Steam EmbRaCe Lesson Plan Introduction To Programming
Steam EmbRaCe Lesson Plan Introduction To Programming
INTRODUCTION TO PROGRAMMING
Author(s)
Summary
Key elements
Age of students 12 - 17
Resources used -
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Licenses
Attribution CC BY 4.0
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Trends
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Lesson Plan
Software Provide a brief introduction to the platform that will be used 15 min
demonstration so that the class is familiar with its fundamental features.
Preferably, use a free online platform that is simple for
students to utilize (indicatively https://replit.com).
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Lesson Plan
Recap and review Summarize the key concepts and skills learned in the 15 min
course.
Allow time for further discussion.
Emphasize the importance of practice and continued
learning in programming.
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SEL practices
The following techniques support self-awareness and self-management which are the two
main domains of the CASEL model in social and emotional learning.
At the beginning of the course we identify students’ emotional state by following the
activity “Practice for identifying emotional state”.
At the end of the lesson students reflect upon their work by following the activity of
Reflection.
After the reflection they practice the square breathing technique and the aim is for them to
learn to practice this every time they are about to begin a challenging activity.
Assessment
1. Create an interactive trivia using Kahoot! on the terms and concepts discussed in
class.
2. Create an interactive hot spot exercise using H5P where the student is required to
identify syntax errors in given code snippets.
3. Create an interactive missing word exercise using Wordwall where the student is
required to type in the missing keywords (reserved words), special symbols,
operands and/or numbers in order for given code snippets to function properly.
This Learning Scenario has been created in the framework of the STEAM EmbRaCe
project.
STE(A)M EmbRaCe aims to promote inclusion by engaging and inspiring students from
different backgrounds. Students work on real-world STE(A)M problems, which will help
develop their cultural empathy, resilience, and creative thinking. The idea is to create
digital content which will be ready to be used by teachers in any classroom setting. More
specifically, the project will allow the development of a 7-week course and teacher training
on how to use the developed material with students.
https://steamingthefuture.gr/steam-embrace/
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Annex 1
Use the following Python tutorials to familiarize yourself and your students with the Python
programming language:
https://www.w3schools.com/python/
https://www.tutorialspoint.com/python/index.htm