Note for teachers using this lesson plan
This lesson introduces pupils to the exciting world of visual programming. Ensure all digital devices (mobile phones) are fully charged and have the necessary visual programming app (e.g., Scratch Jr. or Blockly) installed and ready before the lesson. Emphasise proper handling of devices and internet safety. By the end of the lesson, pupils should be able to create and run a simple program using visual blocks.
Class: Primary Four
Term: Third Term
Week: 2
Age: 9 years
Duration: 45 minutes
Subject: Basic Digital Literacy
Curriculum Theme: Basic Computer Programming
Focal competence: Demonstrating foundational knowledge of programming
Key competencies/values: Collaboration
Skills:
- Creating basic program
Previous Lesson: Revision of Programming, Uses, Tools and Basic Steps
Topic: Basics Of Programming: Simple Program
Subject Matter: Creating a basic program using a visual programming language
Specific Objectives
By the end of the lesson, pupils/students should be able to:
Cognitive Domain
- Identify simple elements of a visual programming language.
Affective Domain
- Appreciate the simplicity and fun of visual programming.
Psychomotor Domain
- Create a basic program using a visual programming language.
Social Domain
- Collaborate with peers in creating a program.
Reference Materials
The following resources were used in planning this lesson:
- 2025 Revised 9 Years Basic Education Curriculum
- Relevant State Unified Scheme of Work
- Basic Digital Literacy for Primary Schools, Book 4
- The HeadTeacher Scheme of work
Instructional Materials
The teacher will teach this lesson with the aid of:
- Digital Device (mobile phone) with visual programming app (e.g., Scratch Jr., Blockly)
- Internet connection
- Projector or interactive whiteboard (for demonstration)
Rationale for the Lesson
This lesson is important because it introduces pupils to the fundamental concepts of computer programming in an accessible and engaging way. Learning visual programming helps develop problem-solving skills, logical thinking, and creativity, which are essential in our increasingly digital world. It lays a foundation for future computational thinking.
Prerequisite/Previous Knowledge
Pupils should have basic knowledge of how to operate digital devices like mobile phones or tablets and understand simple instructions.
Lesson Content/Board Summary
Basics Of Programming: Simple Program
What is a Visual Programming Language?
A visual programming language is a way to create computer programs using graphical blocks or symbols instead of writing text-based code. These blocks represent different commands, and you connect them like puzzle pieces to tell the computer what to do.
It makes programming easier and more fun, especially for children, because they can see what they are doing and how the blocks fit together.
Examples of Visual Programming Languages
Some popular visual programming languages suitable for beginners include:
- Scratch Jr.: An app for younger children to create interactive stories and games.
- Blockly: A visual programming editor developed by Google that uses drag-and-drop blocks.
- Code.org: Offers various block-based coding tutorials and games.
Steps to Create a Basic Program with Visual Blocks
To create a simple program using a visual programming language, follow these steps:
- Open the Software/App: Launch the visual programming application (e.g., Scratch Jr. or Blockly) on your digital device.
- Select Blocks: Choose different command blocks from the available palette. These blocks might include actions like ‘move forward’, ‘turn left’, ‘say hello’, ‘start sound’, or ‘repeat’.
- Drag and Connect Blocks: Drag the selected blocks onto the work area and connect them in the order you want the program to execute. The blocks usually snap together.
- Arrange the Sequence: Ensure the blocks are arranged in a logical sequence to achieve the desired outcome.
- Run the Program: Click the ‘run’ or ‘play’ button to execute your program and see what happens.
- Test and Debug: Observe if the program works as expected. If not, rearrange or change the blocks to fix any errors (this is called debugging).
Teaching Methods/Instructional Techniques
Discussion, Demonstration, Guided Practice, Question and Answer, Explanation, Observation, Practical Activity, Pair Work
Instructional Procedures
Step 1: Introduction
Time: 5 minutes
Teaching Skill: Engaging/Questioning
Teacher’s Activity: The teacher greets the pupils and asks them if they know how games or apps on their phones are made. The teacher then introduces the topic: “Basics of Programming: Simple Program” and explains that they will learn how to give instructions to a computer using pictures.
Pupils’ Activity: Pupils respond to questions and listen attentively to the introduction.
Learning Point: Introduction to programming
Step 2: Explanation of Visual Programming Language
Time: 7 minutes
Teaching Skill: Explanation/Illustration
Teacher’s Activity: The teacher explains what a visual programming language is, using simple terms and comparing it to building with LEGO blocks. The teacher also mentions examples like Scratch Jr. or Blockly and shows pictures or icons of these apps.
Pupils’ Activity: Pupils listen, ask questions, and try to understand the concept of visual programming.
Learning Point: Visual programming concept
Step 3: Demonstration of Visual Programming
Time: 10 minutes
Teaching Skill: Demonstration/Modelling
Teacher’s Activity: The teacher uses a projector or interactive whiteboard to model a short, simple visual program using blocks on a digital device. For example, making a character move forward and say “Hello!”. The teacher explains each block’s function as it is dragged and connected.
Pupils’ Activity: Pupils observe the teacher’s demonstration carefully, paying attention to how the blocks are used and connected.
Learning Point: Block program demonstration
Step 4: Guided Practice – Identifying Blocks
Time: 5 minutes
Teaching Skill: Guided Practice/Questioning
Teacher’s Activity: The teacher asks pupils to identify different types of blocks shown on the screen and guess what they might do. The teacher provides hints and guidance.
Pupils’ Activity: Pupils identify and describe the functions of various programming blocks.
Learning Point: Identifying program blocks
Step 5: Guided Practice – Reproducing a Program
Time: 8 minutes
Teaching Skill: Guided Practice/Supervision
Teacher’s Activity: The teacher guides pupils, individually or in pairs, to reproduce the simple program demonstrated earlier on their own digital devices. The teacher moves around to assist pupils who are struggling.
Pupils’ Activity: Pupils reproduce the simple sequence of blocks on their devices, following the teacher’s guidance.
Learning Point: Reproducing simple program
Step 6: Application – Running the Program
Time: 3 minutes
Teaching Skill: Application/Observation
Teacher’s Activity: The teacher instructs pupils to run the program they have created and observe the outcome. The teacher encourages them to share what happened.
Pupils’ Activity: Pupils run their programs and observe the results, sharing their observations.
Learning Point: Running created program
Step 7: Evaluation/Review
Time: 5 minutes
Teaching Skill: Questioning/Assessment
Teacher’s Activity: The teacher evaluates the learning by asking the following questions:
- What is a visual programming language?
- Mention one example of a visual programming language.
- How do you create a basic program using visual blocks?
- What did you enjoy most about creating your program?
Pupils’ Activity: Pupils answer orally and in writing.
Learning Point: Program creation assessment
Step 8: Note-Taking
Time: 4 minutes
Teaching Skill: Guided Writing
Teacher’s Activity: The teacher guides pupils to copy the essential Board Summary notes on creating a basic program with visual blocks into their notebooks.
Pupils’ Activity: Pupils copy the notes carefully into their notebooks.
Learning Point: Recording lesson notes
Step 9: Conclusion
Time: 3 minutes
Teaching Skill: Recap/Encouragement
Teacher’s Activity: The teacher briefly recaps the main points of the lesson, emphasizing that programming is like giving instructions. The teacher encourages pupils to explore more visual programming apps at home with parental supervision.
Pupils’ Activity: Pupils listen and engage in a final brief discussion.
Learning Point: Lesson recap
Continuous Assessment/Further Study
Type: Homework
Instruction: Research and write down the names of two other visual programming languages or apps you can use to create simple programs. For each, describe one type of block it uses.
- Visual Programming Language 1:
- Visual Programming Language 2:
Description of one block:
Description of one block:
Lesson Keywords
- Program – A set of instructions given to a computer to perform a task.
- Programming – The act of writing instructions for a computer.
- Visual Programming Language – A programming language that uses graphical blocks or symbols instead of text.
- Blocks – Graphical pieces that represent commands in visual programming.
- Debug – To find and fix errors in a computer program.
Differentiation
For weaker learners, provide pre-arranged sets of blocks for them to simply connect in the correct order. For faster learners, challenge them to add an extra block or modify the program to perform a slightly different action, such as changing the character’s colour or adding a sound.
Suggested Lesson Videos
For further understanding, search on YouTube for: visual programming for kids primary 4
Teacher Guide for Using This Lesson Plan
Before the lesson, ensure all digital devices are charged and have a suitable visual programming app like Scratch Jr. or Blockly installed. If a projector is available, prepare a simple program to demonstrate. Begin by linking to pupils’ experiences with apps and games to make the concept of programming relatable. Guide them through the demonstration slowly, explaining each block’s purpose. During guided practice, circulate among the pupils, offering one-on-one support and encouraging collaboration. Emphasise that making mistakes (debugging) is a normal part of programming. Pupils should copy the Board Summary notes after the practical activities and evaluation. Check their understanding throughout the lesson by asking open-ended questions. Remind pupils about online safety when using devices and the internet.



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