Lesson 17
Build a Snowman
In this optional lesson, students will learn how to use the paint editor in the ScratchJr app to draw a snowman. They can transform this project into an animation by then programming their snowman to speak, move, and/or interact with other characters. (Full lesson plan coming soon!)
Agenda
Agenda
- Video: The Magic of Mistakes (5 minutes)
- Build a Snowman (20 minutes)
- Animate Your Snowman (20-30 minutes)
- Reflection & Close-Out (5 minutes)
Materials
Materials
- Tablets: 1-2 per pair of students
- Scene Planning Worksheet (optional)
Vocabulary
Vocabulary
- decompose: break a problem down into smaller pieces
- debugging: finding and fixing errors ("bugs") in programs
- program: an algorithm that has been coded into something that can be run by a machine.
Additional Resources
Additional Resources
- ScratchJr Paint Editor Guide
- Sample Program: Do You Want to Build a Snowman?
- "The Magic of Mistakes" Discussion Guide
- Brain Break: Crossover (3:44)
Standards
Standards
- CSTA 1A-A-3-5: Decompose, or break down, a larger problem into smaller sub-problems with teacher guidance or independently.
- CSTA 1A-C-7-9: Identify and use software that controls computational devices. (e.g., use an app to draw on the screen, use software to write a story, control robots, etc.).
- CSTA 1A-D-4-14: Create a model of an object or process in order to identify patterns and essential elements. (e.g., water cycle, butterfly life cycle, seasonal weather patterns, etc.).