The Arizona STEM Acceleration Project
If You Give a Mouse a Code
A Coding Activity for Literacy Night
If You Give a Mouse a Code
A Coding Activity for Literacy Night
A 1st-3rd Grade STEM Lesson
M. Vanderveen
10/15/2023
Notes for Teachers
Computer coding has been recognized as a fundamental element of literacy, “helping students to develop expression and communication skills”.
Coding as Literacy in Preschool: A Case Study
For this reason, I proposed we add in a computer programming center at our next Literacy Night! A great way for us STEM teachers to participate in a way that utilizes our strengths and benefits our students!
List of Materials
Standards
Computer Science:
Math:
ELA:
Educational Technology:
Objective(s):
Today students will review and demonstrate understanding of the concept of cause and effect through the book "If You Give a Mouse a Cookie”.
Apply basic programming and problem-solving skills using a Mouse Robot.
Agenda (lesson time)
This activity is meant to be demonstrated and then performed by students in a quick manner, as it is a session of the school Literacy Night.
Have the book (I had a volunteer reader dressed as a mouse) for students unfamiliar with the story.
The floor charts were pre-made and ready for students to begin once they had an introductory lesson on coding the robots.
Students then program their robot to reach each connection in the story.
Additionally, I set up a main computer with Code.org on it for registering students for their own account.
Additional computers were set up for older students to then start on Code.org.
This lesson and activity had a flexible timeline due to the structure of the event, therefore students could spend more time as needed or less as desired.
Intro/Driving Question/Opening
"How can we use programming and Mouse Robots to simulate cause-and-effect scenarios inspired by 'If You Give a Mouse a Cookie' and navigate our way through challenges?"
Hands-on Activity Instructions
Assessment
Students should be able to refine their programming to enable them to go from one cause/effect to another throughout the summary of the story.
Observe how the student analyzes their progress and how the direction of the commands are directly affected by the direction of the robot. This first person viewpoint is a complex thinking process and may take multiple attempts to finally master.
Differentiation
Younger students may wish to begin by programming the Mouse to each stop individually.
Next level would be to program the Mouse to travel to multiple stops.
Highest level is to program the entire summary with one program, beginning at the Start and finishing at the End.
Remediation
Extension/Enrichment
Highest level is to program the entire summary with one program, beginning at the Start and finishing at the End.
Students may then wish to use Scratch to program higher level robots such as Edison.
Extend this lesson towards coding on Code.org.
Fun with Paper Coding!
You can learn the basics of coding by creating our very own paper algorithm! Coding is like giving instructions.
You will need:
Unplugged coding blocks
Several sheets of paper
Color crayons or markers
Scissors
Your imagination!
Step 1: Coders use instructions to tell computers what to do. Today,
instead of computers, we'll use paper!
Step 2: Creating Your Paper Character
Draw a simple character or object on a sheet of paper.
This character will be your "coding buddy." It could be a person, an animal, a robot, anything you like!
Step 3: Try out the basic coding commands: Up, Down, Left, Right.
Lay out the Unplugged Coding Cards.
Up arrow (↑) for moving the character up
Down arrow (↓) for moving the character down
Left arrow (←) for moving the character left
Right arrow (→) for moving the character right
Step 4: Creating an Algorithm
Using the arrows, create a sequence of steps to move your character to a specific point on the paper.
For example: Up, Up, Right, Right, Down, Left
Step 5: Run Your Code
Lay out the code blocks in the correct order to move your character.
Test the code by following the instructions step by step to see if your character reaches the destination.
Adjust the code if needed just like computer coders do.
Step 6: Experiment. Create new challenges for your coding buddy!
Try to create different algorithms to make your character move in different shapes or reach new destinations.
Challenge Yourself: Create a simple maze on paper and write the code to navigate through it. This will require more complex sequences of commands and foster problem-solving skills.
Remember: Coding is about giving precise instructions. Keep practicing and have fun with your paper coding adventure!
| | | | If/Then |
Cookie | Milk | Picture | Crayon | Nap |
Mirror | Scissors | Straw | Sponge | Broom |
| | | | |
First
Start
Next
Then
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