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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

Unit1
Start
Unit2
Unit3
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Learning Objectives

  1. Define “sequence”, "event", "loop"

  2. Define "algorithm" and "program"

  3. Use TIPP&SEE framework to play and tinker with an existing animation project

  4. Modify an existing animation project

  5. 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

Students will review Scratch Basics skills and the CS Concepts of Sequence & Event.

 

Duration: 50 minutes

The concepts of Loop & Animation will be introduced through an unplugged “Flipbook” activity and by completing a TIPP&SEE for an existing animation project.

Duration: 50 minutes

Lesson 1.2: Animation: Unplugged & TIPP&SEE

Lesson 1.3: Quest & My Vacation Animated Story: Plan

Students modify an existing project by adding and changing repeat loops to complete a “Quest.” Students also think through how Animation works as they plan their Animation Story Project.

Duration: 50 minutes

Lesson 1.4: My Vacation Animated Story - Build

Students build their Animation Story Project.

Duration: 50 minutes

Lesson 1.5: My Vacation Animated Story - Reflect & Share

Students reflect on their own Animation Story Project, then share their project with partners.

Duration: 50 minutes

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Learning Objectives

  1. Define “condition", "loops with conditions" and "sensing"

  2. Understand that conditions can be true or false and what this represents in a program

  3. Create scripts with multiple conditions that initiate different actions

  4. 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

Students will be introduced to the computer science concept of Loops with Conditions and will play an unplugged, hands-on activity.

Duration: 50 minutes

Lesson 2.2: Exploring Loops with Conditions

Students explore a Scratch Project to identify how Loops with Conditions work and the types of sensing conditions that are used in loops.

Duration: 40 minutes

Lesson 2.3: Loops with Conditions: Quest & Plan

Students modify an existing project and plan a new project using loops with conditions.

Duration: 50 minutes

Lesson 2.4: Loops with Conditions: Build Project

Students complete a Debugging Challenge and build their new loops with conditions project.

Duration: 50 minutes

Lesson 2.5: Loops with Conditions: Reflect and Share

Students reflect on their own projects, then share their projects with a partner/class. Students learn about a Memorable Computer Scientist.

Duration: 50 minutes

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Learning Objectives

  1. Define "Parallelism"

  2. Define "Synchronization"

  3. Write scripts that run parallel by using the same event block

  4. 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

Students will be introduced to the concept of parallelism by participating in an unplugged class activity and by completing a TIPP&SEE for an existing project.

Duration: 50 minutes

Lesson 3.2: Exploring Synchronization with TIPP&SEE

Students will be introduced to the concept of synchronization by participating in an unplugged class activity and by completing a TIPP&SEE for an existing project.

Duration: 50 minutes

Lesson 3.3: Parallelism & Synchronization: Quest & Plan

First, students will modify the parallel path/synchronization existing project. Then, students will plan for a new open-ended project that uses parallelism and synchronization.

Duration: 50 minutes

Lesson 3.4: Parallelism & Synchronization: Build

Students will use their planning guides to build their project in Scratch. The project focuses on using parallelism & synchronization.

Duration: 50 minutes

Lesson 3.5: Parallelism & Synchronization: Share & Reflect

Students reflect on their own projects, then share their projects with a partner. 

Duration: 50 minutes

Unit4
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Learning Objectives

  1. Define "Variables"

  2. Create a variable and use it in a program

  3. Use a variable in a loop with conditions to detect when the condition is true

  4. 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.

Lesson 4.1: Intro to Variables

Students are introduced to the concept of variables through the VARIO unplugged card game.

Duration: 50 minutes

Lesson 4.2: Exploring Variables with TIPP&SEE

Students explore a Scratch project to understand the variables concept in context using a TIPP&SEE activity.

Duration: 50 minutes

Lesson 4.3: Variables: Quest & Plan

Students modify an existing project and then work in pairs to plan a new project using variables.

Duration: 50 minutes

Lesson 4.4: Variables: Build

Students complete a Debugging Challenge and build their new game with variables project.

Duration: 50 minutes

Lesson 4.5: Variables: Share & Reflect

Students reflect on their own projects, then share their projects with a partner. 

Students learn about a Memorable Computer Scientist.

Duration: 50 minutes

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