Grade 1

C3.1 solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events
C3.1 read and alter existing code, including code that involves sequential events, and describe how changes to the code affect the outcomes

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SEQUENTIAL EVENTS

Mouse Trap (unplugged) (EduGains)

Happy Maps (unplugged) (code.org) (Instruction Video)(Worksheet)(Game Pieces)

We used arrows and directional words to get each other from start to finish. @kaytecanning @katieburnie

Click here for printable ScratchJR Blocks

Suggestion: Print. Remove numbers. Laminate blocks. Use whiteboard marker to add numbers in the space for the blocks. Have students practice using printed blocks coding movement activities in the classroom prior to using the program.

For more information on how to get started with ScratchJR, please visit our support page for this.

SEQUENTIAL EVENTS

Intro to Sequencing with Scrat.webm

Sequencing with Scrat

In this Code.org activity students will use block code to create instructions for Scrat (saber-toothed squirrel from Ice Age) to collect his acorn. Students will be guided through every activity. As they progress through the activities the level of difficulty slowly builds.

READ & ALTER

A great example of an activity to read and alter code is to debug the code. This means, whenever you have an error, you will need to figure out where things went wrong. Read the code, alter the code, and then execute!

Connections: Other Curriculum Expectations + Coding

Below you will find activities created by educators in TLDSB and beyond. Curriculum aligned expectations will be noted in each activity and provided with more detail at the bottom of this page.

Patterns, Location, & Movement with ScratchJR

(C 1.1, 3.1, 3.2, E.4, E.5)

This ScratchJR program is a great example of coding a repeating pattern and then nest it within a loop to make it more efficient.

Click here for demonstration of this program.

Extension: Change the code to represent an ABC pattern that repeats 4 times.

Code an Addition Sentence (B2.2, C3.1, 3.2)

Have students bring in the same animal (i.e., frog) onto the first stage. They can choose to code movements/actions for these animals. Students should then create a new stage and add more animals (i.e., fish). Students will need to code a speech bubble and/or record their voice indicating the total number of animals. On right is an example of the output of this type of code. For more detailed instructions, click here.

Activity adapted by Laurie Lautenschlager (@Laurie_Lauten)

MathFactScratchJR Video.mp4

C1.1 identify and describe the regularities in a variety of patterns, including patterns found in real-life contexts

C1.2 create and translate patterns using movements, sounds, objects, shapes, letters, and numbers

C1.3 determine pattern rules and use them to extend patterns, make and justify predictions, and identify missing elements in patterns

C1.4 create and describe patterns to illustrate relationships among whole numbers up to 50

E1.4 describe the relative locations of objects or people, using positional language

E1.5 give and follow directions for moving from one location to another