3-5 Computer Science - Blue - Unit 4 Variables

Introduce: Variables Blue Level: Unit 2, Lesson 1

Lesson Overview

View Full Lesson Plan

Students will be introduced to the computer science concept of variables through plugged and unplugged activities. A variety of activities are included below to provide the teacher with choice around best supporting their students' comprehension of this concept.

Agenda

  1. ⭐️ Introduce: Use the pages in the Blue Workbook to introduce students to variables. (5-10 min.)
  2. πŸ€– Engage: Select from the activities below to engage students in learning about variables and what they do in computer programs. (35-50 min.)
  3. πŸ““ Reflect: (5 min.)
  • Thinking about the activities you tried today, can you explain variables to a friend?

  • Can you think of any way variables are used outside of the classroom?

  • Can you extend your knowledge of variables to Math?

Materials

  • varies, based on the activities selected below

  • Blue Level Student Workbooks, p. 14

Unplugged Activity:

Variables in Scratch:

Variables with Dash and Dot

Variables in Code Studio

Vocabulary

  • variable: a place where a program can store a single piece of data that can change

Standards

  • CA CSS 3-5.AP.11 Create programs that use variables to store and modify data.
  • CA CSS 3-5.AP.12 Create programs that include events, loops, and conditionals.
  • CA CSS 3-5.AP.17 Test and debug a program or algorithm to ensure it accomplishes the intended task.
  • CA CSS 3-5.AP.18 Perform different roles when collaborating with peers during the design, implementation, and review stages of program development.

Explore: Variables Blue Level: Unit 2, Lesson 2

Lesson Overview

View Full Lesson Plan

Students will first use, then modify, a project exploring variables in Scratch using the TIPP & SEE model. This will provide students with another opportunity to tinker with this concept in Scratch before starting an open-ended project in the next lesson.

Agenda

  1. πŸ’« Review: Use the pages in the Blue Workbook to gain a deeper understanding of variables. (5-10 min.)
  2. πŸš€ Explore: TIPP & SEE Variables: Mini Golf Scores Scratch activity (35-50 min.)
  3. πŸ““ Reflect: (5 min.)
  • How did the Mini Golf program help you understand variables in computer science?
  • How would you explain variables to another person?
  • How can you use your understanding of variables outside of the computer science?

Materials

  • computing devices for all students

  • Blue Level Student Workbooks, pp. 14-15

  • TIPP & SEE Variables: Mini Golf Scores

    • activity pages (slides 7 & 8)

    • Scratch project

Vocabulary

  • variable: a place where a program can store a single piece of data that can change

Standards

  • CA CSS 3-5.AP.11: Create programs that use variables to store and modify data.
  • CA CSS 3-5.AP.12 Create programs that include events, loops, and conditionals.
  • CA CSS 3-5.AP.13 Decompose problems into smaller, manageable tasks which may themselves be decomposed.

Additional Resources

Plan: Variables Blue Level: Unit 2, Lesson 3

Lesson Overview

View Full Lesson Plan

Students will begin the creation of a Collect Game project in Scratch that will show their understanding of variables.  In this first lesson of a three lesson sequence, students will plan out their Collect Game project on paper using a planning guide, then begin building their project using Scratch.

Agenda

  1. ⭐️ Introduce: Collect Game project in Scratch (5 min.)
  2. πŸ’₯ Mini-Lesson: Variables in Scratch (5 min.)
  3. πŸ“ Plan: Collect Game project on paper (15-20 min.)
  4. 🚧 Build: Collect Game project in Scratch (15-25 min.)
  5. πŸ““ Reflect: (5 min.)
  • How did the planning guide help you start your project in Scratch?

  • What are you excited to add to your Collect Game project next class?

Materials

  • computing devices for all students

  • Collect Game Planning Guide, printed

    • English / Spanish

  • Blue Level Student Workbooks, p. 16

  • Collect Game Scratch studio (teacher-created)

Scratch Project Resources

Vocabulary

  • conditional: a statement that only runs under certain conditions or situations
  • initialize: assign a starting point for an object
  • input: any information going into a program
  • parallelism: sets of instructions that run at the same time
  • variable: a place where a program can store a single piece of data that can change

Standards

  • CA CSS 3-5.AP.11 Create programs that use variables to store and modify data.
  • CA CSS 3-5.AP.12 Create programs that include events, loops, and conditionals.
  • CA CSS 3-5.AP.13 Decompose problems into smaller, manageable tasks which may themselves be decomposed.

Additional Resources

Build: Variables Blue Level: Unit 2, Lesson 4

Lesson Overview

View Full Lesson Plan

Students will continue the creation of a Collect Game project in Scratch that will show their understanding of variables.  In this second lesson of a three lesson sequence, students will continue building their project using Scratch, then pause to provide feedback in small groups on each other's Collect Game projects, using that feedback to revise and finalize their work.

Agenda

  1. πŸ’« Review: Using variables to create a Collect Game project in Scratch (5 min.)
  2. πŸ’₯ Mini-Lesson: Variables in Scratch (5 min.)
  3. 🚧 Build: Collect Game project in Scratch (30-45 min.)
  4. πŸ“¬ Peer Feedback: Providing positive and constructive feedback on 2 peer projects (15 min.)
  5. πŸ““ Reflect: (5 min.)
  • What did you get stuck on while working on your project? How did you persevere?

  • What did you learn from your classmates' projects feedback?

  • What did you discover from looking at other projects?

Materials

  • computing devices for all students

  • Blue Level Student Workbooks, p. 16

  • Peer Feedback organizer, printed

  • Collect Game Scratch studio (teacher-created)

Scratch Project Resources

Vocabulary

  • conditional: a statement that only runs under certain conditions or situations
  • initialize: assign a starting point for an object
  • input: any information going into a program
  • parallelism: sets of instructions that run at the same time
  • variable: a place where a program can store a single piece of data that can change

Standards

  • CA CSS 3-5.AP.11 Create programs that use variables to store and modify data.
  • CA CSS 3-5.AP.12 Create programs that include events, loops, and conditionals.
  • CA CSS 3-5.AP.13 Decompose problems into smaller, manageable tasks which may themselves be decomposed.
  • CA CSS 3-5.AP.15 Use an iterative process to plan and develop a program by considering the perspectives and preferences of others.
  • CA CSS 3-5.AP.17 Test and debug a program or algorithm to ensure it accomplishes the intended task.

Additional Resources

Showcase: Variables Blue Level: Unit 2, Lesson 5

Lesson Overview

View Full Lesson Plan

Students will complete the creation of a Collect Game project in Scratch that will show their understanding of variables.  In this final lesson of a three lesson sequence, students will finish building their project using Scratch, participate in a showcase to share their project and view their classmates' projects, and use a rubric to reflect on their work.

Agenda

  1. πŸ’« Review: Show a few student works-in-progress to review the project scope (5 min.)
  2. πŸ’₯ Mini-Lesson: Variables in Scratch: variables misconceptions (5 min.)
  3. 🚧 Build: Collect Game project in Scratch (30 min.)
  4. πŸ–Ό Showcase: Use the 2 Stars and a Wish framework to support students providing feedback on others' projects (10-15 min.)
  5. βœ… Self-Assessment/Reflect: Use the student rubric to promote self-assessment and reflection on the Collect Game project (5-10 min.)

Materials

  • computing devices for all students

  • Blue Level Student Workbooks, p. 16

  • student rubrics, printed

    • English / Spanish

  • project reflection guide, printed (optional)

  • Collect Game Scratch studio (teacher-created)

Vocabulary

  • conditional: a statement that only runs under certain conditions or situations
  • initialize: assign a starting point for an object
  • input: any information going into a program
  • parallelism: sets of instructions that run at the same time
  • variable: a place where a program can store a single piece of data that can change

Standards

  • CA CSS 3-5.AP.11 Create programs that use variables to store and modify data.
  • CA CSS 3-5.AP.12 Create programs that include events, loops, and conditionals.
  • CA CSS 3-5.AP.13 Decompose problems into smaller, manageable tasks which may themselves be decomposed.
  • CA CSS 3-5.AP.15 Use an iterative process to plan and develop a program by considering the perspectives and preferences of others.
  • CA CSS 3-5.AP.17 Test and debug a program or algorithm to ensure it accomplishes the intended task.
  • CA CSS 3-5.AP.19 Describe choices made during program development using code comments, presentations, and demonstrations.

Additional Resources

This page was last updated on December 18, 2023