
STEM • 45 • 25 students • Created with AI following Aligned with Common Core State Standards
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Create a detailed lesson plan for Lesson 9 of a Year 6 Microbit mini-unit in STEM. Explore advanced inputs like compass and button combinations. Students modify games to use these inputs. Include success criteria, extension, resources, lesson structure, assessment, and differentiation.
In this lesson, students connect math reasoning about signs and quadrants to a Micro:bit game control system. They will update an existing game so compass headings and button combinations move a character or select options, then justify why the movement is correct using coordinates and distance ideas.
0–5 min · Hook (Compass vs Buttons). Teacher shows two prompts: “Press A to move left” and “Turn so the compass points east to move right,” then asks students to predict direction changes using arrows. Students quickly sketch a “left/right” sign rule (negative/positive) and share one prediction.
5–12 min · Mini direct teach (Quadrants with signs). Teacher draws a simple coordinate plane and labels x-axis (East/West) and y-axis (North/South), emphasizing ordered pairs like (x, y), quadrants, and what 0 represents on each axis. Students complete a 4-point warmup: “If x is positive and y is negative, which quadrant?” and record one ordered pair with correct signs.
12–20 min · Input mapping demo (Micro:bit logic connection). Teacher explains the game rule the class will use: the character position is stored as (x, y); button presses add/subtract from x or y, and compass headings choose which direction to move. Students watch and then tell which variable changes when they press Button A, Button B, or move compass past two thresholds (example: near 0°/90°/180°/270°).
20–33 min · Build/modify: Compass + button combinations. Teacher releases students to modify their starter program with a small checklist: (1) update x and y using button combos, (2) add compass-based direction choice, (3) keep positions within a simple grid limit, and (4) ensure opposite directions use opposite signs. Students work in pairs: test repeatedly, record one successful input-output example in their notebook, and note any sign mistakes.
33–40 min · Math justification check (Distance & quadrant reasoning). Teacher gives a “move from (x1, y1) to (x2, y2)” card where either x matches or y matches, then asks students to compute distance using absolute value and identify the quadrant of the new point. Students complete one card and write a sentence: “Because the x values are the same, the distance is ___; the sign of y determines the quadrant.”
40–45 min · Exit ticket (Game correctness + one coordinate claim). Teacher collects a quick prompt: “Describe how your game changes x and y when Button A+B is pressed, and name the quadrant for a given ordered pair from your tests.” Students submit answers showing both input rule and coordinate interpretation.
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