of these blocks makes the character freeze?
10 1 1
4. Which one of these programs will make the character freeze before jumping?
1 10 1
10 1 1 1
1 1 10
6. Which one of these programs will make Chicken faster than Kitten?
Appendix B-3. Solve-It Assessment C
Solve-it
Name _______________________ Date ______________
C Teacher _______________________
Circle the correct answers.
1 2
2. Which of these programs will make the character jump three times?
1 3 1 2
4 1 2 2
3. Which program does the same thing as this program?
1 1 1 1
1 1
2 4
1 4 1 4
Hi!
5. Which program does not start until you tap the character?
4 2 2
2 2
6. True or False: This program makes the character move forward forever.
1 9
Appendix B-4. Solve-It Assessment D
Solve-it
Name _______________________ Date ______________
D Teacher _______________________
Circle the correct answers.
2. Which block only starts a character’s program when that character is “bumped”
by another character?
3. After Kitten jumps, I want Dog to jump. But, Dog is not jumping. How can I
change this program to make Dog jump after Kitten jumps?
4. Which program has the character move four steps forward, one step up, and
disappear?
5. When Kitten moves forward, Kitten bumps into Dog. Which program makes
Dog jump when Kitten bumps into Dog?
6. Which program has the storm cloud move backwards when tapped and send a
message for Kitten to move forward the fastest?
Appendix C. Design Journal
Name: Date:
Lesson 1:
Foundations
What are some similarities between the process of designing a program
and the process of writing a story?
How did you use the design process to make your How-To book?
Name: Date:
Lesson 1:
Foundations (continued)
Write instructions for how to create the game that you
designed. You can also draw pictures to help readers
understand your directions.
Name: Date:
Lesson 1:
Name: Date:
Lesson 2:
What is a program?
Name: Date:
Lesson 3:
Composition Planning:
My idea is…..
Lesson 3:
Lesson 3:
Name: Date:
Lesson 4:
My Character
Name: Date:
Lesson 4:
Use this blank sheet for any extra planning or writing!
Name: Date:
Lesson 5:
Programming
Use the ScratchJr stickers to write your Hokey-Pokey program
here. Make sure the blocks are in the right order!
Lesson 7:
Details
FAST OR SLOW?
1.
2.
3.
4.
5.
Reflection:
What was difficult or easy about your Freeze Dance
Project?
Name: Date:
Lesson 7:
Use this blank sheet for any extra planning or writing!
Name: Date:
Lesson 8:
Use this blank sheet for any extra planning or writing!
Name: Date:
Lesson 9:
Cause and Effect Part II
Choose one of the five senses below. Draw a circle around the
sense that you have chosen.
Lesson 9:
Use this blank sheet for any extra planning or writing!
Name: Date:
Lesson 10:
List out all of the characters in your written composition.
Name: Date:
Lesson 10:
Use this blank sheet for any extra planning or writing!
Name: Date:
Lesson 11:
Final Project
Describe your Jungle Dance Party on the lines below. Make sure to cover
these important details!
§ Who is there?
§ What does it look like?
§ When does each activity happen?
§ Where does it happen?
§ Why did you choose these activities?
Name: Date:
Lesson 11:
Final Project
Now that you have written about your Jungle Dance
Party, start planning your Scratch Jr. Jungle Dance
Party!
My character is:
Its name is
Now it’s time to improve and fix your “bugs”! Feel free to make as
many changes as you want to improve your program or your
robot’s decorations.
Lesson 12:
Name: Date:
Lesson 12:
Describe your final Scratch Jr. program. What was it like? Was
it a story? A game? Something else?
Lesson 12:
Final Projects
Name: Date:
Name: __________________ Date: ___________________
2. How much do you think the whole class liked doing these activities?
4. How important do you think the things you learned are going to be to you later
in life?
5. How would you feel if you had the chance to do this again?
Directions:
1. Obtain headshots of each student in the class.
2. Create individual printouts with each student’s photograph in the center of the page and the
names and photographs of all the other students arranged in a circle surrounding the central
photo.
3. Whenever you observe students collaborating during the final project, ask students to draw
a line from their photo in the center to the photo of the other students with whom they
collaborated.
4. During Lesson 12, ask students to count the number of lines they have with each student. Ask
students to write thank you letters to the three students who have the most lines drawn to
their photos.
Student B
Student C
The student in the center will write thank you letters to Students A, B, and C.
References
Bers, M. U. (2008). Blocks to robots: Learning with technology in the early childhood classroom. New York, NY:
Teachers College.
Bers, M. U. (2012). Designing digital experiences for positive youth development: From playpen to playground. Cary,
NC: Oxford.
Bers, M. U. (2018). Coding as a Playground: Programming and Computational Thinking in the Early Childhood
Classroom. New York, NY: Routledge Press.
International Society for Technology in Education (2017). ISTE Standards for Students.
Retrieved from https://www.iste.org/standards/for-students
Massachusetts Department of Education (2016). Digital Literacy and Computer Science Framework. Retrieved from
https://www.doe.mass.edu/frameworks/dlcs.pdf
National Governors Association Center for Best Practices & Council of Chief State School Officers
Papert, S. (1993). Mindstorms: Children, computers, and powerful ideas. New York, NY: Basic Books.
Virginia Department of Education (2017). Computer Science Standards of Learning (SOL). Retrieved from http://
www.doe.virginia.gov/testing/sol/standards_docs/computer-science/index.shtml
Vygotsky, L. S. (2012). Thought and Language. Cambridge, MA: The MIT Press.