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Ict Scratch Balfour 3

University of Brighton, Faculty of Education and Sport Lesson Plan Student teacher's name: callum cooper, Kirsten michie, Katy Martin, Roxanne badman, Nirali Nagji. Number of pupils: 12 Resources 6 Netbooks Scratch Programme Dragons Den Video Scratch instruction cards whiteboard pens Pupil learning activities including reference to inclusion strategies.

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0% found this document useful (0 votes)
93 views

Ict Scratch Balfour 3

University of Brighton, Faculty of Education and Sport Lesson Plan Student teacher's name: callum cooper, Kirsten michie, Katy Martin, Roxanne badman, Nirali Nagji. Number of pupils: 12 Resources 6 Netbooks Scratch Programme Dragons Den Video Scratch instruction cards whiteboard pens Pupil learning activities including reference to inclusion strategies.

Uploaded by

api-201862272
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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University of Brighton, Faculty of Education and Sport

Lesson Plan
Student teachers Name: Callum Cooper, Kirsten Michie, Katy Martin, Roxanne Badman, Nirali Nagji Curriculum Area / Activity: ICT Programming using Scratch Software Date/Time: Thursday 21th March 2013 hours Lesson Duration: 2.5 Number of pupils: 12

Resources

6 Netbooks Scratch Programme Dragons Den Video Scratch instruction cards Whiteboard Whiteboard pens Pupil learning activities
Including reference to inclusion strategies

Time & Learning Objectives

Teaching points/ strategies / teacher role


including reference to how tasks have been differentiated

Organisation and risk assessment.

Assessment for learning strategies


Formal and informal

15 minutes

Icebreaker/warm up game or activity.

Recap/remind each other of each others names and ensure children feel confident and comfortable with adults and each other. One adult to scribe success criteria on whiteboard as children say them.

Whole group in a circle in group room.

5 minutes

Recap on task and success criteria. Children raise their hands to share what they need to include in their games.

Whole group in a circle in group room.

Adult led questioning. Challenge children's ideas. Key Questioning:

Re-show video if children need 9/6/09

What did the Dragons say needed to be included in

University of Brighton, Faculty of Education and Sport

5 mins

Re watch Dragons Den video if children need reminding. In talking partners children discuss the first few steps of making their game. Children feedback to the class the steps.

reminding of success criteria. Discuss the first few steps the children are going to take in making their game. Have the children forgotten any main steps? One adult scribes main steps on board. e.g create sprites, backgrounds, programme sprites to move etc. Adults model how to make a scrolling platform on scratch on the interactive whiteboard. Children sat at tables. Whole group in a circle in group room.

your game? Adult led questioning. Challenge children's ideas.

10 mins

Children watch adult demonstrate how to make a scrolling platform. In pairs children use a netbook to create their sprites and backgrounds for their game. If theyve chosen to have a scrolling background children program this in to. Children have instruction cards on their desk to remind them how to do this and their game plans from last week to refer to. Children volunteer to share with the group what they have created on scratch so far. Children discuss what they like about the game so far and suggest any improvements.

Questioning to consolidate learning: when programming on scratch what is the first block we usually use?

40 mins

Encourage children to share ideas and take turns with their partner in using the netbook. Aid children in using software.

Children sat at their tables in pairs with one netbook between 2.

5 mins

Adults ask for volunteers to share their work so far. Encourage children to provide positive feedback and a suggested improvement.

Children sat at their tables in pairs with one netbook between 2.

Peer assessment: children provide positive feedback and an improvement.

30 9/6/09

University of Brighton, Faculty of Education and Sport

minutes 20 minutes

MORNING BREAK
Children watch adults demonstrate how to add in a timer and score to a game on the interactive whiteboard. With their partners children continue to work on their game. Children add in a score and a timer if they choose to. Children have instruction cards and their game plans from last week to refer to on their tables. Look back at the success criteria. With their partner children discuss what they will need to add to their game next week. Children feedback to the class. Children close their eyes and put their thumbs up if they are finding using scratch/programming easy and their thumbs down if they are finding it hard.

MORNING BREAK
Adults model how to add in a timer and lives to a game on scratch on the interactive whiteboard. Encourage children to share ideas and take turns with their partner in using the netbook. Aid children in using software.

MORNING BREAK
Children sit at their tables with their netbooks closed. Children sat at their tables in pairs with one netbook between 2.

MORNING BREAK
Questioning

40 minutes

2 mins

Look at the success criteria. Discuss what the children will need to add to their game next week to have a chance of the Dragons investing in their game.

Children are sat up to their tables logged off of their netbooks.

Self-assessment: -Children assess what else their game needs to meet the success criteria. -Children indicate how easy/hard they are finding using scratch. Adults take note of children who may need challenging or support.

Ask children to close their eyes and put their thumbs up/down to show how easy/difficult they are finding using scratch.

9/6/09

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