Identity
Identity development.
Identity development.
Lesson start and context.
Explanation and demonstration.
Practice, reflection and evaluation.
π π Main Goal π IMAGINE WHAT'S POSSIBLE I AM AN EXPLORER. "Today, I will discover new possibilities by experimenting with code." π Secondary Goal π FIGURE IT OUT I AM A PROBLEM-SOLVING PROGRAMMER. "When I test new ideas, I discover solutions I didn't know before." π Message for the girls π Today, I am going to discover new ideas by experimenting with code. π Learning Objective π I can experiment with sequences of instructions to create my own shapes and patterns in Scratch. β Success Criteria β By the end of the lesson, the girls will be able to: β Modify their code to explore different results. β Experiment with motion and turning blocks. β Use the Pen Extension to create various effects. β Test and improve their ideas. β Create an original shape or pattern. π
π‘ Recall Ask the girls: β’ How did we teach Scratch to draw a square? β’ How did we figure out how many times the sprite needed to move and turn? β’ What did we do when the program didn't work as expected? Explain "In the previous lesson, we used code to create shapes we already knew. Today, we will become digital explorers to discover what happens when we change our code." Present the Identity Goal: IMAGINE WHAT IS POSSIBLE Read aloud: "I am an explorer. Today, I will discover new possibilities by experimenting with code." Share the Learning Objective and Success Criteria. π‘
π©βπ« Use the video for lesson 2. Presents β How to create shapes using move and turn blocks. β How changing the number of steps alters the size of a shape. β How changing the turning angle creates new shapes and patterns. β How to change the pen color and thickness. β How changing the sprite's starting position alters the design. β How to ask questions such as: β’ What will happen if I change this? β’ What do you think will happen now? Key message There is no single correct answer today. The goal is to experiment, discover new ideas, and improve upon them while programming. π©βπ«
π§© Main activities
| Challenge | The girls... | Guiding questions |
|---|---|---|
| 1. Experiment with shapes | Modify the code created in the previous lesson by changing the steps, turns, color, and pen thickness. Test each change and observe what happens. | What happened when you changed that instruction? Which change had the greatest effect? |
| 2. Create a pattern | They use the shapes they have discovered to design an original pattern. They refine their ideas by testing different possibilities. | What could you change to make the pattern even more interesting? |
| 3. Create something unique | They design a shape or pattern that is different from that of any other girl in the class. | What makes your design unique? What did you discover while experimenting? |
As the girls work... Constantly reinforce these ideas: π Explorers ask questions and try out new ideas. π Every experiment teaches us something new. π We aren't looking for a single right answer; we are looking to discover possibilities. Make a special point of recognizing curiosity, creativity, and perseverance. Plenary Return to Identity Goals IMAGINE WHAT IS POSSIBLE Question: What did you discover today that you previously thought wasn't possible? DISCOVER IT FOR YOURSELF Question: What problem did you solve while experimenting? What change helped you improve your design? Before leaving... Ask the girls to complete these sentences out loud: β’ Today I created... β’ Today I discovered... β’ Today I experimented with... β’ Next time I want to explore... Quick Assessment At the end of the class, check if the girls can: β Modify a program to achieve different results. β Explain how a change in the code affects the drawing. β Create a pattern using their own experiments. β Improve an idea after testing it. β Create an original design using code. Next Lesson In the next lesson, we will use everything we have learned to create a piece of digital art that expresses an idea or an emotion. π Closing Message for the Girls Before ending the class, conclude by reading this message aloud: "Today, you demonstrated that the best ideas are born when we dare to experiment. Every time you try something new, ask a question, or discover a different possibility, you are growing as programmers. Remember that many great innovations began with someone asking, 'What if...?' That someone could be one of you." π§©