Lesson 16
Old Macdonald's Farm
Students create an animated scene as the culminating project to the first ScratchJr unit module. They will review the concepts and programming blocks that they have learned, and then they will program the scene of Old Macdonald’s farm, where the various farm animals each have their own movement and actions programmed by students.
Agenda
Agenda
- Ask: What did you use the green flag to do when programming in ScratchJr last class?
- Unplugged Mini-Lesson: ScratchJr Simon Says Part 2: Multiple Moves (optional)
- ScratchJr Mini-Lesson: using the jump, initialization, and the green recording blocks
- Independent Work Time: Old Macdonald's Farm
- Reflection & Close-Out:
- What is one success you had while programming in ScratchJr today?
- What were you able to make your cat (or other character) do today?
Materials
Materials
- Tablets: 1-2 per pair of students
- ScratchJr Simon Says game (optional)
Vocabulary
Vocabulary
- event: an action that causes something to happen
- program: a set of instructions written in a language that a computer understands
- sequence: a set of instructions that follow one another in order
Additional Resources
Additional Resources
- Sample Programs
- Old Macdonald's Farm mild / medium / spicy
- Technology Brain Break: choose a video from this list!
Standards
Standards
- CA CSS: K-2.CS.1 Select and operate computing devices that perform a variety of tasks accurately and quickly based on user needs and preferences.
- CA CSS: K-2.CS.2 Explain the functions of common hardware and software components of computing systems.
- CA CSS: K-2.AP.12 Create programs with sequences of commands and simple loops to express ideas or address a problem.