Science & Technology | Mathematics | Language - Writing |
Overall Expectations A2. use coding in investigations and to model concepts, and assess the impact of coding and of emerging technologies on everyday life A3. demonstrate an understanding of the practical applications of science and technology, and of contributions to science and technology from people with diverse lived experiences B1. assess the importance of a healthy environment for living and non-living things, and the responsibilities of humans in contributing to a healthy environment B2. demonstrate an understanding of the basic needs and characteristics of living things, including humans Specific Expectations A2.1 write and execute code in investigations and when modelling concepts, with a focus on creating clear and precise instructions for simple algorithms A2.2 identify and describe impacts of coding and of emerging technologies on everyday life A3.3 analyse contributions to science and technology from various communities B1.2 identify actions that can be taken to contribute to a healthy environment B2.1 demonstrate an understanding of the natural environment as a place where living and non-living things are interconnected B2.2 identify the basic needs of living things, including the need for air, water, food, heat, shelter, and space B2.5 describe the characteristics of a healthy environment and how a healthy environment enables living things to meet their needs | Overall Expectation C3. solve problems and create computational representations of mathematical situations using coding concepts and skills Specific Expectations C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events C3.2 read and alter existing code, including code that involves sequential events, and describe how changes to the code affect the outcomes | Overall Expectations
Specific Expectations
2.3 use familiar words and phrases to convey a clear meaning 2.4 write simple but complete sentences that make sense 3.4 use punctuation to help communicate their intended meaning, with a focus on the use of: a capital letter at the beginning of a sentence; a period, question mark, or exclamation mark at the end 3.8 produce pieces of published work to meet criteria identified by the teacher, based on the expectations |
In the Grade 1 Science & Technology curriculum, there are 2 coding related expectations:
write code to demonstrate a science-related concept, focusing on understanding how algorithms (a series of instructions for a computer to execute) are written
show how coding impacts our lives
Both expectations will be addressed through the project.
I can share strategies to help people protect the environment.
I can use basic start blocks and movement blocks to code my characters to move
I can add a background to my project that makes sense for the environment
I can explain sequence in my own words
I can explain algorithms in my own words
Trees are so important! Wangari Maathai (April 1, 1940 - September 25, 2011) was a Kenyan environmental activist who founded the Green Belt movement.
She taught other Kenyan women how to plant new trees in deforested areas to help protect the environment and support women in making money to support themselves and their families.
For her outstanding work in both protecting the environment and fighting for women’s rights, she became the first African woman to ever receive the Nobel Peace Prize in 2004. We can all learn from Wangari that there is no action too small to help protect our environment!
Like Wangari, we will be teaching others how to protect the environment for both animals and people!
Students will have different experience levels when it comes to coding.
If students have never experienced coding before, please watch the “What is Coding?” video.
If students have experienced coding before, have a quick discussion in which students share their definition of coding. Some responses to look for include:
Coding is the language that computers speak
Coding is how we talk to computers or get computers to do what we want
Coding is the instructions that we give to a computer
Introduce the idea of an algorithm, which is a set of steps we can give to a computer so it can perform a task. You may want to watch this video to further explain the idea.
Similar to the concept of an algorithm is the concept of a sequence. A sequence is the order in which you write your code and the order matters. Think of a recipe to make a cake; if the steps are put in the wrong order (think back to the algorithm), the cake will come out all wrong. When writing code, a task needs to be broken down into smaller steps and put in the right order for the algorithm to be successful.
Discussion: Can students think of a time when they did the steps of a task in the wrong order? What happened?
Brainstorm with students ideas for their story. This can be done in small groups or as a whole class. Sample prompts include:
What does [insert living creature] need to survive in its environment?
What are things you and your family do to help protect that environment (i.e., food, air, water, soil, etc.)?
What does a healthy environment look like?
What are things we can do at school to help protect the environment?
How do living things work together to make a healthy environment?
Students should create a rough sketch of what will happen in each scene by writing a few words or a sentence describing what happens in the scene. Teachers may wish to provide a list of words from which to choose, a scribe, or other assistive technology to support students.
sample project and all its code.
If you have not used Scratch Jr before, please consider watching the videos at the following links in order to understand the basics of the platform:
In the first page of the project, add the first background using the Change Background button (5).
Choose the main character and begin writing the code to move and animate the character. Students are encouraged to use the “Say” block from the purple “Looks” menu to add dialogue to their story or to record and add a sound from the green “Sounds” menu to add audio files to communicate orally. Students can also add multiple characters, and even design their own characters using the Paint Editor if they wish. Make sure that all of their blocks of code are connected to a trigger block, such as the “Start on Green Flag” block.
When students are ready to create their second scene, add another page.
In the second scene, add a background, characters, and write the code. Remember that the code for each character and on each page is created separately. Students can copy a character and its code, if needed.
When students are happy with their second scene, go back to page 1. In the code for the character whose code ends last, use the “Go to Page” end block to specify the page project. If students have already added multiple pages, make sure to choose the correct page (look for the #). This will trigger the next scene to start automatically.
Repeat for any additional scenes.
To play the story, press the Green Flag button. Students are encouraged to use Presentation Mode to make their story full screen.
Students can explore the symbolic relevance of certain animals in different cultures or for different holidays or traditions and incorporate this into their story.
Students can use the camera on their device to take photos to serve as the background or as a character using the Paint Editor.
To go deeper into learning about Wangari Maathai, consider the following books and/or videos:
“Wangari’s Trees of Peace” by Jeanette Winter
“Mama Miti” by Donna Jo Napoli
“Seeds of Change: Planting a Path to Peace” by Jen Cullerton Johnson
“I Will Be a Hummingbird – Wangari Maathai (English)” from Dirt! The Movie
Students should be provided with time to share their projects with others and to engage in self and peer assessment. This can be done in a variety of different formats, including a gallery walk, whole class presentation, or “trading” their project with another student. Students can provide feedback in a variety of ways, including written and verbal. A variety of feedback options and templates are available in Appendix A.
An important aspect of assessing student understanding is focusing on the process, not the product. While it is important to have a final product that functions as intended, students are often asked to produce something within a limited time frame; therefore, it may be the case that, given more time, a student would be able to produce a fully functional product.
To assess learning, teachers can conference with students throughout the creation of their projects using the anecdotal prompts in Appendix B and documenting these discussions using an anecdotal observations chart. Teachers are encouraged to consider the troubleshooting strategies used by students throughout the project, their ability to explain how their project works, and what they might do differently in the future.
A rubric can be used to evaluate the final product. This and other assessment and evaluation tools can be modified, as needed.
While it is ideal to have one device per student, this is not the reality for many classrooms. If you are planning to have students work in groups, consider a maximum group size of 2 students to ensure as much “hands-on” time with coding as possible. If access to devices is limited, you may wish to implement this lesson as part of a station rotation within your classroom or use another strategy to work with small groups.
Scratch Jr does not require access to the internet beyond downloading the app.
If you have no access to devices, you can:
print these cards from Scratch Jr, cut them out, and have students create their code with the paper blocks instead
use these templates to create printable stickers and use the stickers to allow students to create their code
You may also wish to print out images of the background scenes and characters to further support students
Student Self Assessment
Peer Assessment
Throughout the time when students are creating their projects, teachers are encouraged to circulate and conference with students to discuss their projects and progress. The process is just as, if not more, important than the final product when it comes to coding, so this is key to truly understanding a student's understanding.
Students should be able to identify, name, and explain key coding concepts in their own words; for example, sequence can be described as “the order in which you write your code matters”. Conditionals can be described as “if-then statements that give your computer options to choose from.” The wording may be unique to each student, but they should be able to explain the concept.
Suggested Prompts:
Can you tell me what you know about ?
Can you show me where in your code you used ? How does it work?
There may be times when students “stumble” into the “right” answer in their code without fully understanding how they got there, while another student may have a project that isn’t working the way they intend, but they know exactly why and are able to very clearly articulate the steps they would take to fix the issue, if they had more time. Just because a student’s project is not working exactly as they want it does not necessarily mean that they don’t understand so it is important to take the time to discuss with students.
Suggested Prompts:
Can you tell me what this section of your code does?
It seems like this section of code isn’t working the way you want it to. Why do you think that might be? How
might you fix it?
What would happen if you made change?
In the world of code, a lot of mistakes are going to be made. Not only is this completely normal (and it happens to professional computer programmers all the time), but it is actually HOW we learn to code. To move from making the mistake into learning from it, students need to develop and utilize effective troubleshooting strategies. If a student just sits there staring at their code for a week trying to figure out an issue without ever asking for help, they are not demonstrating effective troubleshooting strategies. Effective troubleshooting strategies that students may demonstrate include:
Reading their code out loud to themselves to attempt to identify errors
Sharing their code with a peer to ask for help in identifying an error
Dealing with frustration by taking a break from their code
Searching the web for answers to their questions
Suggested Prompts:
Can you tell me about a time where your code wasn’t working the way you wanted it to? What did you do to
fix it?
It seems like this section of code isn’t working the way you want it to. Why do you think that might be? How
might you fix it?
What are some mistakes you made when creating your project? What would you do differently next time?