Podcast
Greek and Latin Roots Card Game
The teacher gathers students into pairs and hands them sets of index cards with Greek and Latin roots on one set and matching words on the other. “Remember,” the teacher says, “If the root is ‘photo,’ what might the word be about?” The students brainstorm words like “photograph” and “photosynthesis,” then begin to play the card game they’ve designed using if-then rules. If they match the correct root to a word, they earn a point. When an incorrect match is made, a “try again” rule prompts them to rethink the meaning of the roots.
As they play, the teacher circulates, listening to the students use conditionals to guide their decisions, reinforcing their understanding of word structures and computational thinking.
Objective:
Students will design a card game that uses conditional logic to identify the meanings of words based on Greek and Latin roots. By organizing words into categories and using "if-then" statements, students will apply computational thinking to decode word meanings.
Materials Needed:
Index cards
Markers
Chart paper
Steps:
Introduction:
Start by introducing common Greek and Latin roots, such as "photo" (light) and "graph" (write).
Explain how recognizing these roots can help unlock the meaning of unfamiliar words.
Discuss how conditionals ("if-then" statements) guide decision-making, such as “If the root is ‘photo,’ then the word has something to do with light.”
Group Activity:
In pairs, students will design a card game using index cards.
One set of cards will feature Greek and Latin roots (e.g., "photo," "graph"), and another set will show words that contain those roots (e.g., "photograph").
Creating and Coding:
Students will create the rules of the game using conditional logic.
For example, if a player draws a root card like "photo" and correctly matches it to a word card such as "photograph," they earn a point.
If the match is incorrect, the game directs them to "try again" or receive a hint, simulating conditionals in coding.
Presentation and Play:
Students will swap games with another group and play.
Afterward, students will reflect on how using conditionals helped structure their game and facilitated word learning.
Equity and Access:
Provide pre-made cards with roots and words for students who need additional support. Pair students with varying levels of experience to ensure collaboration.
CS Practice(s):
Creating Computational Artifacts: Students use "if-then" logic to create rules for matching roots and words in their card game.
Standard(s):
CA CCSS ELA-Literacy L.5.4b
CA CS 3-5.AP.13
Building a Greek and Latin Roots Quiz
Students code their interactive quiz games in Scratch. “Let’s try ‘photo,’” the teacher prompts one group, who types in the question, “What does the root ‘photo’ mean?” The students code conditionals so the program will display “Correct!” if the player selects “light,” and “Try again!” for other choices. As students test their games with partners, they refine their logic, ensuring the quiz reacts properly to each choice.
The teacher encourages them to reflect on how they used sequencing and conditionals to help users navigate through the quiz, deepening their grasp of both word roots and coding concepts.
Objective:
Students will use Scratch or another coding platform to create an interactive quiz game that tests the meaning of words based on common Greek and Latin roots, integrating computational thinking through sequencing and conditionals.
Materials Needed:
Tablets or computers
Steps:
Introduction:
Discuss how Greek and Latin roots can help unlock the meaning of new words (e.g., "photo" meaning light, "graph" meaning write).
Provide a few examples to the class, and ask students to brainstorm other words that use the same roots.
Group Activity:
Students will work in pairs to design an interactive quiz using Scratch.
They will input questions like, “What does the root ‘photo’ mean in the word ‘photograph’?” and provide multiple-choice answers.
Creating and Coding:
Students will use sequencing and conditionals to code the quiz.
For example, if a player selects the correct answer, the program will display a “Correct!” message, while an incorrect answer will prompt, “Try again!”
Encourage students to incorporate loops so players can retry incorrect answers until they succeed.
Presentation and Testing:
Each group will present their quiz to another group for testing.
Afterward, students will reflect on how computational thinking (sequencing and conditionals) helped them organize their quiz logic and make it interactive.
Equity and Access:
Preload the coding platform with quiz templates for students who need extra support. Pair students with diverse skill levels to ensure equitable participation.
CS Practice(s):
Creating Computational Artifacts: Students develop an interactive quiz game that tests their understanding of Greek and Latin roots.
Standard(s):
CA CCSS ELA-Literacy L.5.4b
CA CS 3-5.AP.12
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