Act 3 Curriculum
ACT 3 of the Elementary for ALL curriculum consists of lessons on introducing coding and computational thinking skills in Scratch, teaching environmental science concepts, and creating community-based projects on environmental issues in Scratch projects.
Learning Objectives
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Create and log into a Scratch account.
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Import and edit sprites in the Scratch environment.
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Define “sequence”, “algorithm”, “program”, “events”, “loops”, and “animation”.
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Code a project with animation.
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Code a project using “broadcast” and “receive” blocks to synchronize elements in their project.
Unit 1: Learning Scratch
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This unit will introduce your students to the fundamentals of Scratch. At the end of this unit, students will be able to code their own projects with animated characters, add text or voice for narration, import graphics of their choice, and they will be able to time conversations between characters. They will be able to create animated stories and interactive reports on any topic. This unit also briefly introduces students to the computer science concepts of sequence, event, and loop.
Lesson 1.1 Setting Up Scratch Accounts
Lesson 1.2: Introduction to Scratch
Lesson 1.3: Scratch Charades
Lesson 1.4: Coding Concepts 1 - Sequence, Algorithm, Program
Lesson 1.5: Coding Concepts 2 - Events, Loops, Animation
Lesson 1.6: Broadcasting and Receiving
​Learning Objectives
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Identify parts of a system and explain how they are inter-dependent on each other.
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Explain how invasive species distrupt an ecosystem.
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Program a connection circle applying the concept of parallelism, initialization, and loops.
Unit 2: Modeling an Ecosystem
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In this unit, students will demonstrate their understanding of how all parts in a system are interdependent by coding a connection circle in Scratch. They will learn about invasive species and how they disrupt an ecosystem. Through discussion, a card game, videos and by coding a project, students will learn the concepts and skills to build a model of a system in the Scratch coding environment.
Lesson 2.1: What is a system?
Lesson 2.2 Disruptions in an Ecosystem
Lesson 2.3: Demonstrating Interactions in Scratch
Lesson 2.4: Modeling an Ecosystem
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Lesson 2.5: Reflect and Share
Learning Objectives
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To apply variables, conditional loops and functions to creates that help to visualize data.
Unit 3: Variables, Conditionals, and Functions
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Variables are used to store values (words and numbers) in a computer program. Variables are created by the programmer. They can be set and changed by the computer program. Variable values can be entered into a computer program by a user when the program asks the user a question. Variable values can be used in different parts of a program. In this unit, students will be introduced to the concept of variables through examples, discussion, and playing Madlibs. Students will interact with the concept of variables by exploring an existing project and modifying it. Finally, with a partner, they will plan and build their own project in Scratch using variables.
Students will be introduced to the concept of if, then, else conditions through examples, discussion, and playing an if, then, else dice game. Students will interact with this concept by exploring an existing project and modifying it. Finally, with a partner, they will plan and build their own project in Scratch using loops with if, then else conditions.
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Students will practice identifying code that is used in multiple places in a program and can be converted into a function. They will work with functions that are called multiple times in a program. Students will interact with this concept by exploring an existing project and modifying it. Finally, with a partner, they will plan and build their own project in Scratch using loops with if, then else conditions and functions.
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3.1 Intro to Variables
Lesson 3.2: Use, Create, and Set Variables with TIPP&SEE
Lesson 3.3: Plan, Debug, Build and Share
Lesson 3.4: Intro to Loops with if, then, else Conditionals
Lesson 3.5: Exploring Loops with if, then else Conditionals
Lesson 3.6: Introduction to Functions
Lesson 3.7: Exploring Functions: Quest & Plan
Lesson 3.8: Functions and if, then, else Conditional Loops: Plan & Build
Learning Objectives
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Plan, collect, clean, anaylze and present data
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Explan what data is and to give examples of qualitative and quantitaive data
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Represent data using a suitable chart
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Work collaboratively to develop research questions and a survey to gather data to support it
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Conduct polite and efficient interviews
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To listen and to incorporate the ideas of others in a conversation
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Consider their audience when presenting information
Unit 4 Visualizing Data
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This unit examines how essential trees are to a community and then applies data science to examine the distribution of trees in various communities using the Tree Equity Score website. Students discuss different perspectives on trees in their community. Collectively, the class designs a survey to study the perspective of a particular group in their community on the topic of trees. The data is collected, cleaned and visualized in this unit.