Creative Computing Project Lesson Proposal
Creative Computing Project Lesson Proposal
Lesson Proposal
PSC-IT and ISTE-E Standards Addressed in the Project
6.2/6b Managing Technology & Learning
Candidates manage the use of technology and student learning strategies in a variety of
environments such as digital platforms, virtual environments, hands-on makerspaces, or in the
field. (PSC-IT 6.2, ISTE-E 6b)
6.4/6d Creativity
Model and nurture creativity and creative expression to communicate ideas, knowledge, or
connections. (PSC-IT 6.4, ISTE-E 6d)
In this document you will outline the proposal for your Creative Computing Project. This project
could be part of your normal teaching or part of an extra circular activity in either a formal (k-12
school) or informal (library, community center, etc.) learning setting. Projects should include
some type of computation (e.g., Scratch, Makecode, another programming languages, or CS
Unplugged Activity.)
This activity could be done with a whole class, or a small number of students depending on your
teaching environment.
Subject(s): Reading
Description of Your Proposed Creative Computing Project
This section should include a detailed description of your Creative Computing Project. What is
your inspiration for the project? What materials did you need? What will be the teaching
context? (e.g., traditional classroom, after school program, makerspace, etc.)
- My inspiration for this project is to have students be able to digital storytelling
with Scratch while also incorporating retelling. Students will be choosing to retell
a story they are currently familiar with, such as Three Little Pigs, Cinderella, Jack,
and the Bean Stock, Mercy Watson, and other familiar folktales and fictions
stories.
- My students have been learning about retelling over the past couple of weeks. I
believe this project would not only allow for students to activate their schemas,
but it would allow for the incorporation of technology that hasn’t been used
before in second grade.
- Materials that students will need are their reading notebook to brainstorm their
ideas for retelling a story and their iPad.
- This project will take place in a traditional classroom. I will teach students about
this in a small group setting. Students will be learning the basics about Scratch
before we begin.
- I will be incorporating the following Georgia-based standards in my creative
computing project with students.
Standards:
- ELAGSE2RL5: Describe the overall structure of a story including describing how the
beginning introduces the story, the middle provides major events and challenges, and
the ending concludes the action.
- ELAGSE2RL2: Recount stories, including fables and folktales from diverse cultures, and
determine their central message, lesson, or moral.
2. Do you guide learners to reach out to their peers for support and troubleshooting?
- I will guide students to reach out to their peers for support and troubleshooting first.
Students will have a checklist as a guide on how to access the scratch website first. This
will allow for students as young as second grade to become independent learners
throughout this process. The checklist will provide students with the reassurance that
they might need throughout the program. Students will ask their small group peers for
assistance when needed first and then ask the teacher for help.
3. What ways do/can they troubleshoot their needs, independently?
- Students can check their Scratch checklist to see how they can troubleshoot themselves.
Students can also check their Scratch checklist to see areas where they might need
additional assistance.
4. How do you manage the use of technology in these alternative classroom settings?
- Technology is managed in alternative classroom setting by having students use a certain
web browser, but also making sure students are accessing this while working at my
small group table only.
1. How do you provide opportunities for your learners to apply the components of
computational thinking?
- Computational thinking will occur while students are using their Scratch Retelling Design
Journal. Students will have to decomposition their ideas for their Scratch retelling
stories by thinking about familiar stories that they already know about, such as the
Three Little Pigs, Mercy Watson, Captain Underpants, DogMan series, and Jack and the
Bean Stack. Students will apply the second component of computational thinking by
working together and collaborating while troubleshooting, allowing for pattern
recognition to occur. Students will then move into the abstraction stage of
computational thinking by reviewing their Scratch checklist to focus on their end goal
for their Scratch presentation. Students can determine and successfully execute their
end goal after working in a small group and becoming familiar with the Scratch platform.
Students will also work through algorithms while using Scratch to provide a successful
running Scratch retelling. Students will learn the steps of being able to make their sprite
be able to move and talk
ISTE NOTE 1: To meet this criteria you must show how you provide opportunities for your
learners to engage in the Design Thinking or Computational Thinking process, just presenting
on what it is, is not enough.
ISTE NOTE 2: Please specifically identify each of the steps of which process you identify in your
artifact, as well as how the details of the lesson/activity as it fits into the Design Thinking or
Computational Thinking process, in your artifact.