Act 2 Curriculum
This Act 2 Curriculum for 5th-grade students was developed under the Elementary Computing for All (ECforALL) Project to incorporate structured inquiry, linguistic scaffolds, collaborative learning, and exploration of diverse pioneers CS field to learn computer science with Scratch
Learning Objectives
-
Define “sequence”, "event", "loop"
-
Define "algorithm" and "program"
-
Use TIPP&SEE framework to play and tinker with an existing animation project
-
Modify an existing animation project
-
Create an animated story in Scratch
Unit 1: Animation
This unit provides an overview of the Scratch programming environment. The computer science concepts of sequence, event, and loop are reviewed/introduced using an existing Scratch Project. Students will use a learning strategy called TIPP&SEE to understand and modify a scratch project. Students will create their own animated story using Scratch.
​
Lesson 1.1: Scratch Basics, Sequence and Events Review
Lesson 1.2: Animation: Unplugged & TIPP&SEE
Lesson 1.3: Quest & My Vacation Animated Story: Plan
Lesson 1.4: My Vacation Animated Story - Build
Lesson 1.5: My Vacation Animated Story - Reflect & Share
Learning Objectives
-
Define “condition", "loops with conditions" and "sensing"
-
Understand that conditions can be true or false and what this represents in a program
-
Create scripts with multiple conditions that initiate different actions
-
Share projects and provide constructive feedback
Unit 2: Loops with Conditions
In this unit, students will learn about loops with conditions that can be used to initiate the actions of a sprite. When a condition is true, a sprite will run certain actions. Conditions can change, which will initiate or stop the running of actions in a program. Students will learn by playing Twister Maze, an unplugged, interactive game to introduce the use of loops with conditions in block-based programming. Students will then modify a project to explore the actions of a sprite when certain conditions are true. Finally, they will plan and build their own project using loops with conditions to initiate certain actions of the sprites.
Lesson 2.1: Intro to Loops with Conditions
Lesson 2.2: Exploring Loops with Conditions
Lesson 2.3: Loops with Conditions: Quest & Plan
Lesson 2.4: Loops with Conditions: Build Project
Lesson 2.5: Loops with Conditions: Reflect and Share
Learning Objectives
-
Define "Parallelism"
-
Define "Synchronization"
-
Write scripts that run parallel by using the same event block
-
Write scripts that coordinate actions between 2 sprites
Unit 3: Parallelism and Synchronization
Parallelism occurs when sets of instructions, for two or more sprites, run at the same time. Synchronization occurs when coordinating the back and forth actions between 2 or more sprites. In this module, students learn to synchronize the actions of 2 sprites by using wait blocks to set the timing of the scripts. Students also learn how to run parallel scripts for 2 sprites by creating scripts that start with the same event block. Students learn by modifying an existing project, then building their own project.
Lesson 3.1: Exploring Parallelism with TIPP&SEE
Lesson 3.2: Exploring Synchronization with TIPP&SEE
Lesson 3.3: Parallelism & Synchronization: Quest & Plan
Lesson 3.4: Parallelism & Synchronization: Build
Lesson 3.5: Parallelism & Synchronization: Share & Reflect
Learning Objectives
-
Define "Variables"
-
Create a variable and use it in a program
-
Use a variable in a loop with conditions to detect when the condition is true
-
Share projects and provide constructive feedback
Unit 4: Variables
A variable is used to store information in a computer program. This information can then be used in different parts of a program. In this module, students will be introduced to the concept of variables through examples, discussion, and playing the unplugged VARIO card game. Students will interact with the concept by exploring an existing project and modifying it. Finally, with a partner, they will plan and build their own game with variables in Scratch.