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Coding Curriculum for Ages 7-9

The document outlines a coding curriculum module for ages 7-9. It introduces concepts like block-based programming, sequencing, loops, conditions, and robotics through projects and games. It includes 10 weeks of lessons, learning outcomes, assessments, teaching resources and a reading list.

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dr. waing
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0% found this document useful (0 votes)
53 views6 pages

Coding Curriculum for Ages 7-9

The document outlines a coding curriculum module for ages 7-9. It introduces concepts like block-based programming, sequencing, loops, conditions, and robotics through projects and games. It includes 10 weeks of lessons, learning outcomes, assessments, teaching resources and a reading list.

Uploaded by

dr. waing
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Online Coding Curriculum Development

[Module 1 Age: 7-9]

JULY 26, 2023


DR. WAING
Dr.waing1984@[Link]
Module/Unit: Level 1: Ages 7-9

Learning
Hours: 10 weeks (3 hour per week)

Objective:
Introduce approaching Problem-Solving concepts in a playful and interactive manner.

Intended Learning Outcome: On completion of this module, successful learners will understand
about:
1. Introduction to Coding:
• What is coding?
• Why is coding important?
• Fun examples of coding in everyday life.

2. Block-Based Programming:
• Introduction to visual programming languages like Scratch.
• Using blocks to create simple animations and games.
• Developing problem-solving skills through interactive challenges.
3. Sequencing and Loops:
• Understanding the concept of sequences in coding.
• Introducing loops to create repeated actions.
• Implementing loops in fun projects using Roblox studio with Lua programming.
4. Conditional Statements:
• Introducing "if-else" conditions.
• Building projects with interactive decision-making elements using Roblox studio with
Lua programming.
5. Robotics Introduction:
• What is robot?
• How robots are used in various industries and daily life.
• Basic components of a robot (sensor, actuators, etc.).
6. Mini Projects:
• Simple interactive games.
• Animated stories with characters and dialogue.
• Interactive birthday cards.
Content:
Simple Robotics Projects:
1. Build a basic robot using a pre-designed kit.
2. Use block-based programming to control the robot’s movements and actions.
3. Introduce the concept of sensors by implementing obstacle avoidance or line-following
behavior.
4. Jump Box or Scenario game using Lua Programming.

Module Descriptor
Teaching Aids and Resources:

- Network Computers (O/S: Window 11 with Microsoft Office plus Microsoft Access
2010/2013), Projector & Printer.
- Pre-recorded videos, Lecture Notes / PPT & relevant Text for live video conference/ discussion
session to be prepared and adapted by Instructor.

NOTE: Tutor may need to supplement with additional notes wherever deems necessary

SOW / Lesson Plan


Module / Unit: Module 1 (Age 7-9)

Learning 30 hours
Hours Contact Hours spreading among pre-recorded videos, live online lecturing &
student’s assignments/self-study time

Module Assigned Teacher:


Period:

Week Topics Intended Learning Outcomes (ILOs)& Duration


Evidence

1 Introduction to What is coding? Why is it important? Fun examples. 3hours


Coding

2 Block-Based Introducing Scratch or Blocky. Creating simple 3hours


animations.
Programming
Developing interactive games with visual blocks.

3 Sequencing and Understanding sequences in coding. Adding loops. 3hours


Loops Building interactive projects with loops.
4 Conditional Introducing "if-else" conditions. 3hours
Statements Implementing interactive decision-making in projects.

5 Robotics How robots are used in various industries and daily 3hours
Introduction life.
Basic components of a robot (sensor, actuators,
etc.).

6 Robotics Build a basic robot using a pre-designed kit. 6hours


Experiment Use block-based programming to control the
robot’s movements and actions.

7 Mini Projects Introduce the concept of sensors by implementing 6hours


obstacle avoidance or line-following behavior.
Jump Box or Scenario game using Lua
Programming.

8 Wrap-up and Review Recap of concepts learned. Showcase of student projects. 3hours

Assessment Policy for all program Option (A)

No. Assessment Description Marks (%) Remark

1
Individual Assignment 40

2
Group Assignment 30

3
Individual Presentation 20

4
Attendance 10

Total (%) 100

Option (B)

No. Assessment Description Marks (%) Remark


1
Multiple Choice Questions (Part 1) 40

2
Multiple Choice Questions (Part 2) 50

3
Attendance for live interactive session 10

Total (%) 100

Format of Assignments

1. All learners have to submit both individual and group assignments.

2. In group assignments, at least 3 learners will be included.

3. All assignments should be word-processed, unless you are specifically told differently by a
lecturer.

4. When you submit your assignments, it should be in the following format in English.

• 12 pt font size

• Time New Roman (font)

• 1.5 line spacing

• Single sided page

• Format in word (docx)

• At least 2000 word per assignment


INDICATIVE READING LIST
1. "Scratch Programming for Kids" by Raj, S.
A beginner-friendly guide to learning Scratch, specifically designed for kids with step-by-
step projects and interactive examples.
2. "Super Scratch Programming Adventure!" by The LEAD Project
An adventure-style book that takes young readers on a journey through programming concepts
using Scratch.
3. "Coding Games in Scratch" by Jon Woodcock
A book that introduces coding concepts through creating fun games in Scratch, suitable
for kids and beginners.

4. "Hello Ruby: Adventures in Coding" by Linda Lukas: An interactive storybook that introduces
basic programming concepts to young children through engaging stories and activities.
5. "How to Code a Sandcastle" by Josh Funk: A fun picture book that follows a girl and her robot
friend as they use coding concepts to build a sandcastle.
6. "If You Give a Mouse a Code" by Kiki Prottsman: Part of the "If You Give a..." series, this
book introduces coding concepts to kids using a story about a curious mouse.

Common questions

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The curriculum introduces the importance of coding to young learners by explaining what coding is and emphasizing its significance in everyday life. By providing fun examples of coding in day-to-day activities, it captivates the students' interest and demonstrates coding's relevance and application .

The curriculum enhances problem-solving skills through block-based programming by using visual programming languages such as Scratch to create animations and games. This interactive approach allows learners to understand sequences and logic by visually manipulating blocks, fostering an intuitive grasp of programming concepts and encouraging creative problem-solving .

The curriculum introduces basic robotics by explaining what robots are, their uses in various industries and daily life, and their basic components like sensors and actuators. Students engage in hands-on learning through building a basic robot using a pre-designed kit and using block-based programming to control it. This approach provides a tangible context for coding and technology, fostering engagement and understanding .

The introduction of 'if-else' conditions is significant as it teaches young learners about decision-making within coding. This concept allows them to create more interactive projects by representing choices and outcomes, which are crucial for developing logic skills. The curriculum implements this by using Roblox studio with Lua programming, enabling students to see the effects of conditional logic in real-time projects .

Mini-projects are significant in reinforcing coding concepts as they provide active learning experiences where children can apply programming concepts like loops and conditions in practical scenarios. Projects such as interactive games or animated stories help solidify learning by requiring students to utilize their entire skillset creatively, encouraging experimentation and critical thinking .

Creative thinking is encouraged through block-based programming and mini-projects that require students to design and implement their own animations, games, and interactive stories. By allowing learners to explore coding in playful contexts with tools like Scratch and Lua programming, the curriculum fosters a creative environment where imagination and coding skills can thrive .

Sequences and loops are fundamental programming concepts taught in this curriculum to build a foundational understanding of coding for students. Sequences are introduced to help learners understand the order of executing commands in a program, while loops are used to create repeated actions. The curriculum utilizes Roblox studio and Lua programming to implement loops in engaging projects, thereby reinforcing these concepts through practical application .

The curriculum utilizes network computers with Windows 11, pre-recorded videos, lecture notes, PPTs, and live video conferences as teaching aids. These resources are designed to provide a multi-modal learning experience, catering to different learning preferences and ensuring accessibility to a comprehensive educational experience .

The curriculum facilitates understanding by incorporating real-world examples of coding and robotics in everyday life and industry. Introducing robots and their components, the curriculum connects technology to familiar contexts, aiding young learners in appreciating the pervasive role of technology and inspiring interest in how coding and robotics shape their world .

The curriculum employs a mix of individual and group assignments, presentations, and attendance to evaluate understanding and skills. For individual and group assignments, a structured format must be adhered to, promoting formal writing skills alongside coding proficiency. These strategies ensure a comprehensive assessment of learners' cognitive and collaborative abilities, supporting diverse learning outcomes .

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