ED 527 Technology Based Instructional Strategies

Games from Scratch in the Classroom

Shelby Jay

Introduction

http://alex.state.al.us/lesson_view.php?id=32083 

This lesson involves computer programing through the use of Scratch software. Students will become familiar with creating via code. The educator will help the students understand the concept of sprites as well as the various ways it can be manipulated by showing examples from MIT. Students will then engage and perform these manipulations, after creating their own sprites by combining blocks; some of the manipulations include movement, sound, and changes in color. The students will then learn about sequences, conditionals, and using logical expressions. The educator will then show the students examples of games created by MIT. Finally, the students will work to create their own educational game in groups.

Coding in the Classroom

Include 2 - 4 sentences to answer each question as an analysis of the lesson plan you found. Answer the following questions. Leave the questions in the document.

Why did you choose this lesson plan?

I thought this lesson plan was a very clear and basic way to introduce Scratch software-- and to that end, computational creation via coding. This lesson plan seems to present the concepts in a way that would engage students. Its simplicity also translates to adaptability, which means that this lesson plan could potentially be applied outside of computer science with appropriate adjustments.

Why do you think it could be beneficial to students in your classroom?

I think this lesson would be beneficial to students in my classroom because coding is the language of the future. The skills associated with mastering this Scratch lesson include digital citizenship, communication, critical thinking, collaboration, as well as thinking creatively. Therefore, this lesson is multifaceted and wide-reaching in its benefits in that it provides more than just teaching the students coding skills.

What other teachers might you collaborate with to execute this lesson?

Because I am in the Secondary Language Arts program, I have already thought about this lesson through the lens of an English educator. English is an effective content area to collaborate with in that the skill of writing and reading is almost universally needed in every other academic area. Intermingling coding with an English concept like narrative could be beneficial in that it would provide the students with a comfortable framework in which to manipulate their sprite.  

How do the concepts in this lesson plan relate to what you’ve learned about STEAM?

This lesson plan demonstrates STEAM concepts in the way it simultaneously engages students creatively and critically. The creative element of this lesson plan can be seen in the decisions the students make with their sprite as well as the creation of the game. Critically, the students are engaging in boolean logic and higher level decision making. The intermingling of these skills provides the rich and stimulating experience that lies at the heart of STEAM.

What might you change about the plan to better relate it to your classroom/content/grade level?

In order to make this lesson plan apply more aptly to my own classroom, I would involve a greater use of narrative in the creation and manipulation of the sprite. It would also be interesting for the students to freewrite before and after the lesson. Freewriting would help the students continue to process the information and perhaps engage it from a different perspective or understanding through their own private writing.