Computer Science Lesson Plan
Class: 6 - Lesson: 6 Basic Programming (Joining Properties of Blocks, Directions, Simple Loop, For Loop)

Purpose: To teach relative orientation and how to connect blocks, and to learn directions and loops (simple loop and for loop).

No. of Classes

One or two classes (teacher's decision).

Material Required

Internet connection, Blockly Games, Code.org, dice.

Prior Knowledge

Students should know:

  • The properties of a picture, and directions.
  • Exercise

    Exercise 1



    1. Connect all the properties of the related pictures.

    No Image

    Exercise 2



    1. Play the dice game for looping, to understand loops.

    Exercise 3



    1. How will the person reach the goal?

    No Image

    Exercise 4



    1. How will the Angry Bird reach the pig?

    No Image

    Exercise 5



    1. How will the person reach the goal?

    No Image

    Exercise 6



    1. How will the squirrel reach the nuts?

    No Image

    Solutions



  • Link to view the solution image for Exercise 1.
  • Link to view the solution video for Exercise 2.
  • Link to view the solution image for Exercise 3.
  • Link to view the solution image for Exercise 4.
  • Link to view the solution image for Exercise 5.
  • Link to view the solution image for Exercise 6.

  • Teacher Instructions
    1. Teachers should teach how to turn the hotspot on and off, and how to connect to Wi-Fi, before setting the games as an exercise.
    2. Teachers should help students connect the blocks.
    3. Teachers should know the meaning of each block.
    4. Teachers should teach all the directions through a physical activity before giving these exercises.
    5. When teaching Exercises 5 and 6, remind students of the grid activity from Class 5.
    6. Blockly Games can also be played offline.
    7. Teachers should encourage students to play five levels of the Blockly Games.
    8. Sign in to code.org before playing the game.
    9. POINTS TO PONDER: Do you know about the Waterbear visual programming tool?