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Step 1 of 4

2: Learning to Code with Marty Blocks Jr

Step 1 of 4: 1.02: Getting Started with Blocks Jr

  1. 11.02: Getting Started with Blocks Jr
Marty app
CurrentPrevious

1.02: Getting Started with Blocks Jr

Using blocks to estimate how far

1.02: Getting Started with Blocks Jr
Age / stage
5 - 7
Estimated time
45 minutes
Difficulty
Intermediate
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

Support for getting started with Blocks Jr.

Curriculum standards

24
Choose your curriculum to see the relevant standards.

24 of 24 linked standards shown.

Australian CurriculumAustralia2
Curriculum areaLinked standards
Digital Technologies, Design & technologies: Digital Technologies

Select a code to read the full standard.

Digital Technologies, Design & technologies: Digital Technologies

  • ACTDIP010Define simple problems, and describe and follow a sequence of steps and decisions (algorithms) needed to solve them
  • ACTDIP011Implement simple digital solutions as visual programs with algorithms involving branching (decisions) and user input
CSTA Education StandardsUSA2
Curriculum areaLinked standards
General standards

Select a code to read the full standard.

  • 1A-CS-01Select and operate appropriate software to perform a variety of tasks, and recognize that users have different needs and preferences for the technology they use.
  • 1A-AP-10Develop programs with sequences and simple loops, to express ideas or address a problem.
Curriculum for ExcellenceScotland7
Curriculum areaLinked standards
Health and Wellbeing: Mental, Emotional, Social and Physical Wellbeing
Literacy & English: Listening and Talking
Literacy & English: Writing
Numeracy: Number, Money and Measure
Technologies: Computing Science

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 1-02aTools for listening and talking
  • LIT 1-07aUnderstanding, analysing and evaluating

Literacy & English: Writing

  • LIT 1-28a / LIT 1-29aCreating texts

Numeracy: Number, Money and Measure

  • MNU 1-11aMeasurement

Technologies: Computing Science

  • TCH 1-14aUnderstanding and analysing computing technology
  • TCH 1-15aDesigning, building and testing computing solutions
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 ExcellenceUSA7
Curriculum areaLinked standards
Computer Science:
English Language Arts: Speaking and Listening
English Language Arts: Writing
Mathematics:

Select a code to read the full standard.

Computer Science:

  • CSS.CT.K-2.5.4Use Algorithms (a set of step-by-step instructions) to construct programs (using a blockbased programming language or unplugged activities) that accomplish a task as a means of creative expression.
  • CSS.DA.K-2.9.11Choose and use appropriate hardware and software tools for a given purpose using accurate terminology.

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.
  • ELAGSE2SL3Ask and answer questions about what a speaker says in order to clarify comprehension, gather additional information, or deepen understanding of a topic or issue.

English Language Arts: Writing

  • ELAGSE2W2Write informative/explanatory texts in which they introduce a topic,use facts and definitions to develop points, and provide a concluding statement or section.
  • ELAGSE2W8Recall information from experiences or gather information from provided sources to answer a question.

Mathematics:

  • 2.MDR.5.1Construct simple measuring instruments using unit models. Compare unit models to rulers.
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)

  • 4cStudents develop, test and refine prototypes as part of a cyclical design process.
  • 6bStudents create original works or responsibly repurpose or remix digital resources into new creations.
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;
  • 6.CTechnology operations and concepts. The student demonstrates knowledge and appropriate use of technology systems, concepts, and operations. The student is expected to: perform basic software application functions, including opening an application and creating, modifying, printing, and saving files;

Resources

Learner resources

  • Workbook for Blocks JrFile links loading
  • Story text for lessonFile links loading

Educator resources

  • Teacher GuideFile links loading
  • Presentation for Introducing Blocks JrFile links loading
2: Learning to Code with Marty Blocks Jr
Unit overview
21.03: An Argument with Marty
31.04: Let's Do That Again
41.05: Fixing Instructions
Next step1.03: An Argument with Marty

Lesson overview

In this lesson, learners will explore the new interface for Marty, where their instructions will stay on the device screen. Learners will be estimating how many steps they think Marty will need to reach a goal.

Learning objectives

  • I can tell a robot where to move.
  • I can make my instructions better.

Key vocabulary

  • forward
  • left
  • right
  • back
  • about / estimate
  • directions

Prior learning

Direction symbols; ordering instructions

Cross-curricular links

Position and direction, estimation

Before you begin

Equipment

  • Marty V2
  • Device with Blocks Jr
  • Masking tape
  • Object for 'goal', like beanbag, ball or other marker

Technical information

For this entire lesson, Marty should be on the ground, not on a table.

Warm-up

TimingActivityPossible adaptations
Timing—

Warm Up

Share with learners the objectives and success criteria for today's lesson, from the presentation. Read the story text from the lesson. The presentation will contain video to support the day's learning.

Have various starting points and goals for learners throughout the classroom. Green / red dots, or some other marker, will suffice. Learners need to think about, how far away is the goal from the start: how many steps do I need to get to the goal?

Have learners estimate the number of steps and then have them test it. If they do not achieve the goal accurately, have them return to the start and estimate again; discourage learners from walking to the goal if they were incorrect, they should be thinking about, "I didn't go far enough, I need to take more steps," or vice versa.

Showcase Marty walking forward to reach a goal. The code from Blocks Jr is below. The presentation does not have this.

Watch on YouTube
Possible adaptations—

Get learning

TimingActivityPossible adaptations
Timing—

Get Learning

The workbook has the four arrows from the Marty Controller. Learners need to draw a line from the symbol to the word. Before learners start, review the words, heavily emphasizing the first sound for those challenged by reading: fffffforward, lllllleft, rrrrrrrright and b b b b b back.

The second activity presents a route that Marty has taken on the page. Learners need to draw the arrows in the empty squares and then horizontally, at the bottom, to symbolize the route Marty took. For any errors, use your finger to trace Marty's movements as the arrows progress along the route. Verbalize the direction that your finger is taking. Have learners repeat what you are saying.

Have learners fill out the route Marty can take for the second illustration. Again, have them draw the arrow for the direction and the full instruction, at the bottom. Encourage discussion and sharing ideas.

Let learners know that for today's lesson, we will be focusing mainly on the forward block, but not with the controller they already know. Additionally, it may take some time to get their instructions correct. Inform learners that this is OK and is, in fact, a big part of coding.

Possible adaptations—
Timing—

Time for Practice

Model how to access Blocks Jr and connect to Marty for learners.

Cool down

TimingActivityPossible adaptations
Timing—

Cool Down

Bring learners back together to discuss the challenges they faced and overcame. Have groups model their creations and explain what is happening, when. Encourage other groups to ask questions to deepen the understanding of the processes.

Suggested questions you might ask:

  • What changes did you make when Marty was not near enough? Did you try one more step or one less or did you try more than one? What encouraged you to choose this number of steps?
  • Can you think why it was important to mark the starting point for Marty before beginning any of the tests?
  • Is there anything you thought of to make this trial easier?

Carry out any end of lesson routines.

Log off devices and clear everything away.

Possible adaptations—

Unit resources

Learner resources

  • 1.02 Getting Started with MartyBlocks Jr.zip
  • 1.03 An Argument with Marty.zip
  • 1.04 Let's do that again.zip
  • 1.05 Fixing Instructions.zip
Watch on YouTube

Once on-screen, show learners the effect that adding the forward movement block, and tapping the block, has on Marty. Ask learners if they saw how many steps Marty took with one of the blocks. Show again to check their thoughts. Once the number of steps per block has been established, ask how many blocks we would need for (fill in a number) steps.

Place an object on the ground that is a distance of about 25 cm from Marty. Have learners estimate about how many steps they think it would take for Marty to get to the object. Model this with learners watching you use that many blocks. Once Marty reaches the goal, which may take multiple attempts, have groups take their Marty and find a place where they can set them down with a goal to reach.

Learners should first mark, perhaps with tape, the starting point for Marty and the endpoint for the object, in case the object gets knocked over or multiple tests are required; additionally, this could be used to ensure that the tests are not changing with each attempt, an important consideration for science experiments. It is also a good idea to have a bit of a border around the object Marty is aiming to reach, to allow for a range of success. Challenge learners to estimate about how many steps it will take for Marty to get to the goal. Then, have them build the sequence in Blocks Jr with the arrow pointing upward (for forward): learners will engage in some trial and error in order to reach the goal. Emphasize that this isn't about getting it right the first, or even the second, time: this is about getting better with each attempt.

The presentation had an initial video of Marty trying to reach the goal. This clip also shows how to build the code with Blocks Jr. Remind learners that developers do not get their code right the first time: trial and error often occurs when writing code, it is through this process that code is improved. Feel free to show the video again, if it will support this.

Let learners experiment with the blocks to reach a goal that they have set on the floor. If one or two groups manage to reach the goal early, encourage them to move their goal to a different distance; alternatively, if the resource is available, have learners experiment on a different surface and discuss if this made a difference for Marty's movement; if it did, have learners discuss why this might be.

Possible adaptations

Support

Allow learners to put tape down after each estimate and record on the tape the number of steps that were taken. Use the information there, and talk about, 'about how many more steps do you think?' Model breaking up the work they have done to inform the next estimate: put one hand on the starting point and a second where the estimate stopped; maintain the distance between your hand and move your 'starting hand' to the place where Marty stopped; observe the new position of the 'stopping hand'; compare where the goal is to where the stopping hand is to inform the next estimate. Do we need a lot more steps or a few more steps?

Further challenge ideas

Extend

Have learners consider about how 'big' a Marty step is. Use Marty steps to estimate about how long other objects are.

Have learners create challenges for other groups by setting up start and end points and asking other groups to estimate the number of steps Marty will need to reach them.