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Animate a Math Word Problem

  • Grade Level: 1-3
  • Duration: 45-60 minutes
  • Subject: Mathematics
  • Interdisciplinary Connection: Language Arts
  • Platform: Block-based, Scratch
  • Skill: Programming, Technology and Society

Learners will create a ScratchJr program that animates their own math word problem.

Lesson adapted from original materials by Canada Learning Code

What's in this lesson

  • Lesson Plan

    Editable Document

  • Video/Slides

  • Assessment

    Formative

Curricular Connections Accordion

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Mathematics

Grade 1

Coding (C3.1): "Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential events."

Coding (C3.2): "Read and alter existing code, including code that involves sequential events, and describe how changes to the code affect the outcomes."

Number (B2.4): "Use objects, diagrams, and equations to represent, describe, and solve situations involving addition and subtraction of whole numbers that add up to no more than 50."

SEL (A1.6): "Think critically and creatively."

Grade 2

Coding (C3.1): "Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential and concurrent events."

Coding (C3.2): "Read and alter existing code, including code that involves sequential and concurrent events, and describe how changes to the code affect the outcomes."

Number (B2.4): "Use objects, diagrams, and equations to represent, describe, and solve situations involving addition and subtraction of whole numbers that add up to no more than 100."

SEL (A1.6): "Think critically and creatively."

Grade 3

Coding (C3.1): "Solve problems and create computational representations of mathematical situations by writing and executing code, including code that involves sequential, concurrent, and repeating events."

Coding (C3.2): "Read and alter existing code, including code that involves sequential, concurrent, and repeating events, and describe how changes to the code affect the outcomes."

Number (B2.5): "Represent and solve problems involving the addition and subtraction of whole numbers that add up to no more than 1000, using various tools and algorithms."

SEL (A1.6): "Think critically and creatively."

Mathematics

  • Competency 1: To solve a situational problem related to mathematics

Indication (oral or written) that the situational problem has been understood: "Planning of steps involved in the situational problem", "Identification of relevant information".

Correct application of the concepts and processes required to produce an appropriate solution: "Selection of the required mathematical concepts and processes".

Appropriate explanation (oral or written) of how the solution was validated: "Validation of the solution and rectification as needed".

  • Competency 2: To reason using mathematical concepts and processes

“Proficiency of subject-specific knowledge targeted in the Progression of Learning: Arithmetic”.

"Application of the required mathematical concepts and processes".

  • Competency 3: To communicate by using mathematical language

“Appropriate use of mathematical language and everyday language".

Correct interpretation of a message (oral or written) using mathematical language: "Translation of a message incorporating elements of mathematical language".

Language arts

  • Communicating Ideas: "Use of spoken communication when collaborating with peers".
  • Communicating for Learning: "Confirmation and adjustments to own interpretations of texts through discussions with peers".
  • Organizing Texts: "Application of a logical sequence of events when producing written and media self-expressive and narrative texts (beginning, middle, end)".
  • Applying Structures and Features of Texts: "Selection of specific techniques and devices for intended effect and to convey information, meaning and messages.

Objectives Accordion

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Learning goals:

Students will be able to...

  • Create a ScratchJr program that animates an original math word problem
  • Represent and solve mathematical situations (such as addition and subtraction) by writing and executing code involving sequential, concurrent, or repeating events
  • Communicate mathematical thinking by using a combination of mathematical language, everyday language, and visual computational representations

Success criteria:

I can...

  • Write a math word problem and identify the information needed to solve it
  • Use ScratchJr features, including sprites, backgrounds, and text boxes, to represent my math problem visually
  • Program interactive feedback using "Start on Tap" and "Say" blocks to tell a user if their answer is correct or if they should try again
  • Think critically and creatively to alter code and describe how those changes affect the outcome of my animation

Material Accordion

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  • Device with ScratchJr
  • ScratchJr Learning Blocks Reference Guide
  • Prepare a math word problem that is relevant to mathematical concepts being learned in class.

Lesson Accordion

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Activity Description
Prior Knowledge

Optional: Previous experience with ScratchJr

Minds On

As a class, write some math word problems together. For example, if grade one learners are learning addition strategies, write a word problem that focuses on simple addition (e.g. Last night Gray went home and read 7 books and Quinn went home and read 5 books. How many books did they read altogether?)

Have learners independently write their own math word problems. Have them share with a partner and solve. Learners will choose their favourite math problem to animate.

Model
  • Give learners 10 minutes to freely explore ScratchJr.
  • Share project example with learners.
  • Have learners create a new project.
  • Learners can work independently or with a partner to animate a word problem.
  • Learners can type their word problem in the text box (show them how to select a small font size. Also, depending on the length of their word problem they may have to select two text boxes as each box has a limited number of characters).
  • Learners will choose sprite(s), a background and insert/draw objects that represent their word problem.
Practice

On the next page, learners can add 3 new sprites (blank white sheet) and using the paintbrush feature, write 3 different numbers (one of them being the correct answer).

Each number answer should be animated. Use the yellow ‘Start on Tap’ block to program each answer. Learners can add blue movement blocks to make the answer spin, etc. Also, learners should add the purple looks block, ‘Say’ (this will show a specified message in a speech bubble above the sprite). If the answer is correct, the speech bubble will say, “Correct!” If the answer is not correct, the speech bubble will say, “Try again!”

Learners can share their animated word program with a classmate.

Consolidation

Put students in small groups; allow them to share and discuss their different math word problems with their peers.

Modifications & Accommodations

If learners require more support, assist them in writing a word problem.

Assessment Accordion

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Formative

See sample rubric.

Extension Accordion

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Cross-curricular connections:

Tech & Society

Class discussion: Can computers help people become better mathematicians?

If time permits, learners can explore online math games. Emphasize that these games were created by programmers.

Math Games (PBS Kids)

ABCYa Learning Games

Extend your thinking

  • Early finishers or learners who need an additional challenge can further animate their word problem (for example, they could voice record their word problem, add grow/shrink blocks, etc.)
  • Learners could also create a new page with another word problem.