Objective
Students will explore the concept of conditionals in programming through an interactive, computer-free activity. They will learn how conditionals can be used to make decisions based on different conditions.
Materials Needed
- A set of “Conditional Cards” prepared in advance, each with a simple condition written on it (e.g., “If it is sunny,” “If you are wearing blue,” “If it is a weekday”)
- A “True” bucket and a “False” bucket
- Small objects or tokens
- A large poster board or whiteboard
- Markers or crayons
Lesson Duration
45 minutes
Lesson Overview
This lesson introduces the concept of conditionals, a fundamental coding structure that allows actions to be performed based on whether certain conditions are true or false. Using physical activities and decision-making games, students will understand how conditionals work and how they guide decision-making in programming.
Introduction to Conditionals (5 minutes)
Begin with a simple explanation of conditionals:
- Conditionals in coding are like making decisions in real life. If something is true, we do one thing; if it’s false, we might do something else or nothing at all.
Warm-up Activity: Conditional Simon Says (10 minutes)
- Play a game of “Conditional Simon Says” to introduce the idea of making decisions based on conditions.
- Give commands using the “Conditional Cards.” For example, “If you are wearing red, touch your toes.”
- This activity demonstrates how conditionals work by having students perform actions based on whether the condition applies to them.
Group Activity: True or False Game (15 minutes)
- Activity Setup:
- Place the “True” bucket on one side of the room and the “False” bucket on the other.
- Scatter the “Conditional Cards” face down around the classroom.
- Activity Instructions:
- Divide students into small teams.
- Each team picks a “Conditional Card” and decides if the condition is True or False.
- Based on their decision, they place a token into the “True” or “False” bucket.
- Discuss why they chose True or False, introducing the idea that conditionals depend on evaluating conditions.
Drawing Our Conditionals (10 minutes)
- Use the poster board or whiteboard to draw visual representations of conditionals.
- Activity Instructions:
- Invite students to come up and draw a simple flowchart: a box (condition) leading to two outcomes, labeled “True” and “False.”
- They can use symbols or pictures to represent the actions taken for each outcome.
- This activity helps visualize how conditionals lead to different paths based on the truth value of a condition.
Reflection and Discussion (5 minutes)
- Discuss how conditionals can help make decisions in coding, similar to decisions we make every day.
- Ask students to think of other real-life examples where they use conditionals (e.g., “If it rains, I will take an umbrella.”).
Conclusion
Through games, physical activities, and drawing, this lesson plan introduces third-grade students to the concept of conditionals in coding. Understanding how to make decisions based on conditions is a crucial step in learning to program, and these unplugged activities provide a foundational grasp of this concept. Encourage students to continue exploring coding concepts and to recognize how these principles appear in their everyday lives.