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Step 2 of 4

1: Introducing Marty and Programming

Step 2 of 4: 0.02: What is a Program?

  1. 20.02: What is a Program?
Marty app
CurrentPrevious

0.02: What is a Program?

Create Instructions for Marty!

0.02: What is a Program?
Age / stage
Age 4 or below
Estimated time
45 minutes
Difficulty
Beginner
Products
Marty V2

On this page

  1. Lesson overview
  2. Before you begin
  3. Warm-up
  4. Get learning
  5. Further challenge ideas
  6. Cool down
  7. Additional reading
  8. Curriculum standards

Additional reading

  • Marty the Robot Educator Guide
  • Educator FAQ

Curriculum standards

25
Choose your curriculum to see the relevant standards.

25 of 25 linked standards shown.

Australian CurriculumAustralia5
Curriculum areaLinked standards
Digital Technologies, Design & technologies: Design & Technologies
Digital Technologies, Design & technologies: Digital Technologies

Select a code to read the full standard.

Digital Technologies, Design & technologies: Design & Technologies

  • ACTDEK001Identify how people design and produce familiar products, services and environments and consider sustainability to meet personal and local community needs
  • ACTDEP006Generate, develop and record design ideas through describing, drawing and modelling
  • ACTDEP009Sequence steps for making designed solutions and working collaboratively

Digital Technologies, Design & technologies: Digital Technologies

  • ACTDIK001Recognise and explore digital systems (hardware and software components) for a purpose
  • ACTDIP004Follow, describe and represent a sequence of steps and decisions (algorithms) needed to solve simple problems
CSTA Education StandardsUSA2
Curriculum areaLinked standards
General standards

Select a code to read the full standard.

  • 1A-AP-10Develop programs with sequences and simple loops, to express ideas or address a problem.
  • 1A-AP-11Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
Curriculum for ExcellenceScotland6
Curriculum areaLinked standards
Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing
Literacy & English: Listening and Talking
Literacy & English: Writing
Technologies: Computing Science
Technologies: Craft, Design, Engineering and Graphics

Select a code to read the full standard.

Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing

  • HWB 0-14a / HWB 1-14a / HWB 2-14a / HWB 3-14a / HWB 4-14aSocial wellbeing

Literacy & English: Listening and Talking

  • LIT 0-02a / ENG 0-03aTools for listening and talking

Literacy & English: Writing

  • LIT 0-26aOrganising and using information

Technologies: Computing Science

  • TCH 0-14aUnderstanding and analysing computing technology
  • TCH 0-14bUnderstanding and analysing computing technology

Technologies: Craft, Design, Engineering and Graphics

  • TCH 0-09aDesign and construct models/product
England's National CurriculumEngland2
Curriculum areaLinked standards
Computing, Design and Technology: Computing
Computing, Design and Technology: Design and Technology

Select a code to read the full standard.

Computing, Design and Technology: Computing

  • ✔️Understand what algorithms are; how they are implemented as programs on digital devices; and that programs execute by following precise and unambiguous instructions

Computing, Design and Technology: Design and Technology

  • ✔️Design purposeful, functional, appealing products for themselves and other users based on design criteria
Georgia Standards of ExcellenceUSA6
Curriculum areaLinked standards
Computer Science:
English Language Arts: Speaking and Listening
English Language Arts: Writing

Select a code to read the full standard.

Computer Science:

  • CSS.CT.K-2.5Develop and employ Computational Thinking strategies (break-down, find patterns, and create algorithms) to identify and solve problems.
  • CSS.CT.K-2.5.3Create and use Algorithms (a set of step-by-step instructions) to complete a task.

English Language Arts: Speaking and Listening

  • ELAGSE2SL1Participate in collaborative conversations with diverse partners about grade 2 topics and texts with peers and adults in small and larger groups. a. Follow agreed-upon rules for discussions (e.g., gaining the floor in respectful ways, listening to others with care, speaking one at a time about the topics and texts under discussion). b. Build on others’ talk in conversations by linking their comments to the remarks of others. c. Ask for clarification and further explanation as needed about the topics and texts under discussion.
  • ELAGSE2SL2Recount or describe key ideas or details from written texts read aloud or information presented orally or through other media.

English Language Arts: Writing

  • ELAGSEKW2Use a combination of drawing, dictating, and writing to compose informative/explanatory texts in which they name what they are writing about and supply some information about the topic.
  • ELAGSE1W2Write informative/ explanatory texts in which they name a topic, supply some facts about the topic, and provide some sense of closure.
ISTEUSA2
Curriculum areaLinked standards
International Society for Technology in Education (ISTE)

Select a code to read the full standard.

International Society for Technology in Education (ISTE)

  • 4aStudents know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
  • 4cStudents develop, test and refine prototypes as part of a cyclical design process.
TEKSUSA2
Curriculum areaLinked standards
Elementary Technology Applications: Kindergarten to Grade 2

Select a code to read the full standard.

Elementary Technology Applications: Kindergarten to Grade 2

  • 1.ACreativity and innovation. The student uses creative thinking and innovative processes to construct knowledge and develop digital products. The student is expected to: apply prior knowledge to develop new ideas, products, and processes;
  • 1.DCreativity and innovation. The student uses creative thinking and innovative processes to construct knowledge and develop digital products. The student is expected to: create and execute steps to accomplish a task;

Resources

Learner resources

  • Formative AssessmentFile links loading
  • Story Text for the LessonFile links loading
  • Marty Poses ResourceFile links loading
  • Sandwich imagesFile links loading

Educator resources

  • Teacher GuideFile links loading
  • Presentation for What is a ProgramFile links loading
1: Introducing Marty and Programming
Unit overview
10.01: Who is Marty the Robot?
30.03 Marty's First Moves
40.04 Marty Finds and Fixes Mistakes
Previous step0.01: Who is Marty the Robot?
Next step0.03 Marty's First Moves

Lesson overview

Now that learners have their own paper Marty prototype, we will start to introduce programming as a list of instructions. Learners will see how creating a program relates to real life. Learners will start breaking down steps to make sense of each individual instruction before putting together their own instructions.

Learning objectives

  • Create steps that tells something what to do

Key vocabulary

  • Program / Programmer
  • Instructions/recipe
  • Code

Prior learning

Steps for instructions, in order, sequence of a story

Cross-curricular links

Talking and Writing

Before you begin

Equipment

  • Marty the Robot v2 (fully charged)
  • Paper Marty (created from Who is Marty Lesson)
  • Student workbooks
  • Lesson Resources

Warm-up

TimingActivityPossible adaptations
Timing—

Warm-Up

Start by reading the text that goes with the presentation, 'Presentation for Who is Marty', in the resources section or use the separate Story text part 2. The notes will give you ideas for how to pace the text from the resource to support the presentation images.

Ask learners if they have ever followed some instructions for a game, recipe, or something else. Tell learners that this is like a program and the person who wrote the instructions is like a programmer.

Possible adaptations—

Get learning

TimingActivityPossible adaptations
Timing—

Get Learning

Following the text presentation, show the jumbled up steps for Marty making a sandwich. Tell learners that they are going to check if Marty has the correct steps for making a sandwich and if the steps are in the correct order. In groups or as a whole-class activity, learners need to think about what happens first, second, third, etc and order the images and text properly. The images on the Powerpoint slides could be looked at, in order, and learners could decide if something is incorrect and what needs to be changed. The work could be done by cutting out the sandwich file images, for individuals or small groups (included in the resources section), or the images could be rearranged in the PowerPoint file as a whole class activity. There is text at the bottom of each image with a suggested script.

Take time to talk about what happens when the order is wrong. The images do show the jam being spread but they are just to show what the step should look like, in isolation. The discussion should occur when a step is shown that should have occurred before an already seen step, the discussion could be something like, "Hmm, this step says to get the jam. A step we already saw said spread the jam. Would you be able to spread the jam if you didn't already have the jam? No. What could we do to fix that? We could get the jam before we spread the jam." This discussion should result in a lot of back and forth, which is the important part of this exercise.

There is no one right answer for this activity; however, getting the ingredients and materials ready should happen before the 'recipe' steps, and clean up.

Possible adaptations—

Cool down

TimingActivityPossible adaptations
Timing—

Cool Down

Celebrate the created sequences. Share with the learners that, "You were able to create a program that told a robot what to do. As we continue our journey with Marty, we will be creating more programs for Marty to complete a variety of tasks."

Remind learners of the goals for the lesson, "To create steps that tells something what to do," and, "to check that the steps make sense and work properly."

Ask learners if they think they did well with the lesson using a familiar formative assessment strategy: thumbs up for good, thumbs to the side for OK, thumbs down for not so good; a green, yellow or red card, indicating their thoughts; a one to one chat about the learning; whole class feedback using a PMI (plus, minus, interesting) approach; or some other strategy with which the learners are familiar.

Read the closing part of the story, to close off this lesson and tie into the next part.

Carry out any end of lesson routines.

Possible adaptations—

Unit resources

Learner resources

  • 0.01 Who is Marty.zip
  • 0.02 What is a Program.zip
  • 0.03 Marty's First Moves.zip
  • 0.04 Marty Finds and Fixes Mistakes.zip
Timing
—

Time for Practice

Have learners think back to the different moves that Marty could make, from the last lesson. Have them think about a routine, or a compound movement they do that they could get Marty to do. Think about each individual, small step that is needed to complete the movement. Have groups order the steps properly. To support the work, learners could use their paper Martys to model each movement; the paper Martys are not a perfect match for the real one's movements but the joints are appropriate. Also, the file called Marty Poses can be used by learners to sequence a routine for Marty. They can be cut out and arranged in the order that learners want Marty to perform actions. There are more actions than the ones available, but 8 may be enough for learners to chooes something they like. Alternatively, learners could take turns pretending to be Marty and carry out the instructions, one at a time. Finally, there is a video reminding learners of the movements in the presentation; feel free to delete the slide if you feel the printout or physical actions of the learners are sufficient.

Take time to walk around with a device and a Marty to quickly code some of their ideas to show what their created sequence will look like, each of the movements featured in the printouts and video are shown in the video, below.

Watch on YouTube

Allow time for learners to think again if they have everything in the correct order or if there are changes that are necessary. Once learners have decided on the best sequence, either with the provided Marty moves cards or with drawings they create, record the evidence with a camera or fix the sequence on some paper that could be displayed in the classroom. If learners find that some of the steps they have devised do not appear in the sample movements provided, encourage learners to draw, and describe, their ideas; adult helpers could support the recording of the steps.

Below is a second video displaying a potential sequence of actions that looks like Marty is washing a window or cleaning a board.

Watch on YouTube

Take time to have learners showcase their Marty sequence; if possible, display some of the movements with Marty. Alternatively, learners could become Marty and display their movements to the rest of the class. As learners display their program, ask them to describe for you what the movement or action is and what Marty is able to do at the end of the program.

Possible adaptations

Support

Have cards to remind learners of the order of the steps as they create them: 1st, 2nd, 3rd, 4th; or just 1, 2, 3, 4, etc. This will support those learners who become distracted with the images and forget the order.

Further challenge ideas

Extend

Have groups come together and see if they can think of a way to make their program more interesting and complex by combining ideas.