Lesson plan 5 of 12
Score. Count points.
On the board: "a bunny that catches carrots worth 5 points". Every catch adds pointsPer to the score. That plus sign is the whole idea of a score: a number that grows.
0 min: The code on the board
Put the class code on the projector (Teach, then Projector). Children open codeitlearn.com/join, type the code and a first name. Five minutes, no accounts.
5 min: Say a game
Write on the board: "a bunny that catches carrots worth 5 points". Everyone types it, or their own version of it, on Build and presses Build it. Walk the room. By minute ten every child has a game playing.
12 min: The projector fills
Open the projector. Tiles appear as games are published. Press one; it plays on the big screen. Two minutes of this is the reward for the room and the reason the next part works.
15 min: The power: Score
Everyone opens Powers and presses Score. Read the first line aloud: "Every catch adds pointsPer to the score. That plus sign is the whole idea of a score: a number that grows." Step one changes one line and runs it; step two changes it again; the check is them writing it with the highlight gone. Three minutes for most, ten for some.
30 min: Build with it
Back to Build, with the power switched on in their game. Ask for a new sentence that uses it: a bunny that catches carrots worth 5 points. Publish. The projector shows the new ones.
40 min: Show two
Press two tiles on the projector. Ask each child what they changed. The sentence they say back is the assessment.
What to look for
Ask one child why the score jumps by 5 now. "Because I changed pointsPer" is the answer.
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Before the lesson
Make a class on CodeIt and put its code on the projector. Children join at codeitlearn.com/join with the code and a first name. Classes are free.