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Lego Logic Studio

Technology • Year 3 • 60 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)

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Technology
Year 3
60
25 students
6 July 2026

Teaching Instructions

Create a detailed lesson plan for Year 3 gifted learners on Lesson 4: Programming Basics using Lego STEM Prime kits and the design thinking process. Include learning objectives, success criteria, materials needed, activities, assessment, and extension activities.

Overview

Today students learn to implement simple algorithms as visual programs using input, sequencing, branching (if/then), and fixed iteration, through a Lego STEM Prime build. They also use the design thinking process to define a simple problem and create/test a programmed solution.

Learning intentions

Students will:

  • implement a simple algorithm in a visual programming environment using input, sequencing, branching, and fixed repetition
  • describe and debug their program steps using clear language (what happens first, next, and in each decision)
  • apply design thinking to solve a defined user problem by planning, building, programming, testing, and improving

Success criteria

Students can:

  • create a program that uses an input to make a decision (if/then) and repeats a set of actions a fixed number of times
  • explain their algorithm in order using correct terms (input, step sequence, decision, repeat)
  • test their program against the design criteria and improve one part when it doesn’t work

Curriculum links

  • Digital Technologies: implement simple algorithms as visual programs involving control structures and input - Digital Technologies: follow and describe algorithms involving sequencing, comparison operators (branching) and iteration - Digital Technologies: define problems with given design criteria and by co-creating user stories ## Lesson structure (60 minutes)
  1. 0–5 min · Hook (Show & predict). Teacher demonstrates a short STEM Prime behaviour (e.g., “If sensor detects something, then move; otherwise turn”). Students predict what will happen using “If…, then…” sentences.

  2. 5–15 min · Direct teach (Algorithms with input). Teacher models a simple flow: Input (sensor) → decision (if/then) → repeated action (fixed loop) → end state. Students complete a teacher-provided “algorithm strip” (6–8 cards) in pairs, arranging steps in the correct order.

  3. 15–25 min · Design thinking: Define (Problem & user story). Teacher introduces a kit-based challenge: “Build and program a robot helper that performs a task based on a sensor reading.” Provide constraints: must use at least one decision and one fixed repetition; must be safe and shareable within the class. Students co-create a user story using a template: “A user wants __ so that __.” Then they select two design criteria as a class (e.g., “When input is ‘on’, do action A; when ‘off’, do action B.”).

  4. 25–45 min · Build & program (Create). Teacher releases students to build a simple mechanism that supports the required actions (for example: move/turn in response to sensor input; trigger a repeating sequence to “patrol” or “collect” actions). Students program using the visual interface, including:

  • input: a sensor event (e.g., touch/colour/ultrasonic depending on kit options)
  • branching: at least one if/then decision
  • fixed iteration: a repeated sequence for a set number of times (e.g., repeat 3 moves) Teacher circulates with prompts: “Where is your input used?” “What is your if condition?” “What step is repeated, and how many times?”
  1. 45–55 min · Test & debug (Improve). Teacher runs a “2-minute test rhythm”: test once, note outcome, identify one change, re-test. Students run their program at least twice, recording: what they expected vs what happened, and one improvement they made (or one they plan to make next time).

  2. 55–60 min · Share & exit check. Teacher asks two quick demo questions to volunteers: “What is your input?” and “What repeats, and how many times?” Students complete a brief exit ticket on paper: draw or list their algorithm steps (5 lines max) including one if/then and one repeat.

Resources

  • Lego STEM Prime kits (one per student pair)
  • iPads/tablets or computers with the kit’s visual programming environment
  • Algorithm strip cards (sequencing, decision, repeat cards)
  • User story template and design criteria checklist
  • Program recording sheet (Expected/Actual + One Improvement)
  • Exit ticket slips and pencils
  • Teacher demo model and power/safety checklist for kit use

Assessment

  • Observation checklist during Build & program: identifies input use, branching, and fixed iteration
  • Quality of algorithm description during Test & debug: does the student correctly explain order, decision, and repeat?
  • Exit ticket (summative for today): includes at least one if/then and one fixed repeat with a correct “how many times” statement

Differentiation

  • Support:
  • Provide sentence starters: “If sensor __, then I will __.” and “I repeat __ step __ times.”
  • Offer a partially completed algorithm strip for students who need more structure.
  • Teacher group check-ins at 12 minutes (algorithm readiness) and 35 minutes (program requirements).
  • Extension for gifted learners:
  • Challenge to add a second decision (two-step branching) and still keep the program simple and testable.
  • Require an optimisation goal: reduce the number of blocks by using cleaner repeat structure.
  • Ask for a “robustness test”: predict and test what happens if the input changes unexpectedly (e.g., boundary condition).
  • EAL/SEN:
  • Use visual icons for input/decision/repeat on recording sheets.
  • Allow verbal explanations recorded by teacher or peer scribe if needed.

Extension (optional)

  • Students create a “mission card” for another pair using their own program rules: include the user story, exact input trigger, and required repeat count. They swap missions and test for correctness.

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