Grade 2
C3.2 read and alter existing code, including code that involves sequential and concurrent events, and describe how changes to the code affect the outcomes
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SEQUENTIAL EVENTS
Mouse Trap (unplugged) (EduGains) (K)
Happy Maps (unplugged) (code.org) (Instruction Video)(Worksheet)(Game Pieces)
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
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.
Create a shape!
Sequential coding (step-by-step instructions) is provided so that an arrow will move and draw a square. Students can play the program and explain the steps involved for the square to be created. They can 'see inside' the code to see if their instructions match what they see in the program. Students can also 'remix' the code to alter and play with instructions to see how it would impact final result.
Note: this program is hosted in Scratch. You and your students do not need to know how Scratch works to run this program. If you would like more information on Scratch, click on the button below.
Coding for the Squirrel : Plugged & Unplugged (C3.1, C1.3, B1.6, B2.4, B2.6)
Click on the button below to access a Google Drive folder with all the resources you need to help students learn the following:
to recognize and extend a number pattern
to use mathematical objects or tools to calculate the sum of several numbers
to select and use various mathematical tools in order to share a quantity of objects equitable
to solve a problem using coding skills
CONCURRENT EVENTS (Parallel Tasks)
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.
Algebra
C1.2 create and translate patterns using various representations, including shapes and numbers
C1.3 determine pattern rules and use them to extend patterns, make and justify predictions, and identify missing elements in patterns represented with shapes and numbers
Number Sense
Fractions
B1.6 use drawings to represent, solve, and compare the results of fair-share problems that involve sharing up to 10 items among 2, 3, 4, and 6 sharers, including problems that result in whole numbers, mixed numbers, and fractional amounts
Addition and Subtraction
B2.4 use objects, diagrams, and equations to represent, describe, and solve situations involving addition and subtraction of whole numbers that add up to no more than 100
B2.6 represent division of up to 12 items as the equal sharing of a quantity, and solve related problems, using various tools and drawings
Spatial Sense
E1.5 describe the relative positions of several objects and the movements needed to get from one object to another