Goals and Standards
Students will apply
- How to create original programming 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 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 program behaviors for the 123 Robot.
- How to create original projects using Coder cards and the 123 Robot.
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 convey how symbols can be used to represent behaviors on the Coder cards for their 123 Robot.
- Students will create original projects using various Coder cards to program the 123 Robot to 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.
- Students will explore how symbols translate to robot behaviors by building and running a robot dance project with the teacher in Play Part 1. In Play Part 2, students will work in small groups and create their own 123 Robot dance using a prescribed set of Coder cards.
- Students will explain how they used the Coder cards to program behaviors for their 123 Robot in the Mid-Play Break.
- By the end of Play Part 2, students will create a project that uses all Coder cards provided by the teacher, and will run as intended with a dance being performed by the 123 Robot.
Connections to Standards
Computer Science Teachers Association (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: In connection with the standard, information is represented as behaviors in Lab 1. During Engage, the teacher will explain that symbols represent actions or behaviors in programming languages. In Play Part 1, the teacher will engage students in guided practice to observe behaviors of the 123 Robot by using the Coder. The teacher and students will explore and store two different example projects made up of discrete pre-selected cards. The cards display symbols that represent different behaviors of the 123 Robot. By the end of Play Part 1, students will understand the behaviors of the specific cards demonstrated by the teacher.
International Society for Technology in Education (ISTE)
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 the programs and create a new project for their 123 Robot to perform a dance move.