Lesson Plan: Computing Science - Space Exploration
Subject: Technologies (Computing Science) Level: First Level (Primary 1-3) Topic: Space Exploration Desired Outcome: I can demonstrate a range of basic problem-solving skills by building simple programs to carry out a given task, using an appropriate language.
Lesson Duration: 60 minutes
Resources: - Computers or laptops with internet access - Scratch Jr. software (available online) - Space-themed images or props (optional)
Introduction (10 minutes): 1. Begin the lesson by engaging the students in a discussion about space exploration. Show them some space-related images or props to spark their interest. 2. Ask questions such as: - What do you know about space? - Why do you think space exploration is important? - How do you think computers and programming can be used in space exploration?
Development (30 minutes): 3. Explain to the students that they will be using a programming language called Scratch Jr. to build simple programs related to space exploration. 4. Provide a brief introduction to Scratch Jr., highlighting its user-friendly interface and drag-and-drop programming blocks. 5. Demonstrate how to create a simple program using Scratch Jr. For example, show them how to make a spaceship move across the screen when a specific button is pressed. 6. Divide the students into pairs or small groups and assign them a task related to space exploration. Examples could include: - Create a program that simulates a rocket launch. - Design a program that allows an astronaut to explore a planet’s surface. - Build a program that shows the movement of planets in our solar system. 7. Encourage the students to brainstorm and plan their programs before starting to code.
Application (15 minutes): 8. Provide time for the students to work on their programs using Scratch Jr. Circulate around the classroom to offer guidance and support as needed. 9. Encourage the students to test their programs and make any necessary adjustments. 10. Once the programs are complete, invite each group to present their work to the class. Ask them to explain how their program solves the given task and what problem-solving skills they utilized.
Conclusion (5 minutes): 11. Recap the lesson by discussing the importance of problem-solving skills in computing science and space exploration. 12. Ask the students to reflect on what they have learned and how they can apply these skills in other areas of their lives. 13. Provide positive feedback and praise for their efforts and creativity.
Extension Activity (optional): 14. For students who finish early or show a keen interest, encourage them to explore additional features of Scratch Jr. or challenge them to create more complex programs related to space exploration.
Assessment: - Observe the students’ engagement and participation during the lesson. - Assess their ability to apply problem-solving skills in building simple programs using Scratch Jr. - Evaluate their understanding of the topic through their presentations and explanations of their programs.
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