Scout's Programming Expedition: Part 1
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Scout's Programming Expedition: Part 1
45min
This lesson is part of a sequential story-driven unit. Students will use basic programming commands to program a sprite to move and talk.
Lesson Preparation
• This lesson represents Part 1 of a 4-part story-based sequence designed to introduce students to programming concepts, using Scout as the primary character. This initial segment sets the foundation for the story that unfolds in subsequent lessons. To facilitate a seamless teaching experience, we recommend utilizing the Ready-to-Go slides, which are equipped with embedded videos and interactive activities tailored to engage students effectively. These materials are crafted to ensure minimal preparation time while maximizing instructional impact. As this is the beginning of the story arc, focus on familiarizing students with the narrative and basic programming functionalities through Scout's adventures.
• If you have a shorter class time, split the lesson into 2 classes. Complete Chapters 1 and 2 on the first day, and Chapters 3 and 4 on the second day.
Lesson Plan
Lesson Slides
Lesson Standards
| Standard | Description |
|---|---|
| TX K-5 CS: 3.1.A | decompose story problems into smaller, manageable subproblems and identify a solution to the problems |
| TX K-5 CS: 3.1.D | debug simple algorithms (set of procedures) by identifying and removing errors |
| TX K-5 CS: 3.2.B | use a design process to create programs that include sequences, loops, and conditionals to express ideas or address a problem. |
| TX K-5 CS: 4.1.D | Debug algorithms (set of procedures) by identifying and removing errors. |
| TX K-5 CS: 4.2.B | Use a design process to create programs that include sequences, loops, and conditionals to express ideas or address a proble |
| TX K-5 CS: 5.1.B | identify patterns in real-world problems and make predictions based on the pattern |