
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 11 of a Year 6 Microbit mini-unit in STEM. Students finalize their stories or games, play-test with peers, and improve based on feedback. Include success criteria, extension for presentations, resources, lesson structure, assessment, and differentiation.
Students finalize their Micro:bit story or game from the mini-unit, then play-test with peers and revise based on specific feedback. The math focus is on using and interpreting fraction-based quantities in game/story prompts and computing how changes affect outcomes (division of fractions).
0–5 min · Warm-up and goal check. Teacher displays 1 short fraction story prompt tied to game rules (for example: “2/3 of a cup of yogurt is shared equally into 3/4-cup servings. How many servings?”) and asks students to choose which operation is needed and what the answer represents. Students respond on a mini whiteboard, then share one reason.
5–12 min · Micro:bit “finalize checklist.” Teacher reviews a simple revision checklist: working inputs (buttons/tilt), clear outputs (LED/buzzer), and a “win/lose” or story-completion condition; also remind students to keep a math-reasoning note if their rules involve fractions. Students open their project, quickly run it, and circle 2 issues they will fix today.
12–20 min · Build time: first revision pass. Teacher circulates with targeted prompts: “What is the player supposed to do next?” “What message tells the player they succeeded?” and “Where did feedback last time suggest changes?” Students revise code and update their “math note” only if they need to correct a fraction-based rule.
20–28 min · Fraction quick check (embedded into engineering). Teacher gives 2 fraction-division questions on the board connected to common game mechanics (sharing, grouping, scaling difficulty). Students solve individually, then quickly compare answers with a partner and justify using an equation or an area/part model drawing. Teacher calls on 2–3 students for explanations.
28–36 min · Peer play-test (round 1). Teacher pairs students and assigns roles: “Player” runs the game/story on a Micro:bit simulator or real device if available; “Debugger” records feedback using a sentence frame: “When I pressed ___, I expected ___, but I saw ___.” Students rotate every 4 minutes, aiming for at least 3 feedback items total per partner.
36–43 min · Build time: second revision pass. Teacher sets a focused target: fix at least one feedback item that affects playability and one that affects clarity of instructions/outcomes. Students revise again and add a brief comment in their notes: “I changed ___ because ___.”
43–45 min · Exit demo + exit ticket. Teacher has each student show one improved feature (or run one “level” once). Students complete a 2-item exit ticket: (1) one sentence describing what they changed, and (2) one short fraction-division computation aligned to the day’s prompt.
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