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Lesson Plan

This document outlines lesson plans for two coding courses - CodeQuest and Arduino Adventures. CodeQuest is a 10-lesson course that introduces students to visual programming using Scratch and text-based programming using Python. It covers topics like sequences, loops, events, conditionals, variables, functions, debugging, and final projects. Arduino Adventures is also a 10-lesson course that teaches programming concepts through electronics and uses the Arduino platform. It introduces analog and digital I/O, sensors, PWM, conditionals, functions, serial communication, and has students create final Arduino projects. Both courses emphasize hands-on, interactive lessons and encourage problem-solving skills.
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© © All Rights Reserved
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Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
44 views

Lesson Plan

This document outlines lesson plans for two coding courses - CodeQuest and Arduino Adventures. CodeQuest is a 10-lesson course that introduces students to visual programming using Scratch and text-based programming using Python. It covers topics like sequences, loops, events, conditionals, variables, functions, debugging, and final projects. Arduino Adventures is also a 10-lesson course that teaches programming concepts through electronics and uses the Arduino platform. It introduces analog and digital I/O, sensors, PWM, conditionals, functions, serial communication, and has students create final Arduino projects. Both courses emphasize hands-on, interactive lessons and encourage problem-solving skills.
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Lesson plan

Notes regarding the use of this document: for a convenient navigation of this document, the structure is divided into collapsible
sections of chapters each containing lessons with activities, and duration.

CodeQuest: Embark on a Programming Adventure


Lesson 1: Introduction to Programming
Objective: Introduce students to the concept of programming and its importance.

(1 session)

Activities:

1. Start with a simple discussion about what programming is and where it is used (e.g., websites, games,
apps).
 Asking the students what they think coding and programming are, and why they are important.
Write down their answers on the board or a flip chart.
 Explain coding and programming are the ways that we communicate with computers
2. Show a few examples of what can be created with programming.
 Ask the students if they can guess what the code does or what it means.
 Tell the student about application of coding.
3. Discuss the importance of problem-solving skills and creativity in programming.
4. Share a brief history of programming languages.

Lesson 2: Getting Started with Scratch


Objective: Familiarize students with visual programming using Scratch.

(3 sessions of 1h30)

Activities:

1. Introduce Scratch, a beginner-friendly programming platform.


 Show project to projects and learn from others.
2. Guide students through creating a simple animation or game in Scratch.
3. Teach basic Scratch concepts like sprites, costumes, and blocks.
4. Encourage creativity by allowing students to modify their projects.

Lesson 3: Sequences and Loops


Objective: Introduce the concepts of sequences and loops.

Activities:

Explain what sequences and loops are in programming.

Use Scratch to demonstrate how to create sequences of actions and loops.

Have students create a project that uses loops to repeat actions.

Lesson 4: Events and Conditionals


Objective: Teach students about events and conditionals in programming.
Activities:

Explain how events trigger actions in programs.

Introduce conditional statements (if-else) and how they work.

Have students create a simple game or animation that uses events and conditionals in Scratch.

Lesson 5: Variables and Data


Objective: Introduce the concept of variables and data in programming.

Activities:

Explain what variables are and how they store data.

Teach basic data types (numbers, strings) and their uses.

Have students create a project that uses variables to change the behavior of their programs.

Lesson 6: Introduction to Python


Objective: Introduce students to text-based programming using Python.

Activities:

Explain what Python is and its importance in programming.

Introduce the Python IDLE or a beginner-friendly coding environment.

Teach basic Python syntax, such as print statements and variables.

Have students write simple Python programs.

Lesson 7: Functions and Modularity


Objective: Teach students how to create and use functions for modularity.

Activities:

Explain what functions are and why they are essential.

Guide students in creating their functions in Python.

Have students refactor their previous Python programs using functions.

Lesson 8: Debugging and Problem Solving


Objective: Teach students debugging techniques and problem-solving skills.
Activities:

Discuss common programming errors and how to fix them.

Provide a few coding challenges or bugs for students to debug.

Encourage students to think critically and use logic to solve problems.

Lesson 9: Final Projects


Objective: Give students the opportunity to apply what they've learned to create their
programming projects.

Activities:

Let students choose a project idea (e.g., a game, a simple app, an animation).

Guide them through the project development process, providing assistance as needed.

Lesson 10: Showcase and Conclusion


Objective: Have students present their final projects and conclude the course.

Activities:

Organize a showcase where students can present and share their projects with their peers and parents.

Discuss what students have learned and achieved during the course.

Provide resources for further learning and exploration in programming.

Throughout the course, ensure that the lessons are interactive, hands-on, and tailored to the students' age
and abilities. Encourage creativity and problem-solving, and be patient and supportive as they learn the
foundations of coding and programming.

Arduino Adventures: From Bits to Bots


Lesson 1: Introduction to Programming and Electronics
Objective: Introduce students to programming and electronics concepts.

Activities:

Begin with a discussion on what programming is and its real-world applications.

Explain how programming can be used to control electronic devices.

Introduce basic electronics concepts such as circuits, components, and the Arduino platform.
Lesson 2: Getting Started with Arduino
Objective: Familiarize students with the Arduino platform.

Activities:

Provide an overview of Arduino hardware components (microcontroller, breadboard, sensors, LEDs).

Show students how to set up their Arduino board and IDE (Integrated Development Environment).

Guide them through uploading a simple "Hello World" program to blink an LED.

Lesson 3: Digital Inputs and Outputs


Objective: Teach students how to control digital inputs and outputs with Arduino.

Activities:

Explain digital inputs and outputs and their practical applications.

Show how to read input from a push-button and control LEDs.

Have students build a project that uses digital inputs and outputs, like a simple game.

Lesson 4: Analog Sensors and PWM


Objective: Introduce analog sensors and Pulse Width Modulation (PWM) using Arduino.

Activities:

Explain analog sensors and how they differ from digital sensors.

Show students how to connect and read data from analog sensors (e.g., light sensor, temperature sensor).

Introduce PWM and how it can be used to control the brightness of LEDs or motor speed.

Lesson 5: Conditional Statements and Decision-Making


Objective: Teach students about conditional statements and decision-making in
programming.

Activities:

Introduce concepts like if statements and loops in Arduino programming.

Have students create projects that make decisions based on sensor input (e.g., turning on a fan when it gets
too hot).
Lesson 6: Functions and Modular Code
Objective: Teach students how to create and use functions for modular and organized code.

Activities:

Explain the concept of functions and their importance in programming.

Have students create their functions in Arduino.

Encourage students to refactor their previous projects using functions for better organization.

Lesson 7: Serial Communication


Objective: Introduce students to serial communication between Arduino and a computer.

Activities:

Explain how serial communication works.

Show students how to send and receive data between Arduino and a computer.

Have students create interactive projects that use serial communication for data exchange.

Lesson 8: Final Arduino Projects


Objective: Give students the opportunity to apply what they've learned to create their
Arduino projects.

Activities:

Let students choose a project idea (e.g., a temperature-controlled fan, a light-sensitive alarm).

Guide them through the project development process, providing assistance as needed.

Lesson 9: Troubleshooting and Debugging


Objective: Teach students debugging techniques for identifying and fixing issues in their
projects.

Activities:

Discuss common programming and electronics errors.

Provide hands-on exercises where students identify and resolve issues in their Arduino projects.

Lesson 10: Showcase and Conclusion


Objective: Have students present their final Arduino projects and conclude the course.
Activities:

Organize a showcase where students can present and demonstrate their Arduino projects.

Discuss what students have learned and achieved during the course.

Provide resources for further learning and exploration in Arduino and programming.

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