[RL41] Grade 4 - Session 1

Grade 4 Session 1: Introduction to Scratch and Movement Blocks

Session Architect: Muhammad Bilal - Markhor3D
Duration : 50-60 minutes


Equipment Required:

  • M3D Robotics kit (including M3D Go, its attachments, and necessary connections).
  • Laptops with Scratch pre-installed.
  • Paper and pencils for students to document their discoveries and solve math problems.
  • Markers and small obstacles for robot navigation.
  • Projector and screen (optional for the video demonstration).

Learning Objectives:

By the end of the session, students will:

  • Understand the basic components of the robotics kit.
  • Familiarize themselves with the Scratch interface and block coding.
  • Learn to use basic movement blocks in Scratch to control the robot.
  • Solve math problems and use them to program the robot’s movements.
  • Develop problem-solving and logical thinking through coding.

Equipment Required:

  • M3D Robotics kit (including M3D Go, its attachments, and necessary connections).
  • Laptops with Scratch pre-installed.
  • Paper and pencils for students to document their discoveries and ideas.
  • Markers and small obstacles for robot navigation.

Teaching Aids

Visual aids:

  • Scratch app running on a projector for better visual aid.
  • Game pad program of scratch of the “M3D Go” next to the on-screen gamepad. (See Figure 3.2)
  • Projector and screen (optional for the video demonstration).

Resources:

Scratch Code for the session:
Grade 4 Session 1.sb3 (1.5 MB)

Perquisites:

  • The teacher should be familiar with block coding in Scratch and it’s different categories of blocks. If not, we suggest using online resources to learn. We recommend the playlist by “ShiftClickLearn” on Youtube.

1. Introduction to Robots and Scratch (10 minutes)

Activity:
Introduce students to the exciting world of robots and Scratch coding, connecting it to real-life experiences that Grade 4 students can relate to, making it both fun and engaging.

Instructions:
Start by sparking their curiosity with relatable examples:

“Have you ever wondered how those robots you see on TV or in movies work? Maybe you’ve seen robots that clean floors, like a robot vacuum, or even robots in toy stores that can talk and move! Well, today, you’re going to meet your very own robot, and the best part? You get to control it!”

Ask students what they think robots do:

“What jobs do you think robots can do? Can they help in factories, clean your room, or even play games with you?”
Let them respond, building on their answers.

Then, make it personal and interactive:

“Imagine if you had your very own robot at home. What would you make it do? Could it bring you your favorite snack, help you clean up, or even go on an adventure with you?”

Introduce the concept of controlling the robot:

“Today, we’ll learn how to give our robot instructions. We’ll use something called Scratch, which is like a super fun game where you stack blocks together to tell your robot exactly what to do!”

Show students how Scratch works, comparing it to something they already know:

“Have you ever built something using Legos or blocks? Scratch is just like that! We’ll stack coding blocks to give our robot commands. It’s like building a tower, but instead of making a building, we’re making a robot move!”

Finally, get them excited for the session:

“By the end of today, you’ll be robot controllers! You’ll decide where the robot goes, how it moves, and even what it says on its screen. Let’s get started and make these robots come alive!”

Teacher’s Role:

  • Build excitement and curiosity by asking open-ended questions.
  • Help students see how robots can be fun and useful.
  • Introduce Scratch in a way that relates to building with blocks or Legos to ease students into the idea of block coding.

2. Hands-On Exploration with the Gamepad and Scratch Environment (15 minutes)

Activity:
Students will get familiar with controlling the robot using the on-screen gamepad in Scratch, but first, they’ll explore the Scratch environment itself to understand how it all fits together. This helps them get a broader sense of the coding platform before jumping into robot controls.

Instructions:

  • Before diving into the gamepad, guide students to explore the Scratch environment. You may say:

“Before we start controlling the robot, let’s look around Scratch! This is where we’ll build our code. See all those blocks? We’ll stack them together, like building with Legos, to make our robot do different things.”

  • Introduce them to the Sprites:

“Each sprite is like a different part of our program. For example, if you look at the bottom-right corner, you’ll see ‘My Robot.’ That sprite controls the robot. It’s kind of like how the Bluetooth button on your phone helps connect it to other devices. Here, the robot sprite helps connect us to the robot’s actions.”

Let them hover over different blocks and sprites in Scratch, encouraging them to explore how everything fits together:

“See how every block has a different shape? That tells us where it can fit in our code. Let’s play around for a minute to see what you can find!”


The understanding of the function of these blocks is not necessary here. It is just so that students can grasp the idea of how different blocks fit with each other.

  • After exploring the Scratch interface, guide the students to the gamepad program.

  • Ask them to move their mouse over the digital gamepad and press buttons to see how the robot moves forward, backward, and turns in the animation.
    You may say:

“This is just like using a remote control for a toy car, but instead of physical buttons, you’ll use these controls on the screen.”

  • Encourage students to explore different movements:

“What happens when you press the forward button? Can you get the robot to turn right?”
Let them experiment by navigating the robot around small obstacles set up in the room.

  • Explain that the robot’s movements are powered by the blocks they’ll soon learn to control:

“Everything you’re doing with the gamepad now, we’ll soon be able to do with our coding blocks. Isn’t that cool?”

Teacher’s Role:

  • Move around the room, assisting students in getting comfortable with the Scratch environment and the gamepad.
  • Encourage curiosity by asking them questions about what they observe in the Scratch interface and how they control the robot.
  • Provide gentle guidance, ensuring that students are confident exploring different parts of Scratch before focusing solely on the gamepad.

3. Introduction to Movement Blocks (15 minutes)

Activity:
Introduce basic movement blocks in Scratch, such as “Move Forward” and “Turn Left/Right”. Students will see how these blocks replace the gamepad controls and allow them to write code to control the robot.

Instructions:

  • Show the students how to use the “When Green Flag Clicked” block and explain how it starts as the Go signal for the robot.

  • They can connect it to movement blocks like “Move Forward” and “Turn Left”.

  • Demonstrate how they can drag and drop blocks into the coding space and build simple sequences.


You may explain:

“Instead of using the gamepad, now we’ll use these blocks to tell the robot where to go. You can make it move forward, turn, or go backward—just like you did before, but now with coding blocks!”

  • Let students experiment by creating their own sequences of movements. Encourage them to try different combinations to move the robot in various directions.

Teacher’s Role:
Guide students through using the movement blocks, showing how they can combine them for more complex actions. Offer help as needed, but encourage students to explore and figure out how to create movement patterns.


4. Math and Movement Challenge (15 minutes)

Activity:
Students will solve simple math problems, and use Scratch blocks to program the robot’s movements based on their answers.

Instructions:

  • Provide students with math problems such as:

“If the robot takes 3 cm long steps and it needs to travel 12 cm, how many steps will it take?”

  • After solving the math problem, students will use the “Move Forward_Steps” block to make the robot move the correct number of steps.

  • Set up markers or small objects for students to navigate the robot towards, based on their calculations.

Teacher’s Role:
Move around the room, helping students translate their math answers into movement commands in Scratch. Ensure that each student has the opportunity to solve a problem and program the robot.


5. Conclusion and Wrap-Up (5 minutes)

Activity:
Reflect on what students have learned about using blocks to control their robot.

Wrap-Up Summary:

“Today, you learned how to control the robot using blocks and math! You made the robot move forward, turn, and solve math problems. Next time, we’ll learn even more cool ways to make the robot do what you want.”

Encourage students to think about what else they might want to do with their robot in the future, fostering curiosity for the upcoming sessions.


Learning Outcome:
By the end of the session, students will have a basic understanding of Scratch, be able to control the robot’s movements using block coding, and apply math to programming tasks.