Lesson Plan
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.
(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.
(3 sessions of 1h30)
Activities:
Activities:
Have students create a simple game or animation that uses events and conditionals in Scratch.
Activities:
Have students create a project that uses variables to change the behavior of their programs.
Activities:
Activities:
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.
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.
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.
Activities:
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:
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.
Activities:
Have students build a project that uses digital inputs and outputs, like a simple game.
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.
Activities:
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:
Encourage students to refactor their previous projects using functions for better organization.
Activities:
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.
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.
Activities:
Provide hands-on exercises where students identify and resolve issues in their Arduino projects.
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.