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| WK | LSN | STRAND | SUB-STRAND | LESSON LEARNING OUTCOMES | LEARNING EXPERIENCES | KEY INQUIRY QUESTIONS | LEARNING RESOURCES | ASSESSMENT METHODS | REFLECTION |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Application areas of visual programming software
|
By the end of the
lesson, the learner
should be able to:
- Explain the application areas of visual programming software in solving problems - Identify uses of applications in daily life - Appreciate the role of visual programming |
- Use digital device to search for uses of mobile applications and websites
- Study mobile phone screen with various applications - Discuss application areas: games, animations, money transfer, robotics - Identify problems solved by each application |
How is visual programming used in solving day-to-day problems?
|
- Oxford Bk 9
pg. 48 - Digital device with internet - Computer books - Mobile phone showing applications - Charts |
- Observation
- Oral questions
- Written assignments
|
|
| 1 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Introduction to Scratch programming
|
By the end of the
lesson, the learner
should be able to:
- Navigate the Scratch programming interface - Identify basic components of Scratch - Show confidence in using visual programming software |
- Start Scratch program and identify stage, sprites pane, blocks palette, script area
- Practice navigating different areas of interface - Explore available blocks and categories - Create new project and save it |
What are the basic components of Scratch programming software?
|
- Oxford Bk 9
pg. 50 - Computer with Scratch 3 installed - Digital projector - Exercise books - Scratch interface guide |
- Observation
- Practical work
- Oral questions
|
|
| 2 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a story (Part 1) - Setting up backdrops and sprites
|
By the end of the
lesson, the learner
should be able to:
- Create and customize backdrops in Scratch - Insert sprites for a story - Show creativity in designing visual elements |
- Start Scratch and save project as 'Greening the Environment'
- Select and customize backdrops (Desert, text backdrop) - Insert sprites: Noor, Characters 1, Butterfly 1, Giraffe, Grasshopper - Verify sprites and backdrops panes |
How do we create backdrops and add sprites for a story in Scratch?
|
- Oxford Bk 9
pg. 51 - Computer with Scratch 3 - Digital projector - Step-by-step guide - Examples of projects |
- Practical work
- Observation
- Rubrics
|
|
| 2 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a story (Part 1) - Setting up backdrops and sprites
|
By the end of the
lesson, the learner
should be able to:
- Create and customize backdrops in Scratch - Insert sprites for a story - Show creativity in designing visual elements |
- Start Scratch and save project as 'Greening the Environment'
- Select and customize backdrops (Desert, text backdrop) - Insert sprites: Noor, Characters 1, Butterfly 1, Giraffe, Grasshopper - Verify sprites and backdrops panes |
How do we create backdrops and add sprites for a story in Scratch?
|
- Oxford Bk 9
pg. 51 - Computer with Scratch 3 - Digital projector - Step-by-step guide - Examples of projects |
- Practical work
- Observation
- Rubrics
|
|
| 3 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a story (Part 2) - Adding code blocks
|
By the end of the
lesson, the learner
should be able to:
- Add code blocks to backdrops and sprites - Create backdrop switching and sprite behaviors - Show understanding of event-driven programming |
- Click stage and add blocks for backdrop switching
- Add blocks to sprites (Noor, Characters 1, Butterfly, Giraffe) - Test story by clicking green flag - Observe and discuss sprite behaviors |
How do we program backdrops and sprites in a story?
|
- Oxford Bk 9
pg. 53 - Computer with Scratch 3 - Digital projector - Coding blocks reference - Examples of scripts |
- Practical work
- Observation
- Rubrics
|
|
| 3 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a story (Part 2) - Adding code blocks
|
By the end of the
lesson, the learner
should be able to:
- Add code blocks to backdrops and sprites - Create backdrop switching and sprite behaviors - Show understanding of event-driven programming |
- Click stage and add blocks for backdrop switching
- Add blocks to sprites (Noor, Characters 1, Butterfly, Giraffe) - Test story by clicking green flag - Observe and discuss sprite behaviors |
How do we program backdrops and sprites in a story?
|
- Oxford Bk 9
pg. 53 - Computer with Scratch 3 - Digital projector - Coding blocks reference - Examples of scripts |
- Practical work
- Observation
- Rubrics
|
|
| 4 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a game (Part 1) - Maze game setup
|
By the end of the
lesson, the learner
should be able to:
- Create a maze game backdrop - Use drawing tools in Scratch - Show creativity in game design |
- Start Scratch and save as 'The maze game', insert blue sky2 backdrop
- Use Rectangle tool to draw mazes (three vertical, two horizontal) - Format mazes by removing outlines and arranging appropriately - Add beetle sprite and set starting position |
How do we create a maze game backdrop?
|
- Oxford Bk 9
pg. 55 - Computer with Scratch 3 - Digital projector - Game design examples - Drawing tools guide |
- Practical work
- Observation
- Rubrics
|
|
| 4 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a game (Part 2) - Programming sprite movement and collision
|
By the end of the
lesson, the learner
should be able to:
- Program sprite movement using arrow keys - Add collision detection to game - Show problem-solving skills in game programming |
- Set sprite movement for all four directions (up, down, left, right arrow keys)
- Add blocks to detect when sprite touches color - Program sprite to move -10 steps when touching maze - Test game and discuss observations |
How do we program sprite movement and collision detection?
|
- Oxford Bk 9
pg. 58 - Computer with Scratch 3 - Digital projector - Movement blocks guide - Collision detection guide |
- Practical work
- Observation
- Rubrics
|
|
| 5 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a game (Part 3) - Adding game levels
|
By the end of the
lesson, the learner
should be able to:
- Create multiple game levels - Design level progression backdrops - Demonstrate advanced game design skills |
- Create backdrop2 for level two, backdrop3 with 'PROCEED TO LEVEL 2'
- Create backdrop4 with 'SORRY!! You LOST!!' - Add blocks to beetle sprite to change levels and end game - Test complete game and refine based on testing |
How do we create multiple levels in a game?
|
- Oxford Bk 9
pg. 60 - Computer with Scratch 3 - Digital projector - Level design examples - Testing checklist |
- Practical work
- Observation
- Rubrics
- Game evaluation
|
|
| 5 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating a game (Part 3) - Adding game levels
|
By the end of the
lesson, the learner
should be able to:
- Create multiple game levels - Design level progression backdrops - Demonstrate advanced game design skills |
- Create backdrop2 for level two, backdrop3 with 'PROCEED TO LEVEL 2'
- Create backdrop4 with 'SORRY!! You LOST!!' - Add blocks to beetle sprite to change levels and end game - Test complete game and refine based on testing |
How do we create multiple levels in a game?
|
- Oxford Bk 9
pg. 60 - Computer with Scratch 3 - Digital projector - Level design examples - Testing checklist |
- Practical work
- Observation
- Rubrics
- Game evaluation
|
|
| 6 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating an animation (Part 1) - Solar system setup
|
By the end of the
lesson, the learner
should be able to:
- Set up backdrop for animation - Download and upload sprites from internet - Show resourcefulness in gathering animation assets |
- Insert space backdrop
- Search internet for planet sprites and save with .PNG extension - Upload all planet sprites (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune) - Add Sun sprite |
How do we set up a solar system animation?
|
- Oxford Bk 9
pg. 62 - Computer with Scratch 3 and internet - Digital projector - List of planet names - Animation examples |
- Practical work
- Observation
- Rubrics
|
|
| 6 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating an animation (Part 1) - Solar system setup
|
By the end of the
lesson, the learner
should be able to:
- Set up backdrop for animation - Download and upload sprites from internet - Show resourcefulness in gathering animation assets |
- Insert space backdrop
- Search internet for planet sprites and save with .PNG extension - Upload all planet sprites (Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune) - Add Sun sprite |
How do we set up a solar system animation?
|
- Oxford Bk 9
pg. 62 - Computer with Scratch 3 and internet - Digital projector - List of planet names - Animation examples |
- Practical work
- Observation
- Rubrics
|
|
| 7 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating an animation (Part 2) - Programming planets (Sun, Mercury, Venus, Earth)
|
By the end of the
lesson, the learner
should be able to:
- Add animation blocks to sprites - Create orbital motion for planets - Show precision in animation programming |
- Click Sun sprite and add appropriate blocks to script pane
- Program Mercury's orbital motion - Program Venus's orbital motion - Program Earth's orbital motion and test animations |
How do we program orbital motion for Sun and inner planets?
|
- Oxford Bk 9
pg. 63 - Computer with Scratch 3 - Digital projector - Orbital motion guide - Animation examples |
- Practical work
- Observation
- Rubrics
|
|
| 7 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating an animation (Part 3) - Programming planets (Mars, Jupiter, Saturn, Uranus, Neptune)
|
By the end of the
lesson, the learner
should be able to:
- Program remaining planets' orbital motions - Coordinate multiple sprite animations - Demonstrate animation sequencing skills |
- Program Mars, Jupiter, Saturn, Uranus and Neptune orbital motions
- Add appropriate blocks to each planet sprite - Test complete solar system animation - Observe all planets orbiting Sun |
How do we complete the solar system animation?
|
- Oxford Bk 9
pg. 65 - Computer with Scratch 3 - Digital projector - Complete animation guide - Solar system reference |
- Practical work
- Observation
- Rubrics
|
|
| 8 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Testing and discussing programs
|
By the end of the
lesson, the learner
should be able to:
- Test program functionality - Explain what each code block does - Demonstrate understanding of programming concepts |
- Test story, game and animation by clicking green flag
- Discuss what each block in script pane instructs sprites to do - Explain orbital motions, movements and sprite behaviors - Write down findings and present to class |
How do code blocks control sprite behavior in programs?
|
- Oxford Bk 9
pg. 68 - Computer with Scratch 3 - Digital projector - Program analysis guide - Assessment rubric |
- Practical work
- Observation
- Oral questions
- Written assignments
|
|
| 8 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Testing and discussing programs
|
By the end of the
lesson, the learner
should be able to:
- Test program functionality - Explain what each code block does - Demonstrate understanding of programming concepts |
- Test story, game and animation by clicking green flag
- Discuss what each block in script pane instructs sprites to do - Explain orbital motions, movements and sprite behaviors - Write down findings and present to class |
How do code blocks control sprite behavior in programs?
|
- Oxford Bk 9
pg. 68 - Computer with Scratch 3 - Digital projector - Program analysis guide - Assessment rubric |
- Practical work
- Observation
- Oral questions
- Written assignments
|
|
| 9 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating own application
|
By the end of the
lesson, the learner
should be able to:
- Design and create own application using visual programming - Apply visual programming skills independently - Show creativity and innovation in programming |
- Brainstorm ideas for own application (story, game or animation)
- Plan and design the application - Create application using Scratch following learned techniques - Test and refine application |
How do we create our own application using visual programming?
|
- Oxford Bk 9
pg. 69 - Computer with Scratch 3 - Digital projector - Planning templates - Project guidelines |
- Practical work
- Observation
- Rubrics
- Portfolio
|
|
| 9 | 1-2 |
Communication in Pre-Technical Studies
|
Visual Programming - Creating own application
|
By the end of the
lesson, the learner
should be able to:
- Design and create own application using visual programming - Apply visual programming skills independently - Show creativity and innovation in programming |
- Brainstorm ideas for own application (story, game or animation)
- Plan and design the application - Create application using Scratch following learned techniques - Test and refine application |
How do we create our own application using visual programming?
|
- Oxford Bk 9
pg. 69 - Computer with Scratch 3 - Digital projector - Planning templates - Project guidelines |
- Practical work
- Observation
- Rubrics
- Portfolio
|
|
| 10 |
midterm break |
||||||||
| 11 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Advanced features and techniques
|
By the end of the
lesson, the learner
should be able to:
- Explore advanced features in visual programming - Create more complex programs - Demonstrate mastery of visual programming concepts |
- Explore additional Scratch features (variables, operators, sensing)
- Create programs with more complex logic and interactions - Add sound effects and advanced animations to projects - Test and debug programs |
What advanced features can we use in visual programming?
|
- Oxford Bk 9
pg. 69 - Computer with Scratch 3 - Digital projector - Advanced features guide - Reference materials |
- Practical work
- Observation
- Rubrics
|
|
| 11 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Uses in day-to-day life and assessment
|
By the end of the
lesson, the learner
should be able to:
- Explain uses of visual programming in day-to-day life - Complete assessment on visual programming - Embrace the use of visual programming in daily life |
- Discuss applications in money transfer, virtual learning, entertainment, websites
- Explain application in robotics and automation - Complete assessment exercises covering all aspects learned - Share experiences with family and reflect on importance |
Why is visual programming important in day-to-day life?
|
- Oxford Bk 9
pg. 69 - Assessment materials - Digital devices - QR code for digital exercise - Examples of applications |
- Written tests
- Practical work
- Self-reflection
- Digital exercise
|
|
| 12 | 1 |
Communication in Pre-Technical Studies
|
Visual Programming - Project presentation and portfolio
|
By the end of the
lesson, the learner
should be able to:
- Present completed visual programming projects - Create portfolio of programs developed - Show confidence in demonstrating programming skills |
- Prepare presentations of created applications
- Present story, game and animation projects to class - Compile portfolio of all visual programming work - Receive feedback and reflect on learning |
How do we present our visual programming projects?
|
- Oxford Bk 9
pg. 69 - Computer with Scratch 3 - Presentation materials - Portfolio folder - Assessment rubric |
- Presentations
- Portfolio
- Peer assessment
- Observation
|
|
| 12 | 2 |
Communication in Pre-Technical Studies
|
Visual Programming - Project presentation and portfolio
|
By the end of the
lesson, the learner
should be able to:
- Present completed visual programming projects - Create portfolio of programs developed - Show confidence in demonstrating programming skills |
- Prepare presentations of created applications
- Present story, game and animation projects to class - Compile portfolio of all visual programming work - Receive feedback and reflect on learning |
How do we present our visual programming projects?
|
- Oxford Bk 9
pg. 69 - Computer with Scratch 3 - Presentation materials - Portfolio folder - Assessment rubric |
- Presentations
- Portfolio
- Peer assessment
- Observation
|
|
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