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Scratch 3 & AI Lesson Plan for Class 4

The lesson plan for Class 4 covers two chapters: 'More on Scratch 3' and 'Evolution of AI' from December 1 to December 15. Students will learn to create animations in Scratch and understand the basics of AI through interactive activities, including games and projects. The plan includes materials needed and a structured schedule for each class day.
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0% found this document useful (0 votes)
14 views1 page

Scratch 3 & AI Lesson Plan for Class 4

The lesson plan for Class 4 covers two chapters: 'More on Scratch 3' and 'Evolution of AI' from December 1 to December 15. Students will learn to create animations in Scratch and understand the basics of AI through interactive activities, including games and projects. The plan includes materials needed and a structured schedule for each class day.
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

Lesson Plan:

Sub-Computer
Class 4 • Duration: 1st
December to 15th December

Chapters Covered:

Chapter 7: More on Scratch 3


Chapter 8: Evolution of AI

Chapter 7 Objectives
Students will be able to create
more interactive and complex
animations and stories in Scratch 3
by using new blocks, the Pen tool,
and sound effects.

Chapter 8 Objectives
Students will understand the basic
concept of Artificial Intelligence (AI)
and its evolution through a simple
timeline. They will be able to
identify AI in everyday life.

Week 1: Chapter 7 -
More on Scratch 3

Class
Date Topic
Activity

Dec Review & "Animated


1 New Blocks: Introduction
"Looks" and Create a
"Sound" sprite that
introduces
itself,
changes
size, and
makes a
sound.

Dec Coordinating Create a


2 Stories: The simple 2-
Broadcast scene story
block using
broadcast
and when I
receive (e.g
a cat and a
fish).

Dec Creative "Draw a


4 Coding: The Shape
Pen Tool Challenge":
extension Use the Pen
tool to draw
a square,
triangle, and
a simple
house.

Dec Integrated Create a


5 Project: complete
Combining animated
all concepts scene (e.g.,
"Sunrise an
Bird") using
Looks,
Sound,
Broadcast,
and Pen.

Dec Showcase & "Two Stars


6 Feedback: and a Wish"
Peer Students
Learning present the
projects in
pairs and
give
constructive
feedback.

Weekend

Class
Date Topic Hom
Activity

Dec Weekend -- Com


7-8 Break the
Cha
wor
if no

Week 2: Chapter 8 -
Evolution of AI

Date Topic Class Activ

Dec Introduction "AI or Not?"


9 to AI: What game: Stud
is Artificial identify AI in
Intelligence? everyday ite
(e.g., Siri, s
driving car,
toaster).

Dec The Early Start a class


10 Days (1950s- Timeline. Ad
80s): Turing 1950 (Turin
Test, ELIZA Test), 1956
"AI" coined)
(ELIZA chat

Dec AI as a Discuss IBM


11 Game Player Deep Blue (
(1990s): Play a gam
Problem- Human vs.
Solving Human
Chess/Chec
to discuss
"thinking" st

Dec AI in Modern "AI Scaveng


12 Life (2010s- Hunt": Find
Today): examples o
Watson, like voice
Assistants assistants,
recommend
and chat bo

Dec The Future & "Design a H


13 Ethics: AI Robot": D
Looking and label a
ahead describing i
responsibly and one saf
rule it must

Dec Revision: "Timeline R


14 Evolution of Race": Grou
AI Timeline compete to
event cards
correct
chronologic
order.

Dec Integration & Short writte


15 Assessment: quiz on Cha
Connecting 7 & 8. Discu
Scratch and how a comp
AI Scratch pro
could be a s
form of AI.

Materials Needed:

• Computers/Laptops with
Scratch 3 installed and/or
internet access

• Projector for demonstrations

• Chart paper, markers, sticky


notes for the timeline

• Printed worksheets for


homework and assessments

• Board games like Chess or


Checkers

• Drawing paper and coloring


supplies

Print / Save as PDF

Common questions

Powered by AI

Integrating Scratch 3 and AI exploration helps learners develop problem-solving skills, creativity, and an understanding of logical sequencing. Creating animations in Scratch 3 enhances coding proficiency, while AI topics introduce students to advanced concepts like machine learning and ethical considerations, fostering a comprehensive technology literacy that is applicable to future digital environments .

The 'AI or Not?' game engages students by prompting them to discern technologies based on their functionalities. In categorizing items like voice assistants as AI and ordinary toasters as non-AI, students learn to identify characteristics such as adaptability and data processing, which are inherent in AI systems, thus developing a foundational understanding of AI's presence in everyday life .

Designing a 'Helpful AI Robot' necessitates considerations like ensuring user privacy, maintaining transparency in data handling, and incorporating fail-safes to prevent misuse or harm. Ethical guidelines should prioritize human well-being, preventing biases and discrimination, and ensuring the AI can override harmful commands. Clear labeling of capabilities and limitations also establishes trust and sets realistic expectations for interaction and dependency .

The 'Looks' block allows for visual changes like size variation, which can add dynamics to the animation, making characters appear closer or further away or expressing emotions. The 'Sound' block enhances the auditory experience, providing context and setting the mood through effects and voices, making the story more engaging and immersive .

The Pen tool allows users to draw directly on the screen, creating shapes or highlighting areas, which can reinforce story elements visually. The Broadcast block enables scenes or actions to trigger automatically based on user actions or story events, allowing for seamless narrative transitions and interactions, thereby enhancing interactivity .

The Broadcast block benefits educational projects by facilitating the organization and synchronization of different project elements, resulting in coherent, interactive stories. It teaches event-driven programming, reinforcing concepts like causality and logic flow. However, its complexity might challenge younger learners, requiring careful instruction to prevent confusion about the order and conditions of broadcasts .

Revision activities like 'Timeline Relay Race' reinforce learning by encouraging active recall and critical thinking. By arranging event cards chronologically, students collaboratively review and solidify their understanding of AI's historical milestones, aiding memory retention and comprehension of AI's evolution, enabling them to appreciate both historical context and contemporary advancements .

The Turing Test, developed in the 1950s, set a foundational goal for assessing whether a machine can exhibit human-like intelligence, paving the way for future AI evaluations. ELIZA, an early chatbot from the 1960s, demonstrated how simple pattern matching could emulate human conversation, revealing the potentials and limitations of computer-human interactions. Understanding these milestones highlights AI's progression from basic imitation to more complex capabilities .

AI technologies in modern life can profoundly impact efficiency and convenience. Watson's capability to process natural language and provide expert-level responses enhances fields like healthcare and customer service. Voice assistants streamline daily tasks, and recommendation systems create personalized user experiences. However, they also raise concerns about privacy, data ownership, and ethical decision-making, requiring careful consideration of their societal impact .

Games like Chess or Checkers require strategic decision-making, which early AI, such as IBM's Deep Blue, attempted to replicate. These games provide measurable contexts in which AI can outperform humans through sheer computational power and algorithmic efficiency, thus highlighting strengths like data processing speed and pattern recognition, distinguishing 'machine thinking' as primarily data-driven rather than intuitive .

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