Welcome to the third part of our series on 'Navigating a Character on a Grid'. In this lesson, we will expand our grid from a 3x3 to a 4x4 grid. This will challenge the students to think more critically and improve their problem-solving skills.
Students will continue to practice moving a character to different colors, letters, and animals on the grid. This will help reinforce their understanding of directions and spatial awareness. They will also complete a worksheet activity to further solidify their understanding.
This lesson is designed to be interactive and fun, using games and activities to engage the students. It is self-guided, allowing students to learn at their own pace. The lesson concludes with a check-up session where students can test their commands on the interactive whiteboard.
Let's get started!
Start by explaining to the students that they will be playing a game where they act like robots, responding to commands just as if they were programmed.
One student will be the "programmer/leader," giving commands while facing away from the class, and the rest of the students will be the "robot" who must follow these commands exactly.
As a class, decide on a 2/3 simple commands that the programmer can use. For example, if the programmer lifts their left arm, everyone will jump; if they clap their hands, everyone will touch their nose. Make sure the commands are clear and easy to remember.
To start the game, the programmer will stand facing away from the class. While facing away, they will perform one of the agreed-upon commands, and the robots must respond by following the command. At any moment, the programmer can turn around to face the class. When this happens, all the robots must immediately freeze like statues. If anyone is caught moving after the programmer turns around, they may sit down and are out of the game for that round (this is optional).
As the game goes on, you can introduce more complex commands or combinations of commands to make things more challenging. After a few rounds, you can switch roles so different students get the chance to be the programmer.
Signals your programmer can use:
Things the robots can do:
Review the 3x3 grid activity by gathering the students and reminding them of the previous lesson where they moved a character on a 3x3 grid using right, left, up, and down arrows.
Prompt their memory by asking questions like, "Who remembers how we moved our character to different colors on the grid? What arrows did we use?" This will help reinforce the concepts they learned and prepare them for the next activity.
Begin by explaining the new grid to the students. Show the 4x4 grid on the interactive whiteboard and explain that today they will be using a bigger grid, which has 4 squares across and 4 squares down. Introduce the theme by telling them that their task is to help the frog move to different colors on the grid.
Complete several attempts of the tasks as a whole class before giving individual students an opportunity to input the commands on their own.