
Science • 60 • 25 students • Created with AI following Aligned with Australian Curriculum (F-10)
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Create a 60-minute lesson plan for Stage 1 students introducing ScratchJr, focusing on explicit teaching since students have no prior experience with coding software. Align the lesson with NSW Science and Technology Syllabus, specifically ST1-3DP-T. Include learning objectives, materials needed, step-by-step activities, and assessment opportunities. Emphasize basic coding concepts and navigation of ScratchJr interface.
Today students are introduced to ScratchJr using explicit, step-by-step teaching with no prior coding experience. They will practise navigating the interface and creating a simple “character moves” program, linking to how people use instructions to control devices.
0–5 min · Hook and discussion. Teacher shows the introduction slides and asks: “If I give you 3 steps to build something, what happens if I change the order?” Students give quick think-pair-share answers; teacher records 2–3 student ideas.
5–12 min · Explicit interface teaching (model). Teacher uses a projected device (or teacher tablet) to point out and name the main ScratchJr areas shown in the introduction slides: character, block area, and Play/Stop; plus where to add blocks. Students repeat the routine “Look → Point → Say” with the teacher (whole class).
12–18 min · Navigation practice: “Follow my steps.” Teacher demonstrates placing one or two move blocks exactly as shown in the introduction slides and stresses “blocks go in order.” Students follow along on their own tablets/wipe-clean devices (or teacher-guided pair share if tablets are limited), placing blocks but not yet testing.
18–25 min · Mini-build: “Make the character move.” Teacher displays the first working example on the introduction slides: a short sequence (e.g., move right then move right). Students build the same sequence using the interface steps teacher models; teacher circulates using a quick checklist: “Player works / blocks in order / character moves.”
25–30 min · Test, observe, and talk. Teacher prompts students to press Play and watch what happens. Students turn-and-talk: “What did you expect? What actually happened?” Teacher collects 3–4 examples and links them to “instructions in order” using language from the introduction slides.
30–40 min · Guided troubleshooting. Teacher uses the introduction slides to model a common issue: blocks added in the wrong order or missing a block. Students practise one fix step: (1) stop, (2) check block order, (3) test again. Teacher asks: “What change did you make?” Students answer using sentence starters displayed in the introduction slides.
40–52 min · Independent creation (teacher support). Students create their own simple sequence: “My character moves in a pattern.” Provide a minimum requirement: at least 3 move instructions. Teacher uses targeted support groups:
52–58 min · Share and reflect. Students bring tablets to a shared area (or gallery view). Teacher selects 4–5 students, using the introduction slides discussion prompts: “Show your sequence. What is the first step? What happened when you tested? What would you change next time?” Class gives respectful feedback (“Try / Change / Test” format).
58–60 min · Exit check. Teacher collects the interface and coding worksheet. Students complete two items: one box naming an interface area, and one sentence starting “My program worked because…”.
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