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The Arizona STEM Acceleration Project

Multiplication with Micro:bit

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Multiplication War with Micro:bit

A 3rd-4th grade STEM lesson

Cori Long

February 2024

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Notes for teachers

This lesson is an introduction to Micro:bit. Students will learn parts of the device, as well as how to program and download a simple dice randomizer. Once the program is downloaded to the microbit, the class will play multiplication war using their Micro:bit dice.

  • This lesson takes place in a classroom for one hour.
  • Students should work in small groups of 2.
  • An emphasis on being able to code Micro:bit as a dice randomizer
  • Use the Micro:bit dice to practice multiplication facts as students play multiplication war.

List of Materials

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Math Standards

3.OA.A

Represent and solve problems involving whole number multiplication and division.

3.OA.C

Multiply and divide within 100.

3.OA.C.7

Fluently multiply and divide within 100. By the end of Grade 3, know from memory all multiplication products through 10 x 10 and division quotients when both the quotient and divisor are less than or equal to 10.

4.OA.A

Use the four operations with whole numbers to solve

problems.

CS Standards

3.CS.HS.1

Recognize that hardware (devices) and software (programs/apps) communicate in a special language that the computing system can understand.

3.CS.T.1

Identify and use common troubleshooting strategies to solve simple hardware and software problems.

3.AP.C.1

Create programs that include sequences, events, loops, and/or conditionals.

3.AP.M.1

Decompose problems into smaller, manageable subproblems to facilitate the program development process.

3.AP.PD.3

Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.

3.AP.PD.4

With teacher guidance, students take on varying roles, when collaborating with peers during the design, implementation, and review stages of program development.

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Coding Vocabulary

Algorithm

Program

Programming

Code

Accelerometer

  • Algorithm - a list of steps to complete a task.

  • Program - an algorithm that contains a series of coded instructions to be followed by a computer or other machine.

  • Programming - designing and creating a program.

  • Code - the language the computers speak.

  • Accelerometer - An accelerometer measures acceleration in three directions: up/down, left/right, forward/backward.

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Objectives:

  • Today we will explore the parts of a micro:bit.
  • Today we will create a simple program to randomize numbers.
  • Today we will use the programmed micro:bit to practice multiplication facts and play Multiplication War.

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Agenda (60 Minutes)

Introduction

  1. Open the lesson slideshow (see lesson resources).
  2. Give everyone a micro:bit kit, and have them study the front and back.
  3. Compare what they see to the diagram shown in slide 2 of the lesson slideshow. (see lesson resources)
  4. Point out the accelerometer. This is the device which we’ll be using to replicate a “shake” of the dice.

Reflect & Assess

See Slides 9 & 12 for questioning

A successful program flashed to the micro:bit is evidence of meeting success criteria. Ability to compare fractions is evidence of meeting success criteria.

Lesson

  1. Use the “Dice” tutorial from the MakeCode webpage to learn how to program the micro:bit to act as a dice. (see lesson resources)
  2. Download the program onto the microbit; this is also called “flashing”. See lesson slide 8 for a video example of downloading.
  3. Once the program has been downloaded, plug in the battery packs to micro:bits, and test the program.
  4. Play the game, Multiplication War. See instructions on slide 10-11 of the lesson slideshow (see lesson resources)

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Intro/Driving Question/Opening

Essential Question: What is a Micro:bit and how can we program it to practice multiplication facts?

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Hands-on Activity Instructions

  • Students will work in pairs, depending on how many Micro:bits you have compared to your class size. (Students can each code a micro:bit if there are enough and then will work together to play Multiplication War.)

  • Here is the link to the Google Slides that the teacher uses to lead the lesson.

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Assessment

  • Observe students' participation and engagement in the activities
    1. Look for students who are actively engaged in the activities, asking questions, contributing ideas, and responding to their peers.
    2. Are they enthusiastic and focused, or are they disengaged and distracted?
    3. Look for students willingness to listen to others' ideas, and ability to compromise and problem-solve as a team.

  • Evaluate students' ability to work collaboratively and problem-solve
    • Look for evidence of shared responsibility and a focus on achieving a common goal.

  • Assess students' understanding of programming concepts and ability to control the robot
    • Observe how students demonstrate their understanding of programming concepts using the color tiles.
    • Evaluate the students' programming skills and ability to control the robot effectively, including their ability to create a path, troubleshoot problems, and adjust their code to improve robot performance.
    • Observe their ability to identify patterns, make predictions, and modify the robot's programming accordingly.

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Differentiation

  • Provide extra support or scaffolding for students who need it.
  • Use the slides with detailed pictures to guide the students.
  • Allow groups to work together to support each other.

Remediation

Extension/Enrichment

  • Encourage students to add in numbers up to 12s.
  • Provide opportunities for students to create their own game using the dice randomizer.
  • Continue learning about coding in the classroom by providing more experiences with robots or code.org.