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University of Brighton, Faculty of Education and Sport

Lesson Plan
Student teachers Name: Callum Cooper, Kirsten Michie, Katy Martin, Roxanne Badman, Nirali Nagji Curriculum Area / Activity: ICT Programming using Scratch Software Date/Time: Thursday 21th March 2013 hours Lesson Duration: 2.5 Number of pupils: 12

Resources

6 Netbooks Scratch Programme Dragons Den Video Scratch instruction cards Whiteboard Whiteboard pens Pupil learning activities
Including reference to inclusion strategies

Time & Learning Objectives

Teaching points/ strategies / teacher role


including reference to how tasks have been differentiated

Organisation and risk assessment.

Assessment for learning strategies


Formal and informal

15 minutes 20 minutes

Catch up on Easter Holidays, play game. Remind the children of the task, re watch the Dragons Den video to remind children of expectations. Let children explore their games comparing to the success criteria.

Discuss what we did over Easter etc

Whole group in a circle in group room. Whole group in a circle in group room. Adult led questioning. Challenge children's ideas. Key Questioning: How have you met that success criteria so far?

Discuss success criteria, how will we know if we have met that?

9/6/09

University of Brighton, Faculty of Education and Sport

What do you need to do to meet it?

Until break

Child-initiated: Let children work on their games, being creative and resilient to technical problems.

Adults to be supporting children, helping them with the software but encouraging children to solve the problems them selves rather then doing it for them.

Class at their tables with net books.

Questioning: How might you do that? What commands might be helpful to help you to achieve that? Assessment: How digital literate are the children? Can they solve problems and understand the programming language? Teachers to make notes for assessment purposes.

30 minutes 20 minutes 40 mins

MORNING BREAK
Review of progress so far, each group to explain what point they are at and what needs to be done. Children to continue working on games. When they have finished, start to create their presentation for the dragons arrival next week.

MORNING BREAK
Adults to make notes and assist with problems. Encourage children to share ideas and take turns with their partner in using the netbook. Aid children in using software.

MORNING BREAK
Children sit at their tables with their netbooks closed. Children sat at their tables in pairs with one netbook between 2.

MORNING BREAK
Questioning

Questioning: How might you do that? What commands might be helpful to help you to achieve that? Assessment: How digital literate are the

9/6/09

University of Brighton, Faculty of Education and Sport

children? Can they solve problems and understand the programming language? Teachers to make notes for assessment purposes. Self-assessment: Identify areas for development. 2 stars and a wish on peers games.

2 mins

Share again what point they are at in their games, any difficulties they are having. If games are finished, share finished product.

Compare games to success criteria, Self assess against difficulty of task.

Children are sat up to their tables logged off of their netbooks.

9/6/09

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