Creating the story “The Rabbit and the Turtle” (Aesopus fiables)

Main Idea

Students represent the fiable of Aesopus “The Rabbit and the Turtle” by using the Scratch junior software. The main idea of this scenario is students to learn to use the motion and the speed blocks. Specifically, by representing the race of the rabbit and the turtle students understand how to move, to speed up and slow down a character in the software.

CreatorDimitra Dimitrakopoulou
SubjectGreek Language & Computer Science
Length110 minutes
Pedagogical ApproachTechnology Assisted Learning
CompetencesBasics
Grades3th grade
TechnologiesScratch Junior software
Description

Introduction: Teachers can read the book “Τhe Rabbit and the Turtle” to students. Students are divided in groups of 2-3 children (15 minutes).
Worksheets -Activity 1: Students open the scratch junior software and create the story of “The Rabbit and the Turtle”. Firstly, they should add the setting and characters. (30 minutes)
Worksheets -Activity 2: Students bring into life the story by programming the characters to move. (20 minutes)
Discussion: A discussion takes place in class and students freely talk about their experience. (What they found interesting, if they face any difficulties etc.). They also discuss the programming. Each group present its work in class. (20 minutes)
Worksheets -Activity 3: Students think and write another story in which they could use the speed block. (15 minutes)
Discussion: Students talk about their new stories in class (Activity 3). (10 minutes)

Worksheets

                   

  1. Open the Scratch Junior Software and Create the story “The Rabbit and the Turtle”.
  • Choose or draw a background that is related to our story.
  • Choose or draw the characters of the story (Rabbit, Turtle).
  • Choose or draw a tree in the middle of the road.

    2. Program your characters
    A. Turtle
    1. Program the turtle to move slowly until it arrives at the end of the road. (Use the motion and the speed blocks).
    2. Program the turtle to jump twice because it’s the winner! (Use the motion blocks)
    A. Rabbit
    1. Program the rabbit to move fast until it arrives at the tree where it falls asleep. (Use the motion and the speed blocks).
    3.Think of another story…
    Can you think of another story that you could use the speed blocks?

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