Art in CS

A good introductory lesson for students to learn how to start coding in Scratch. This lesson uses Scratch to teach students how to program use iteration and create unique designs.

Author: James Cunningham
Grade Level: 6-8
Standard Framework: CSTA
Materials: Website, https://scratch.mit.edu/
Tag: Scratch

OVERVIEW

Activity Overview:

A good introductory lesson for students to learn how to start coding in Scratch. This lesson uses Scratch to teach students how to program use iteration and create unique designs.

Meta description

  • Subject Area: Computer Science, Art
  • Grade Level : 6-8
  • Computer Science Domains:
    • Algorithms and Programming
  • Computer Science Principles:
    • Creating Computational Artifacts, Communicating About Computing
  • Materials:
  • Considerations:
    • NA

Lesson Plan

Overview

A good introductory lesson for students to learn how to start coding in Scratch. This lesson uses Scratch to teach students how to program use iteration and create unique designs.

ASSESSMENT PRE/POST-TEST

Can you move your shape into the four different coordinate planes? How were you able to overlay your shapes? Create a simple algorithm in Scratch.

OBJECTIVES

Students will be able to: Use a coordinate system to place elements on the screen. Sequence code correctly to overlay shapes. Create a simple algorithm in Scratch.

CATCH/HOOK

Students are exposed to examples of different images of art created by a computer program as they wait for class to start.

ACTIVITY INSTRUCTIONS

See lesson plan

Supplements

Any items in this section are the property & under the license of their respective owners.

REVIEW

See lesson plan

STANDARDS

TypeListing
CS DomainsAlgorithms and Programming
CS PrinciplesCreating Computational Artifacts, Communicating About Computing
Other Content StandardsAP - Algorithms & Programming 2-AP-12 - Design and iteratively develop programs that combine control structures, including nested loops and compound conditionals. 2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs. 2-AP-16 - Incorporate existing code, media, and libraries into original programs, and give attribution. 2-AP-17 - Systematically test and refine programs using a range of test cases. 2-AP-19 - Document programs in order to make them easier to follow, test, and debug.