Jss 2 Computer Lesson Note Second Term
Jss 2 Computer Lesson Note Second Term
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Define an algorithm in their own words.
2. List the key characteristics of a good algorithm.
3. Write a simple step-by-step algorithm for an everyday task.
4. Appreciate the role of algorithms in computing.
2. Entry Behaviour
Students are familiar with following instructions for tasks like recipes or game rules.
4. Reference Materials
NERDC Curriculum
Approved Textbook
5. Teaching Methods
Discussion method
Demonstration with real-life examples
Group activity
Question and Answer
Gives a simple verbal instruction: "Stand up, turn around, and Follow the instruction and
Introduction
sit down." Asks what they just followed. identify it as a set of steps.
Divides students into groups. Gives each group a task card to Collaborate to write and
Evaluation
write a simple algorithm. present their algorithm.
Can guess if a step is unclear. ("A Must have exact, unambiguous instructions. ("Add 1
Interpretation
pinch of salt" is estimated). gram of salt").
Creativity Might improvise or adjust steps. Will do exactly what it is told, even if it leads to an error.
Speed Relatively slow. Extremely fast, executing millions of steps per second.
7. Evaluation (Assessment)
1. In your own words, what is an algorithm?
2. List two characteristics of a good algorithm.
3. Write a simple 5-step algorithm for "Sharpening a Pencil with a Sharpener."
4. Why must instructions for a computer be very precise and unambiguous?
8. Assignment
1. Choose one daily activity (e.g., making your bed, tying your shoelaces, charging a phone). Write a clear, step-
by-step algorithm for it.
2. Find a simple recipe at home or online. Identify and write down the first five steps of its algorithm.
OFFICIAL LESSON PLAN – WEEK 2
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 2
Date: _______________________________
Duration: 40 Minutes
Topic: Flowcharts
Sub-topic: Meaning; Symbols of Flowcharts; Drawing Simple Flowcharts
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Define a flowchart and state its purpose.
2. Identify and draw the four basic flowchart symbols: Terminator, Process, Input/Output, Decision.
3. Interpret a simple flowchart.
4. Draw a flowchart for a basic everyday process.
2. Entry Behaviour
Students understand what an algorithm is and can write simple step-by-step instructions.
4. Reference Materials
NERDC Curriculum
Approved Textbook
5. Teaching Methods
Demonstration and illustration
Guided practice
Collaborative drawing
Question and Answer
Shows a simple flowchart for "Making Tea" without Guess the meaning of the
Introduction
explanation. Asks what they think the shapes and arrows mean. diagram.
Defines a flowchart. Introduces and explains each of the four Draw the symbols in their notes
Presentation
core symbols. and label them.
Works through the "Making Tea" flowchart step-by-step, Follow along and interpret the
Explanation
explaining how it visualises the algorithm. chart.
Gives a written algorithm (e.g., for crossing a road). Asks Draw the flowchart using correct
Evaluation
students to draw the corresponding flowchart. symbols.
Reviews the symbols and emphasizes flowcharts as a universal Recite the purpose of each
Summary
planning tool. symbol.
Lesson Content (Explanation Section – Core Content)
1. What is a Flowchart?
A flowchart is a diagram that uses symbols and arrows to represent the steps in a process or algorithm. It is a
visual way to plan, document, or explain how something works. Flowcharts make complex processes easier to
understand at a glance.
Why use a flowchart instead of just text?
Visual Clarity: Easier to see the overall flow and sequence.
Universal Language: The symbols are standard, so anyone can understand it.
Error Detection: It's easier to spot logical mistakes or missing steps in a diagram.
7. Evaluation (Assessment)
1. What is the main purpose of using a flowchart?
2. Draw and name the four basic flowchart symbols.
3. In a flowchart, which symbol would you use for the step: "Calculate the average of three numbers"?
4. What does a diamond-shaped symbol in a flowchart always require?
8. Assignment
1. Draw a flowchart for one of the algorithms you wrote in last week's assignment (e.g., making your bed or
charging a phone). Use at least one Decision symbol.
2. Find a real-world example of a flowchart (e.g., in a textbook, online, or a public place like a clinic). Sketch it
and write one sentence about what it explains.
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Define computer programming.
2. Explain the relationship between algorithms, flowcharts, and programming.
3. Open the Scratch programming environment and identify its main parts (Stage, Sprite, Blocks Palette, Scripts
Area).
4. Drag, snap, and run a simple sequence of Scratch blocks.
2. Entry Behaviour
Students understand algorithms and flowcharts as ways to plan solutions.
4. Reference Materials
NERDC Curriculum
Approved Textbook
5. Teaching Methods
Demonstration method
Guided exploration
Hands-on practice
Question and Answer
Introductio Runs the pre-made Scratch project. Asks: "How do you think I Suggest it was "programmed" or
n told the computer to make this happen?" "coded."
Presentatio Defines programming. Connects it to writing algorithms. Opens Open Scratch on their computers
n Scratch and tours the interface. and follow along.
Asks students to identify the Scripts Area and the Blocks Palette. Point to the parts and complete the
Evaluation
Gives a task: make the sprite say "Hello!" for 2 seconds. task.
Summary Reviews that programming is giving the computer an algorithm Listen and ask final questions.
Step Teacher's Activities Students’ Activities
The white rectangle where your This is where you see the results of your
Stage Top-left
project comes to life. program (animations, games).
7. Evaluation (Assessment)
1. What is computer programming?
2. Name the four main areas of the Scratch interface.
3. In which area of Scratch do you snap blocks together to build your program?
4. Write a simple two-step sequence in words that you could program in Scratch (e.g., "The sprite should turn 15
degrees and then change colour.").
8. Assignment
1. Log into Scratch and create a new project.
2. Make the Scratch Cat do three different things using three different blocks (one from Motion, one from Looks,
and one from Sound). Run your program.
3. Take a screenshot of your blocks in the Scripts Area and save it, or write down the names of the three blocks
you used.
OFFICIAL LESSON PLAN – WEEK 4
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 4
Date: _______________________________
Duration: 40 Minutes
Topic: Programming Basics
Sub-topic: Variables, Input, Output, and Simple Operations in Scratch
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Define a "variable" as a container for storing data in a program.
2. Create, name, and use a variable in a Scratch project.
3. Use the ask and wait block to get input from the user.
4. Use the join operator to combine text for output.
2. Entry Behaviour
Students can create and run simple sequences of blocks in Scratch.
4. Reference Materials
NERDC Curriculum
Scratch Wiki and tutorials
5. Teaching Methods
Demonstration method
Guided coding
Concept explanation with analogies
Question and Answer
Shows a simple "Quiz Game" where the program asks for the user's
Introductio
name and then uses it. Asks: "How does the program remember my Guess that it "stores" the name.
n
name?"
Shows how to use the ask block for input and how to store the Practice asking for input and
Explanation answer in a variable. Demonstrates using the join block to create displaying a message with the
personalized output. variable.
Summary Reviews the key concepts: Variables store data, Input gets data, Summarize the purpose of each
Step Teacher's Activities Students’ Activities
Input ask How old are you? and wait Gets data from the user. Stores it in answer.
Operation (Join) join Hello name Combines text and variable values.
7. Evaluation (Assessment)
1. What is a variable in programming?
2. Which block in Scratch is used to get text input from the user?
3. Write the sequence of blocks (in words) to: Ask for a user's favourite colour, store it in a variable
called favColour, and then say "I like [colour] too!".
4. If a variable counter has a value of 5, what will its value be after running change counter by -2?
8. Assignment
Create a Scratch project called "About Me."
1. Use the ask block to get two pieces of information from the user (e.g., their name and their age).
2. Store each answer in its own variable (e.g., userName and userAge).
3. Use the say block with join operators to create a sentence that includes both pieces of information (e.g., "Hello
[name], you are [age] years old!").
OFFICIAL LESSON PLAN – WEEK 6
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 6
Date: _______________________________
Duration: 40 Minutes
Topic: Programming Structures
Sub-topic: Sequence, Selection (If/Else), and Repetition (Loops)
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Identify and explain the three basic programming structures.
2. Use the if then and if then else blocks to create selection (decision-making) in a program.
3. Use the repeat and forever blocks to create repetition (loops).
4. Combine sequence, selection, and repetition in a simple script.
2. Entry Behaviour
Students can create variables and use input/output blocks in Scratch.
4. Reference Materials
NERDC Curriculum
Scratch Wiki
5. Teaching Methods
Demonstration with live coding
Comparison with flowchart decision diamonds
Guided practice
Question and Answer
Shows a program where a sprite asks, "Score > 50?" and gives
Introductio Connect the program behaviour
different feedback. Refers to the Decision diamond in a
n to the flowchart symbol.
flowchart.
Presentatio Explains Selection using the if block. Explains Repetition using Identify the corresponding blocks
n the repeat block. in Scratch.
Demonstrates building a simple password checker (selection) Follow along and build the
Explanation
and a countdown timer (loop). examples.
Gives a task: "Make a sprite repeatedly move 10 steps, but if it Implement the loop and
Evaluation
touches the edge, say 'Ouch!' and bounce." conditional.
Reviews the three structures: Sequence (order), Selection State the purpose of each
Summary
(choice), Repetition (looping). structure.
Lesson Content (Explanation Section – Core Content)
1. The Three Basic Programming Structures
All programs, no matter how complex, are built using combinations of just three basic structures. Understanding these
is key to becoming a good programmer.
Table: The Three Structures
Scratch Block Flowchart
Structure Also Called Purpose
(Example) Symbol
Blocks Process
To execute instructions one after
Sequence – snapped in a rectangles in a
another in a specific order.
vertical stack. line.
A line looping
To repeat a set of instructions repeat
Repetition Loop/Iteration back (often with
multiple times. 10, forever
a note "loop").
7. Evaluation (Assessment)
1. Name the three basic programming structures.
2. Which Scratch block would you use to make a sprite say "Hello" exactly 5 times?
3. Write a simple condition using a green operator block to check if a variable age is greater than or equal to 18.
4. In the guessing game example, what is the purpose of the stop all block inside the if statement?
8. Assignment
Create a Scratch project called "Traffic Light Simulator."
1. Use a loop (forever) to cycle through three colours.
2. Use sequence inside the loop: make the sprite's costume change to red, wait 3 seconds, change to yellow, wait
1 second, change to green, wait 3 seconds.
3. Add selection: If the light is red, make the sprite say "Stop!" while the red costume is showing. (Hint: Use
an if block inside the loop, checking the costume number or a variable).
OFFICIAL LESSON PLAN – WEEK 8
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 8
Date: _______________________________
Duration: 80 Minutes (Double Period Recommended)
Topic: Practical Programming I
Sub-topic: Creating a Simple Calculator Program or Quiz Game
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Apply knowledge of variables, input, and operators to build a functional program.
2. Design and code a simple interactive application (calculator or quiz).
3. Use selection structures (if then else) to handle different operations or check answers.
4. Test, debug, and refine their program.
2. Entry Behaviour
Students understand variables, input/output, and the three programming structures (sequence, selection, repetition).
4. Reference Materials
Student notes from previous weeks
Scratch tutorials
5. Teaching Methods
Project-based learning
Independent coding with guidance
Peer programming (optional)
Debugging demonstration
Guides students to choose a project (Calculator or Quiz) Choose a project and write a simple
Planning
and plan its steps on paper. algorithm/flowchart.
Core Circulates the lab, helps students translate their plan into
Code their chosen project in Scratch.
Activity code, assists with debugging.
Input Multiple ask blocks for numbers and operation. ask blocks for each question.
Output say block with join to show the result. say blocks for feedback and final score.
Extension Idea Add a loop to let the user do many calculations. Use a list to store questions and answers.
Debugging Tip: If your program doesn't work, slow down! Use the say block to display the values of your variables at
different points to see if they contain what you expect (e.g., say num1 for 2 seconds).
7. Evaluation (Assessment)
This is a practical assessment. Marks will be awarded for:
Functionality: Does the program work as intended?
Use of Concepts: Correct use of variables, input, selection, and output.
Clarity & Structure: Is the code neatly organised and easy to read?
Completion: A fully working calculator or a quiz with at least 3 questions.
8. Assignment
Complete your chosen project (Calculator or Quiz Game). Ensure it is fully functional.
Write a short paragraph describing one problem you encountered while building it and how you solved it (e.g., "My
calculation gave the wrong result because I was using the answer variable for both numbers. I fixed it by creating
separate num1 and num2 variables.").
OFFICIAL LESSON PLAN – WEEK 9
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 9
Date: _______________________________
Duration: 80 Minutes (Double Period Recommended)
Topic: Practical Programming II
Sub-topic: Developing Simple Animations or Storytelling with Scratch
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Use multiple sprites and backdrops to create a scene.
2. Coordinate sprites using broadcast and when I receive blocks for communication.
3. Utilize wait and glide blocks to create timed animations and smooth motion.
4. Design and code a short, interactive animated story or scene.
2. Entry Behaviour
Students can build functional programs like calculators or quizzes and understand basic control structures.
4. Reference Materials
Student notes
Scratch tutorials on animation and storytelling
5. Teaching Methods
Demonstration and deconstruction of sample projects
Creative project-based learning
Guided exploration of new blocks (broadcast, glide)
Peer feedback
Plays a short, engaging Scratch animation (e.g., two characters having a Observe and suggest
Introductio
conversation with scene changes). Asks how the sprites might be methods like timing or
n
coordinating. messages.
Presentatio Introduces the broadcast block as a way for sprites to send signals. Explore the new blocks in
n Demonstrates switching backdrops and using the glide block. their own projects.
Core Guides students to plan a simple 3-scene story on paper, then implement Plan a storyboard, then
Activity it in Scratch using multiple sprites and broadcasts. code their animation.
Holds a mini "film festival" where students play their animations for a Share their story and watch
Sharing
partner or small group. others'.
Summary Highlights the creative power of programming and how broadcast helps Discuss what they learned
Step Teacher's Activities Students’ Activities
broadcast
Events Send a signal to all sprites. broadcast game_start
message1
7. Evaluation (Assessment)
This is a creative practical assessment. Marks will be awarded for:
Story & Creativity: A clear, simple narrative or scene.
Technical Implementation: Correct use of broadcast/receive for coordination, use of glide or other smooth
motions.
Use of Media: Effective use of multiple sprites, backdrops, and/or sounds.
Functionality: The animation runs smoothly from start to finish.
8. Assignment
1. Complete your animated story. It should have at least 2 sprites, use at least one broadcast block, and include a
backdrop change or smooth motion.
2. Write a short "director's commentary": List two broadcast messages you used and explain what event each
message triggers in the story.
OFFICIAL LESSON PLAN – WEEK 10
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 10
Date: _______________________________
Duration: 80 Minutes (Double Period Recommended)
Topic: Programming Project
Sub-topic: Group Projects: Mini-Games, Interactive Quizzes, or Animations
1. Instructional Objectives
By the end of the lesson, students should be able to:
1. Collaborate in a team to plan and design a Scratch project.
2. Apply integrated programming skills (variables, control structures, events, animation) to build a substantial
project.
3. Divide development tasks among team members effectively.
4. Present a finished, working project to the class.
2. Entry Behaviour
Students have built individual projects (calculator/quiz and animation) and are familiar with core Scratch concepts.
4. Reference Materials
All student notes from the term
Scratch online community for inspiration
5. Teaching Methods
Collaborative learning (group work)
Project-based learning
Teacher as facilitator and consultant
Presentation and peer review
Forms groups of 3-4 students. Presents project options and a rubric Form groups and discuss
Introduction
showing how they will be assessed. project ideas.
Circulates to help groups define their project scope, assign roles Plan their project, assign roles,
Planning
(e.g., lead coder, graphic designer, tester), and create a task list. and sketch designs.
Developmen Provides technical support as groups code their projects. Work collaboratively to build
t Encourages groups to test features frequently. their project in Scratch.
Allocates time for each group to briefly demonstrate their final Demonstrate their project and
Presentation
project to the class. explain its key features.
Summary Leads a reflective discussion on the challenges and rewards of Share experiences from the
Step Teacher's Activities Students’ Activities
collaborative programming. Praises the class's overall achievement. group work process.
Effectively uses
Uses basic
Use of variables, control Uses several Shows minimal
concepts but with
Programming structures, events, and programming understanding of
errors or limited
Concepts custom blocks (if concepts correctly. concepts.
application.
applicable).
Team worked
Team worked well Team had
exceptionally well
together with some difficulty Little evidence of
Collaboration together, with clear
evidence of collaborating; teamwork.
roles and equal
planning. work was uneven.
contribution.
7. Evaluation (Assessment)
The group project will be assessed based on the rubric above. This includes the final product, the teamwork observed,
and the final presentation.
8. Assignment
1. Ensure your group project is complete, saved, and shared with the teacher.
2. Individual Reflection: Write a paragraph answering: What was your role in the group? What is one thing you
learned about working with others on a programming project?
OFFICIAL LESSON PLAN – WEEK 11
School: NEW KINGS AND QUEENS MONTESSORI
Teacher’s Name: Tamadu Peter Orukari
Subject: Digital Technologies
Class: JSS 2
Term: Second Term
Week: 11
Date: _______________________________
Duration: 40 Minutes
Topic: Revision
Sub-topic: Revision of All Topics Covered in the Term
[The structure for this week is identical to Week 11 of the JSS1 plan, but with JSS2 content. The Lesson Content section
below is tailored to JSS2 topics.]
Lesson Content (Explanation Section – Core Content)
Comprehensive Topic Summary
This session revises all key concepts from the term. Students should use their notes to follow along.
Topic 1: Introduction to Algorithms
Definition: A step-by-step plan to solve a problem.
Characteristics: Clear, ordered, finite, effective.
Examples: Writing algorithms for daily tasks (making tea, crossing the road).
Topic 2: Flowcharts
Purpose: A visual diagram of an algorithm.
Key Symbols: Oval (Start/End), Rectangle (Process), Parallelogram (Input/Output), Diamond (Decision).
Skills: Interpreting and drawing simple flowcharts.
Topic 3 & 4: Programming Basics in Scratch
Scratch Interface: Stage, Sprites, Blocks Palette, Scripts Area.
Core Concepts:
o Sequential Execution: Blocks run from top to bottom.
o Variables: Containers for storing data (set, change).
o Input/Output: ask and wait, say blocks. The join operator.
o Operators: For maths (+, -, *, /) and comparisons (>, =, <).
Topic 6: Programming Structures
Three Structures: Sequence, Selection, Repetition.
Selection: if then, if then else blocks. Used for decision-making.
Repetition: repeat, forever blocks. Used for looping.
Topic 8 & 9: Practical Programming
Event Coordination: Using broadcast and when I receive.
Animation: Using glide, wait, switching backdrops.
Project Design: Combining all concepts to build applications (calculators, quizzes, stories, games).
Topic 10: Group Project
Collaborative Skills: Planning, dividing work, integrating parts, testing.
Common Exam Question Styles
Theory: Definitions, listing characteristics, explaining purposes.
Practical Design: "Draw a flowchart for...", "Write an algorithm for...".
Code Interpretation: "What will the following Scratch script do?"
Code Writing: "Write the Scratch blocks to..." (using pseudocode or block names).
Table: Quick Revision Checklist
Topic Must-Know Concept Ask Yourself...
Algorithms Definition & 4 characteristics. Can I write a 5-step algorithm for a simple task?
Flowcharts Four symbols and their meaning. Can I draw a flowchart from a written algorithm?
Names of the 3 structures and which Which block is for a loop? Which block is for a
Structures
Scratch blocks achieve them. decision?
Broadcast Why broadcast is used. How does broadcast help two sprites work together?
7. Evaluation (Assessment)
The revision session itself, through Q&A and problem-solving, serves as the evaluation to gauge readiness.
8. Assignment
1. Create a one-page revision mind map or summary sheet linking all the topics from the term.
2. Write down two questions from any topic that you still find confusing.