APRIL SMITH'S S.T.E.M. CLASS
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1st GRADE LESSON 2  
​PERSISTENCE - STEVIE'S BIG PROJECT 


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LESSON MISSION

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​1.)  I can recognize when I am frustrated.

​2.) I can name one reason to not give up when I am
     frustrated. 

​3.) I can show persistence when working on a 
​     project.

LESSON INTRODUCTION

STORY TIME
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TOOL BOX

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Look under the toolbox for important terms.
F.A.I.L:  First Attempt In Learning

frustrated:  feeling annoyed or angry because something is not the way you want it

persistence:  trying again and again, even when something is very hard
We will begin our lesson with a story.  Follow along as I read aloud.
Now, you will read the story again listening to the online version of the story.  Follow my instructions to go to by Code.org and watch the online story.  
Follow the instructions below:
  1. Click on your class icon below to go to your Code.org Classroom.  
  2. Put in your password.  
  3. Click on the Unplugged button next to Lesson 2:  Stevie and the Big Project.  
  4. Put on your headphones and watch the video.  
  5. When you have finished, put your headphones back on the hook and wait quietly until your classmates have finished.

LESSON ACTIVITY

You learned some very valuable lessons from Stevie and the Big Project.​  
  • You learned how to tell when you are frustrated.
  • You learned that feeling frustrated is a part of learning. 
  • You learned how to deal with frustration so that you can be persistent.
  • You learned how to be persistent.  
  • You learned why it is important to be persistent even when you are frustrated.
Now you are going to get the chance to practice what you learned.  We are about to do an activity.  This activity might be difficult for you and make you frustrated.  I want you to practice what you learned from Stevie by recognizing that you are frustrated, dealing with your frustration, and being persistent to accomplish your goal.

Instructions

In the last activity, you had to figure out what pieces of the Marble Run were put together incorrectly keeping the marble from rolling from the top and out the bottom.  
In this activity, you will work with your group to figure out how to build the whole Marble Run.
  1. Each group will get a box containing 36 building pieces and a marble.
  2. You will work together as a team to build a marble run where the marble will be able to roll freely from the top of the run, all the way through, and out the bottom of the run.
  3. You must use all 36 pieces in your Marble Run.
  4. The marble must be able to go all the way through the run without getting stuck. ​
  5. You probably will not get it right the first time you make your Marble Run.  It is OK!
  6. Remember F.A.I.L. means First Attempt in Learning.
  7. If you begin to feel frustrated, remember the things that Stevie learned to help her deal with her frustration so that you can be persistent.
  8. Practice the things that Stevie learned to help her be persistent.  
  9. Work together with your team and listen to each other's ideas.

The Rules

  1. You must stay with your team.  You may not move around the room.
  2. No cheating.  You can't watch another team and copy their idea.  There are many right ways to do this project.
  3. When you succeed, raise your hand and show me your work!
  4. You must show persistence.  Even when it gets hard, keep a good attitude and keep trying.
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REFLECTION

So, did you accomplish the Lesson Mission Today?  Let's find out.  Let's take the Persistence Challenge Together.  I will read the questions.  Then I will read the answer choices.  You will click on the answer you think is correct.  Let's begin by clicking on the icon below.
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MISSION ACCOMPLISHED

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CONGRATULATIONS!

This is the end of Coding Lesson 2:  Persistence - Stevie's Big Project
​
​You have accomplished your mission!

LESSON RESOURCES

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This lesson was created using the following resources.
Code.org

​Studio.code.org. (2017). Code.org. [online] Available at: https://studio.code.org/s/coursea [Accessed 20 Nov. 2017].

AL STATE TECHNOLOGY STANDARDS

The following Alabama State Technology Standards were addressed in this lesson:
1st Grade Computational Thinker:

Abstraction
  • Standard 1:  Classify and sort information into useful order with/without a computer.  Examples: Sort by shape, color, or other attribute; sort A-Z.
Algorithms
  • Standard 2:  Order events into a logical sequence (algorithm).  Examples: Unplugged coding, sequence of instruction.
Programming and Development
  • Standard 3: Construct elements of a simple computer program in collaboration with others.  Examples: Block programming, basic robotics, unplugged programming
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    • HOW TO TAKE PICTURES ON A CHROMEBOOK
    • HOW TO HAND IN ASSIGNMENTS
  • CONTACT ME
  • U.S. History Teachers
    • HISTORY RESOURCES
  • NEXT TOP FIRM
    • LESSON 1: INTRODUCTION TO THE NEXT TOP FIRM
    • LESSON 2: UNDERSTANDING CLIENTS' WANTS & NEEDS
    • LESSON 3: INTERVIEWING YOUR CLIENT
    • LESSON 4: MARKETING PLAN
    • LESSON 5: DESIGNING A LOGO
    • LESSON 6: BRAND RECOGNITION
  • FUN LAB
  • STEM CHOICE BOARD