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Introduction to Coding Through Osmo

By Bailee Loewen and Keatyn Millard-Smith

Purpose/Rationale:
As technology has become even more relevant in modern society, therefore teachers
should equip students with the necessary online resources and technologies to enhance
their learning experiences.

ISTE Content and Language Standards:


1. Empowered learner
a. Students leverage technology to take an active role in choosing,
achieving, and demonstrating competency in their learning goals, informed
by the learning sciences.
2. Computational thinker
a. Students develop and employ strategies for understanding and solving
problems in ways that leverage the power of technological methods to
develop and test solutions.
3. Communication and collaboration
a. Students use digital media and environments to communicate and work
collaboratively, this includes supporting their individual learning and
contributing to the learning of others.
4. Technology operations and concepts
a. Students demonstrate a sound understanding of technology concepts,
systems and operations

Previous Learning Experiences:


Each student demonstrates appropriately using technology in the classroom and
understands the importance of utilizing technology for learning. Each student can
engage prior knowledge of strictly following directions in order to comprehend the
concept of coding. The student may be familiar with how Osmo is operated.

Student Learning Objectives:


1. SWBAT define the basic coding terminology.
2. SWBAT cooperatively participate in class and group activities.
3. SWBAT demonstrate their proficiency at using Osmo.
4. SWBAT develop and further their coding skills.

Outline:
Teacher: Good morning class! Today we are going to learn about coding. First, we are
going to play a game of Simon Says. Simon Says is a lot like coding. The letters and
symbols in coding tell the computer to perform certain tasks, just like when I tell you an
action and you follow the directions.

(Student plays Simon Says)


Teacher: Now, it’s your turn! Every table will get a tablet and the Osmo app and
manipulatives. Guide the monster, Awbie, around the map to collect all of the delicious
strawberries. Each block has an action, like walking, jumping, and picking up
strawberries. The arrow represents the direction of movement, like up, down, left, or
right. The number stands for how many times the action is repeated, like once or twice.
The blocks go in order according to how Awbie will perform the actions. So, what blocks
would you use to program Awbie to move three blocks to the left and then two blocks
up? Finally, explore Osmo with your group.

(Student plays the coding game on Osmo)

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