Goals and Standards
Students will apply
- How to create and start projects using the 123 Robot, the Coder and coding cards.
Students will make meaning of
- How symbols represent actions or behaviors in programming languages. For example, how the arrow symbol on the 123 Robot and the number 1 on the Coder card represent one movement of the robot.
Students will be skilled at
- Identifying behaviors using symbols on the Coder cards.
- Inserting Coder cards into the Coder to code behaviors for the 123 Robot.
- Starting a project on the Coder.
Students will know
- One Coder card represents one behavior for the 123 Robot.
- How symbols on the Coder cards represent a behavior for the 123 Robot.
- How to create a project using Coder cards and the 123 Robot.
- Students will explain how symbols on the Coder cards represent behaviors for the 123 Robot.
- Students will demonstrate how to use various Coder cards to build a project to make the 123 Robot dance.
- In Engage, students will discuss their predictions about the behaviors of the 123 Robot, by analyzing the symbols that represent commands on the Coder cards.
- In Play Part 1, students will demonstrate how to use Coder cards to build a project to make the 123 Robot dance, with the teacher. In Play Part 2, students will work in small groups and create their own 123 Robot dance using different Coder cards.
- Students will explain how the behaviors of their 123 Robot connected to the Coder cards that they used, during the Mid-Play Break.
- During the Share portion, students will demonstrate their 123 Robot's dance for the class, and describe the behaviors of the 123 Robot as it moves.
Connections to Standards
Computer Science Teachers Association (CSTA)
CSTA 1A-AP-09: Model the way programs store and manipulate data by using numbers or other symbols to represent information.
How Standard is Achieved: During Engage, the teacher will explain that symbols represent actions or behaviors in programming languages. Students will discuss the symbols on the Coder cards and predict and describe the robot behaviors they represent. In Play Part 1, the teacher will engage students in guided practice to observe the connection between Coder card symbols and robot behaviors. The teacher and students will explore and store two different example projects made up of discrete pre-selected cards. During the Mid-Play Break, students will discuss the behaviors of their 123 Robots as they moved through each Coder card.
International Society for Technology in Education (ISTE)
ISTE - (6) Creative Communicator - 6b: Students create original works or responsibly repurpose or remix digital resources into new creations.
How Standard is Achieved: In Play Part 2, the students will use the Coder cards they learned about and practiced with in Play Part 1, to remix their projects and create a new project for their 123 Robot to perform a dance move. During Share, students will demonstrate their new projects for their class and discuss the Coder cards they used to create the 123 Robot's original dance.