EM1
Home โบ EM 1 โ SPARK
๐ INSTRUCTOR DOCW Institute ยท Grades KG โ 2nd
EM 1 โ SPARK ๐ค
An exciting hands-on coding curriculum where young learners program a real robot, build logical roads, and create their first digital game โ all in 12 action-packed lessons.
Learning Objectives
- Identify the buttons and parts of the Robot Mouse
- Enter and execute a simple 1-step command
- Understand that coding means giving precise instructions to a machine
Materials
- Code & Go Robot Mouse kit (1 per 2โ3 students)
- Maze grid mat & colored tiles
- Cheese wedge tokens
- Mini obstacle walls
- Printable activity sheet (link above)
Key Vocabulary
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- โ Forward: Moves one square forward
- โ Left Turn: Turns left, doesn't move forward
- โ Right Turn: Turns right
- โ Backward: Moves one square back
- GO (green): Runs the entire program
- CLEAR/X (red): Erases the program
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- Card A: Reach cheese 2 squares forward
- Card B: Turn right, go 1 square to cheese
- Card C: Navigate a 1-tile corner
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๐ฏ Differentiation
- KG: Forward and Go only. 1-step programs only.
- Grade 2: Write a 5-step sequence on paper BEFORE pressing any buttons.
- ELL: Visual anchor chart with button names and arrows.
โ Assessment
Observe informally: Can students associate each button with its direction? Can they clear and re-enter a program? No formal collection today.
Learning Objectives
- Measure how far the Robot Mouse travels per step
- Understand that coding requires precise, repeatable instructions
- Use non-standard measurement to describe distance
Materials
- Robot Mouse kit per pair
- Connecting cubes or rulers
- Printed activity sheets (links above)
- Pencils
Key Vocabulary
๐ฏ Differentiation
- KG: Forward only โ count and measure. Skip turns.
- Grade 2: Write full program on paper first, then test. Compare planned vs. actual.
โ Assessment
Collect activity sheets. Look for accurate recording and evidence of prediction vs. result comparison.
Learning Objectives
- Use all 4 directional commands confidently
- Understand how force affects how objects move
- Predict and test directional sequences
Materials
- Robot Mouse kit per pair
- Printed activity sheet (link above)
- Light objects: paper cups, cotton balls
- Whiteboard & markers
Key Vocabulary
๐ฏ Differentiation
- KG: Forward and Backward only. Skip left/right turns.
- Grade 2: Add 2+ turns on a longer path. Time challenge vs. previous attempts.
โ Assessment
Collect sheets. Check Part 1 arrow drawings for understanding of relative direction (turns are relative to mouse's current facing, not absolute).
Learning Objectives
- Observe how the mouse interacts with objects of different shapes
- Understand cause-and-effect in programming
- Collect simple data and draw conclusions
Materials
- Robot Mouse kit per pair
- Objects: cylinder, cube, sphere, flat card, cone cup
- Printed activity sheet (link above)
- Pencils
Key Vocabulary
๐ฏ Differentiation
- KG: Teacher pre-labels objects. Students circle Yes/No only.
- Grade 2: Write 1 sentence explaining WHY a certain shape moved more easily.
โ Assessment
Collect data recording sheets. Look for: accurate observation, comparison of predictions to results.
Learning Objectives
- Plan and write a multi-step program independently
- Apply debugging strategies to fix incorrect programs
- Celebrate coding growth from Lesson 1
Materials
- Robot Mouse kit per pair
- Small blocks or foam cubes (10 per pair)
- Printed activity sheet (link above)
- Sticky notes for exit ticket
- Optional: iPad to video the crashes
- Level 1: Crash a tower 3 tiles directly ahead
- Level 2: 2 tiles forward โ right turn โ 2 tiles forward โ crash!
- Level 3: Crash TWO towers โ design your own multi-step path
๐ฏ Differentiation
- KG: Level 1 only. Instructor helps plan; student presses buttons.
- Grade 2: Level 3 required. Beat it in 3 tries or fewer.
โ Assessment
Collect activity sheets. Check: Did students write programs before testing? Did they record debugging attempts? Sticky notes reveal vocabulary retention.
Learning Objectives
- Identify and name the types of road pieces
- Understand how road pieces connect
- Complete 3โ5 Starter road challenges
Materials
- Logical Road Builder game (1 per 2โ3 students)
- Printed Starter Challenge Cards (link above)
- Pencils
Key Vocabulary
๐ฏ Differentiation
- KG: Challenges 1โ2 only. Teacher builds alongside student.
- Grade 2: Complete all 5, then create an original road layout.
โ Assessment
Observe: Can students connect pieces without gaps? Do they understand the Start/End concept?
Learning Objectives
- Solve multi-step road-building puzzles
- Plan before building (draw solution first)
- Use spatial reasoning to visualize paths
Materials
- Road Builder game sets
- Printed Beginner Challenge Cards
- "Plan Before You Build" sheet (blank 4ร4 grid, 1 per student)
Key Vocabulary
๐ฏ Differentiation
- KG: Skip planning sheet. Build with teacher guidance, 1 card at a time.
- Grade 2: Complete all cards; write "My strategy was ___."
โ Assessment
Collect planning sheets. Look for evidence of planning before building, even if the plan changed mid-build.
Learning Objectives
- Solve puzzles with multiple decision points and false paths
- Learn to identify and backtrack from dead ends
- Work collaboratively on challenging problems
Materials
- Road Builder game sets
- Printed Beginner Advanced Challenge Cards
- Scratch paper or mini whiteboards
Key Vocabulary
๐ฏ Differentiation
- KG: Work with teacher on 1 card only. Focus on piece types and connection.
- Grade 2: Write "I was stuck at ___ and fixed it by ___."
โ Assessment
Observe: Do students backtrack when stuck? Listen for vocabulary: "backtrack," "dead end," "false path."
Learning Objectives
- Tackle the most complex Road Builder puzzles in this unit
- Apply multiple planning and debugging strategies
- Develop perseverance through productive struggle
Materials
- Road Builder game sets
- Printed Advanced Level 1 cards
- Pencils & scratch paper
Key Vocabulary
๐ฏ Differentiation
- KG: 1 card with significant teacher scaffolding.
- Grade 2: 3 cards required; written reflection on strategies used.
โ Assessment
Observe: Do students use the PLANโBUILDโCHECKโFIX process? Do they persist or give up quickly? Collect Grade 2 scratch paper reflections.
Learning Objectives
- Design an original road puzzle with a valid Start, End, and solution
- Explain design thinking to a peer
- Celebrate growth across the Road Builder unit
Materials
- Road Builder game sets
- Plain paper & pencils (planning sketches)
- Sticky notes (gallery walk)
- Optional: iPad to photograph finished roads
๐ฏ Differentiation
- KG: 4-piece minimum. Teacher helps write challenge rules.
- Grade 2: Write "My design is tricky because ___."
โ Assessment
Does the student's road have a valid solution? Can they explain their design to a partner? Observe planning sheets and gallery walk engagement.
Learning Objectives
- Navigate the Scratch interface (Stage, Sprite, Blocks, Scripts)
- Connect Scratch concepts to Robot Mouse concepts
- Complete the tutorial and make a sprite move and speak
Materials
- Computer or tablet per student (or 1 per 2)
- Internet access
- Projector for demo
- Optional: printed Scratch Interface Map
Key Vocabulary
โ ๏ธ Before Class โ Instructor Setup
- Open scratch.mit.edu/projects/editor/?tutorial=getStarted and confirm it loads
- Test on all classroom devices ahead of time
- Optional: Create a class account at scratch.mit.edu/educators for saving work
- Print or display a labeled Scratch interface diagram as an anchor chart
- STAGE: "Where your game plays โ like a TV screen."
- SPRITE (the cat): "Your character."
- BLOCK PALETTE: "Your code blocks โ each one is a command, just like our Robot Mouse buttons!"
- SCRIPTS AREA: "Where you drag blocks to write your program."
- Green flag โถ / Red stop โ : "GO and STOP โ sound familiar?" (Just like Robot Mouse!)
- Step 1: Click green flag โ "What happens? The cat walks!"
- Step 2: Find Motion blocks โ drag "move 10 steps"
- Step 3: Add "when green flag clicked" (our TRIGGER โ like pressing GO)
- Step 4: Connect blocks and run โ sprite moves!
- Step 5: Add "say Hello!" from Looks blocks and run again
- "Make the sprite move further (change the number!)"
- "Make the sprite say YOUR name"
- "Add a SOUND from the Sounds blocks"
- "Try 'change color effect' in Looks blocks"
๐ฏ Differentiation
- KG: Move + say something only. No sounds or color effects needed.
- Grade 2: Try adding a LOOP โ "what if the sprite kept moving forever? Find the 'forever' block!"
โ Assessment
Observe: Can students identify the Sprite, Stage, and Scripts Area? Can they connect a "when green flag clicked" block to an action block and run it?
Learning Objectives
- Design a simple interactive Scratch project using a planning sheet
- Use at least 3 different types of blocks (Events, Motion, Looks/Sound)
- Share and explain their project to a classmate
Materials
- Computer or tablet per student
- Internet access (Scratch)
- "Game Design Plan" paper (4 boxes: Character, Background, Goal, 2 Actions)
- Projector for sharing
- Optional: completion certificates
โ ๏ธ Before Class โ Instructor Setup
- Pre-build a simple example Scratch project: sprite moves with arrow keys, says something when it touches the edge
- Make sure students can log into Scratch (if using accounts from last class)
- Prepare "Game Design Plan" papers โ 4 boxes on plain paper: Character (draw it!), Background/Setting, Goal of the game, 2 things my character can do
- Prepare optional completion certificates
- "when [right arrow] pressed โ move 10 steps" (Event + Motion)
- "when [left arrow] pressed โ move -10 steps"
- "when touching edge โ say 'You did it!'" (Sensing + Looks)
- "when green flag clicked" โ change background โ sprite says "Let's go!"
- "when [right arrow] pressed" โ move 10 steps
- "when [left arrow] pressed" โ move -10 steps
- Optional: "when touching [color/sprite]" โ say "You win!"
Final words: "You have now coded a physical robot, built logical road puzzles, AND designed a digital game. You are CODERS. Welcome to the W Institute SPARK program โ you've earned it!"
Hand out completion certificates if prepared. ๐
๐ฏ Differentiation
- KG: Simple animation only โ sprite moves and says something when green flag is clicked. No keyboard controls needed.
- Grade 2: Add a second sprite that interacts with the first, OR try a score variable from the Variables blocks.
โ Assessment
Observe: Does the project have a "when green flag clicked" trigger? Does the sprite respond to at least one input? Collect or photograph Game Design Plan sheets.