In make lessons, students get the chance to write code using ideas they’ve learned from previous lessons like exploring, investigating, and practicing. They start with an app that already has a user interface, but there’s usually little to no code written for them. This means they need to use all the skills they’ve gained to bring the app to life with their own coding.
Before starting a make lesson, it’s a good idea to try creating the app yourself. Think about the different ways students might approach the task. Also, take a look at the activity guide provided for the lesson. This guide is a useful tool for helping students or anyone who needs more detailed instructions.
During make lessons, your role is to create a classroom environment where students feel comfortable working together. Encourage them to use each other as thought partners while they work on their apps. Collaboration is key, especially if someone gets stuck. The classmates sitting nearby are great resources, and it’s perfectly fine to think out loud and help each other solve problems.
Once most students have filled out their activity guides, it’s time to start programming. Sometimes, you might want to bring the whole class together to discuss common misunderstandings or brainstorm how to tackle the programming task. Students who finish early can add extra features to their app or assist their classmates.
When asking for help, remember not to write the code for someone else. Instead, guide them through the challenges by discussing the problems and possible solutions. This way, everyone learns and grows together.
The way you conduct make lessons might change as the year goes on. At the beginning, you might provide more support to the whole class. As students become more confident, they can work more independently on their make tasks.
Once students complete the main task, there are extension ideas they can explore. If they finish those, they might come up with even more creative ways to enhance their app.
Make lessons are designed to fit into one class period. If some students are still struggling with a concept, they’ll have more chances to revisit it in future lessons. These lessons help students learn how to start with a blank screen and create a program from scratch. At the end of the unit, they’ll have the opportunity to show their understanding through a creative project.
Start by exploring a pre-built app with minimal code. Your task is to identify the missing components and brainstorm how you would implement them. Discuss your ideas with a partner to gain different perspectives and refine your approach.
Pair up with a classmate and work together to bring an app to life. Use the activity guide to plan your steps and divide tasks. Remember to communicate effectively and help each other troubleshoot any issues that arise.
Once you’ve made progress on your app, participate in a classroom code review session. Share your code with the class, discuss any challenges you faced, and receive constructive feedback from your peers and teacher.
If you finish your app early, brainstorm and implement additional features to enhance its functionality. This is an opportunity to be creative and apply advanced coding techniques you’ve learned.
After completing your make lesson, write a journal entry reflecting on what you learned, the challenges you faced, and how you overcame them. Consider how you can apply these skills in future projects.
Here’s a sanitized version of the transcript:
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[Music] During make lessons, students have the opportunity to write code based on concepts from the explore, investigate, and practice lessons. They are given an app with a completed user interface but usually have little to no starter code. They will need to use all of the skills they’ve developed in the previous lessons to write the code that will bring the app to life.
To prepare for make lessons, try to create the app yourself and anticipate different approaches that students might take. Also, review the activity guide provided for the make lesson; it’s a handy tool for helping all of your students or anyone needing additional detailed directions.
For the make lessons specifically, your role is to facilitate a classroom culture around collaboration by encouraging students to utilize one another as thought partners when they’re creating their apps in class.
Alright, it looks like most of you have your activity guides filled out, so we are about to start programming. I want to encourage some collaboration here, especially if you’re getting stuck. The people sitting to your left and right are your best resource, and it is totally okay to think out loud or help each other think through the challenges you’re facing.
Alright, let’s start programming. Occasionally, you may decide to bring the whole class together to talk through key misconceptions as a group or even think out loud about how to approach programming this app. Students who finish early have the opportunity to add functionality to their app beyond what was initially presented or help their teammates in class.
Ask each other for help, but don’t write the code for them; instead, help them think through some of the challenges you all encountered.
It is likely that how you run the make lessons will vary throughout the year. You may consider providing more whole-room support earlier in the year, and then as the year progresses, students will feel more comfortable, allowing you to move towards more independent completion of the make tasks.
Great job! On the back, there are some extension ideas you can work on, and if you get through those, I’m sure you will have even more ideas for how to make this app even cooler.
Make tests are designed to take roughly one class period. If some students are still uncomfortable with a concept, they will see it again in later sequences. These lessons focus on developing students’ ability to take on a blank screen and design a program from scratch. They will have a chance to summatively and creatively demonstrate their knowledge in the end-of-unit project.
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This version maintains the original content while removing any informal language and ensuring clarity.
Code – A set of instructions written in a programming language that a computer can understand and execute. – To create a simple game, you need to write the correct code in Python.
App – A software application designed to perform a specific function directly for the user or, in some cases, for another application. – The students developed an app that helps track homework assignments.
Programming – The process of designing and building an executable computer program to accomplish a specific computing task. – In programming class, we learned how to create a website using HTML and CSS.
Collaboration – Working together with others to achieve a common goal, often used in the context of software development. – Successful collaboration among team members led to the completion of the software project ahead of schedule.
Students – Individuals who are learning about coding and computer science, often in a school or educational setting. – The students were excited to present their final coding projects to the class.
Lessons – Structured periods of learning or teaching about a particular topic, such as coding or computer science. – The lessons on JavaScript helped the students understand how to make interactive web pages.
Features – Distinctive attributes or aspects of a software program or application that provide functionality to the user. – The new app includes features like voice recognition and real-time notifications.
Guide – A resource or manual that provides instructions or information on how to use or understand a particular technology or software. – The teacher provided a guide to help students navigate the new coding platform.
Tasks – Specific activities or pieces of work to be completed, often as part of a larger project or assignment in coding. – Each student was assigned different tasks to complete in the group coding project.
Problems – Challenges or issues that need to be solved, often encountered during coding or software development. – Debugging is an essential skill for solving problems in your code.
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