Code Elementary Teachers Guide
Code Elementary Teachers Guide
Code Elementary Teachers Guide
codin
beginning
G
SCRATCH
TM
WITH
Before you get started with your students, you will Pages 6–7 of the Coding with Scratch Workbook provide
need to set up Scratch. There are online, offline, and iPad an overview of how to sign up for or download Scratch.
versions of Scratch. To choose which one is the best for If you only have access to iPads, you can use Pyonkee
your class, you will need to consider the following (and (based off Scratch 1.4, not officially made by MIT). If your
it may be a good idea to get help from your technology district has policies against students under 13 years old
department): creating online accounts, consider applying for a Scratch
Educator account.
•D
oes your school/district have policies against
creating online student accounts? Before your first lesson, you should complete the
student projects found in this teacher guide. Completing
•A
re you able to download programs/apps onto the activities yourself will help you anticipate the needs
your devices? of your own students. Also, your completed projects
• What kinds of devices do you have? will serve as models to show students what they will
be making.
INTRODUCTION TO PROGRAMMING:
If you are unfamiliar with computer programming, prepare to introduce coding to your students by reading
pages 12–23 of the Coding Projects in Scratch guide. Understand that an algorithm is simply a list of steps to
complete a task and a program is an algorithm that a computer can run.
You can introduce coding to your students by showing one or all of the following videos:
Coding for Kids 1: What Is Computer Coding?
http://bit.ly/2rmKFeV
Coding for Kids 2: How Computer Programs Work
http://bit.ly/2qociHm
Coding for Kids 3: Think Like a Computer
http://bit.ly/2qnZnoL
In Coding for Kids 3: Think Like a Computer, the robot has to be given very detailed and clear instructions to
successfully serve the food. You can model this with your students by pretending to be a robot. Ask students
to “program” you by making a list of instructions for you to follow to complete a task (e.g. walk to the door,
go to your desk and pick up a pencil, etc.).
INTRODUCING STUDENTS TO SCRATCH
Next, you will introduce your students to Scratch. You can show the Computer Coding
Games for Kids: Introducing Scratch video (http://bit.ly/2pQNKnr) to give an overview
of the environment. Then have students open to pages 8–9 of the Coding with Scratch guide and have them point to
each area as you say them (Stage area, Sprite list, Stage info . . .). The goal at this point is not to have the students
immediately memorize what each button and block in Scratch does. Rather, they should become familiar with the
environment and start to develop a common vocabulary when describing what they are doing in Scratch.
For many teachers, the next natural step would be to teach a concept and give an assignment. However, experienced
computer science teachers will tell you that after the introduction, students will be so excited to get started that they
most likely won’t listen to anything else you have to say. That’s why you should jump right in by having students
login or open Scratch. Set a timer and tell your students they have X minutes to “discover something new.” Encourage
them to share discoveries with their neighbors and to use the correct names when referring to areas in Scratch. While
circulating, ask students to point out something interesting they have discovered. Make sure to model using correct
terminology. When the time is up, select students to share projects they made or interesting facts they learned. You
may be surprised at what students can make and learn without any instruction from you. Encourage divergent
thinking and self-reflection.
At the end of your lesson, congratulate your students for becoming computer programmers! Explain that they have
some exciting projects ahead of them and will be learning about how to make their computers do amazing things.
go to x: –165 y: 180 say Happy birthday to you! for 2 secs glide 2 secs to x: 165 y: –70
HAPPY BIRTHDAY!
Main project:
when clicked
Coding Projects in Scratch—Dino Dance Party
(found on pages 34–45) forever
For the Dino Dance Party, students will use loops, events, if key right arrow ▾ pressed? then
parallelism, and conditional statements to make point in direction 90 ▾
animated characters dance on the screen. A small script
move 10 steps
in the program will check if the left or right arrow key is
pressed on the keyboard. If either key is pressed,
Dinosaur 3 will move in the corresponding direction.
if key left arrow ▾ pressed? then
These conditional statements make the program
interactive and more fun! Here’s what the conditional point in direction –90 ▾
statements look like in the Dino Dance Party program: move 10 steps
MORE RESOURCES
Scratch ED
About the Author
http://scratched.gse.harvard.edu/ Grant Smith is the founder of Launch CS
An online community for Scratch educators to (www.launchcs.com), the premier provider of
collaborate and exchange resources. K–8 computer science teacher professional
Downloadable DK Coding Kit development. Grant is also a former K–8 computer
https://www.dk.com/us/explore/education/celebrate- science teacher and district administrator. He has
global-scratch-day-with-this-downloadable-computer- led #CSforAll initiatives at multiple school districts
coding-kit/ across the nation and has developed computer
DK 9 Easy Steps Coding Guide science curricula and standards. He has served on
https://www.dk.com/us/explore/education/9-easy-steps- national computer science education teams
for-teaching-coding-in-the-classroom/ including the CSTA Standards Review Committee.
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