Class: Primary One
Term: Third Term
Subject: Basic Science and Technology
Curriculum Theme: Basic Science
Previous Lesson: Content of First Aid Box
Topic: Uses of Software
Content/Learning Area: Meaning of software, Uses of Software
Time Allocation: 40 minutes
Performance objectives
By the end of the lesson, pupils should be able too:
- Cognitive Domain:
List two uses of software.
- Psychomotor Domain:
Show interest in learning about how software enhances playing games and social activities.
- Affective Domain:
Share their experiences or favorite software used for games and social activities.
- Social Domain:
Participate actively in class discussions.
Reference Materials
- 9 – Years Basic Education curriculum
- Abuja Educational Resource Center Scheme of work
- NAPPS National Unified scheme of Work
- Online Facts
- Relevant Textbooks
Instructional Materials
To deliver this lesson, the teacher will employ the help of the following materials:
- Whiteboard or chart
- Markers or chalk
- Pictures or illustrations of different software
Rationale for the Lesson
Understanding software is crucial for navigating the digital world. This lesson provides a foundation for future learning about technology and its applications in daily life.
Prerequisite/Previous Knowledge
Pupils have basic knowledge of computers and devices.
Lesson Content
Meaning of Software
Software is a set of instructions that tells a computer what to do. It’s what makes our devices work, play games, and do homework. Computer games are examples of software. Playing games on a computer requires software.
Uses of Software
Software has various applications in different areas of life. These include:
Playing Games
Software lets us play many different kinds of games for fun and learning. Many different computer games use software.
Examples are:
- Minecraft (building and exploring)
- Roblox (creating and playing games)
- Among Us (finding an imposter)
- Fortnite (battle royale)
- Animal Crossing (life simulation)
- Mario Kart (racing)
- Zuma (puzzle)
- Candy Crush (match-three puzzle)
- Bejeweled (gem-matching)
- Subway Surfers (endless runner)
- Temple Run (endless runner)
- Angry Birds (puzzle game)
Learning
Educational software makes learning fun.
Examples are:
- Khan Academy Kids (math, reading)
- PBS kids (interactive games and videos)
- ABCmouse (games for early learners)
- Starfall (reading games)
- Epic! (digital library)
- Prodigy Math (math game)
- Duolingo (language learning)
- BrainPop (animated educational content)
Communication
Software helps us connect with others.
Examples are:
- Zoom (video calls)
- WhatsApp (messaging)
- Google Meet (video calls)
- Snapchat (pictures and messages)
- FaceTime (video calls for Apple devices)
- Telegram (messaging app)
- Skype (video calls and messaging)
Creating Art
Art software lets us draw and create digitally.
Examples are:
- Tux Paint (drawing program)
- Paint 3D (2D and 3D art)
- Canva (posters and designs)
- Drawing Pad (drawing app)
- Pixilart (pixel art)
- Artie’s Magic Pencil (interactive art game)
- Adobe Photoshop (professional image editing)
- Autodesk Sketchbook (digital sketching)
Solving Problems
problem-solving software helps us with math and puzzles.Examples are:
- Math Playground (math games)
- LightBot (coding puzzles)
- BrainPOP (educational videos)
- Cool Math Games (math games)
- Kodable (coding game)
- Osmo (interactive problem-solving games)
- Scratch (visual programming language)
- Tynker (coding platform for kids)
Reading Stories
Story software helps us enjoy books.
Examples are:
- Audible (audiobooks)
- Storyline Online (actors reading books)
- Scholastic Learn at Home (story videos)
- Libby (e-books and audiobooks)
- TumbleBooks (animated picture books)
- MyOn (e-book library)
- Kindle (e-reader app)
- Epic! (digital library for kids)
Organizing Information
Association software helps us stay organized.
Examples are:
- Google Calendar (scheduling)
- Microsoft OneNote (digital notebook)
- Trello (task organization)
- Todoist (to-do lists)
- Evernote (notes and reminders)
- Notion (notes and plans)
- Google Keep (note-taking service)
- Any.do (task management app)
Teaching Methods
To deliver this lesson, the teacher will adopt the following methods: Discussion, Question and answer, Use of visuals
Instructional Procedures
To deliver this lesson, the teacher will adopt the following steps:
Step 1: Introduction
Time: 5 minutes
Teaching Skill: Set Induction
Teacher’s Activity: Ask pupils what they know about computers and what they can do.
Pupils’ Activity: Respond to the teacher’s questions.
Step 2: Clarification of Key Concepts
Time: 10 minutes
Teaching Skill: Explaining
Teacher’s Activity: Explain the meaning of software using simple language and examples.
Pupils’ Activity: Listen attentively and ask questions.
Step 3: Presentation/Guided Practice
Time: 10 minutes
Teaching Skill: Demonstrating
Teacher’s Activity: Show pictures or videos of different software and explain their uses.
Pupils’ Activity: Observe and participate in discussions.
Step 4: Independent Practice
Time: 5 minutes
Teaching Skill: Monitoring
Teacher’s Activity: Ask pupils to name two uses of software.
pupils’ Activity: Answer the teacher’s questions.
Step 5: Note-Taking
Time: 5 minutes
Teaching Skill: Guiding
Teacher’s Activity: Guide pupils in taking notes on the key concepts.
Pupils’ Activity: Write down importent points.
Step 6: Evaluation/Review
Time: 5 minutes
Teaching Skill: Assessing
Teacher’s Activity: Ask review questions to check understanding.Pupils’ Activity: Answer the review questions.
Step 7: Conclusion
Time: 5 minutes
Teaching Skill: Summarizing
Teacher’s Activity: Summarize the key points about the uses of software and encourage pupils to explore different software safely and responsibly.
Pupils’ Activity: Listen and ask any remaining questions.
Lesson Keywords
- Software – A set of instructions that tells a computer what to do.
- submission – A type of software that allows you to perform specific tasks.
- Games – Software used for entertainment and learning.
- Communication – Software used to connect with others.
- Art – Software used to create digital drawings and designs.
Lesson Evaluation
To evaluate the learning, the teacher asks pupils to:
- Name two uses of software.
- What is one software you use at home or school?
- How does software help us learn and have fun?
Assignment/Homework
- List three different software applications you can find on a computer or phone at home.
- Draw a picture of your favorite software and write one sentence about what it does.
Differentiation
- For slower learners:
Provide extra support and simpler examples.
- For advanced learners:
Encourage them to explore more complex software and their uses.
- For visual/auditory/kinesthetic learners:
Use visual aids, verbal explanations, and hands-on activities to cater to different learning styles.
Note for Teachers
Ensure to use real-life examples and visual aids to make the lesson engaging and understandable for primary one pupils. Encourage active participation and provide positive reinforcement.

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