
Science • 60 • 30 students • Created with AI following Aligned with Australian Curriculum (F-10)
Free PDF · we'll email you a copy
Create a 60-minute lesson plan for Stage 1 students aligned with NSW Science and Technology Syllabus ST1-3DP-T. The lesson introduces ScratchJr and coding software with explicit teaching, suitable for students and teacher new to ScratchJr. Include learning objectives, materials, step-by-step activities, and assessment ideas focused on basic coding concepts and software navigation.
In this lesson, students explore how ScratchJr works on a tablet and learn safe, simple coding steps using familiar “move and act” commands. The lesson links to Science learning by having students code a character to represent how energy and actions help objects behave in everyday contexts.
0–5 min · Hook (Think–Pair–Share). Teacher displays the introduction slides hook slide showing a character “doing” something different after a code change, and asks, “What makes the character move—our words, or steps we choose in order?” Students turn-and-talk, then share one idea.
5–12 min · App tour (Teacher demonstration). Teacher uses a projector/tablet to show the main screen, how blocks are placed, and where “play” is, using the introduction slides navigation slides. Students follow along by pointing on their own device at “blocks” and “play” when the teacher asks.
12–20 min · Model one sequence. Teacher models building a simple 3-step sequence: “move forward”, “wait/stop briefly” (or similar simple timing block available), and “turn” (or another action block), then presses play and narrates: “First…, then…, next…” using the introduction slides model slides. Students repeat the teacher’s words and identify the order (“first/next/last”).
20–28 min · Guided practice: “Same goal, different path”. Teacher asks the class goal: “Make the character reach a target area on the screen” (teacher draws a target on the slides and mirrors it on devices). Teacher releases students to build with the teacher-provided blocks count (3 blocks minimum). Teacher circulates, using quick prompts from the introduction slides: “What did you choose first? What will happen when you press play?”
28–40 min · Partner coding challenge (Test & compare). Distribute the coding challenge worksheet to pairs. Students code their character to do the challenge action shown on the worksheet (e.g., “reach the star, then face it, then do a final action”). They must do two runs: Run A, then change one block to create Run B. Teacher reminds: change one thing at a time and test again. Teacher supports pairs who struggle with snapping blocks in order.
40–50 min · Share-out (Whole class reasoning). Teacher selects 3–4 pairs and asks them to explain using sentence starters on the introduction slides: “In Run A…, In Run B…, so my character… because I changed…”. Students listen and vote: “Was the prediction correct?”
50–58 min · Plenary: “Code is a sequence of commands.” Teacher revisits the hook image on the introduction slides and asks, “What does the character do because of the order of blocks?” Students complete a 30-second oral check: each student says one word—sequence, command, predict, control—or one example from their own coding.
58–60 min · Quick exit check. Students hold up a finger for their confidence (1–5) and teacher collects the coding challenge worksheet for a quick scan of sequence order and “one change at a time” evidence.
Join thousands of teachers using Kuraplan AI to create personalized lesson plans that align with Aligned with Australian Curriculum (F-10) in minutes, not hours.
Created with Kuraplan AI
Generated using openai/gpt-5.4-nano
🌟 Trusted by 1000+ Schools
Join educators across Australia