Programming and Computational Thought: Introduction to Entry Level Programming utilizing Robots
Jonathan Nilson
95651148
ETEC512-64C
UBC
Sunah Cho
Running Head: LESSON PLAN CRITIQUE 2
Introduction
The lesson I have chosen to critique, “Programming and Computational Thought: Introduction to Entry
Level Programming utilizing Robots” is by no means weak or faulty. Many of its aspects reflect elements
found within general constructivist theory. Further, while not clearly articulated, links to behaviourist
principles can be made, as well as to the gamification models of Cognitive Nueroscientist and Teacher
Judy Willis. However, the lesson can benefit from a more conscious linking to specific educational
theories, as well as adjustments so that these theories can be more fully implemented. With this in
mind, I will identify and expand upon areas that would benefit from a more deliberate inclusion of
specific principles, including: behaviourism and how it relates to classroom management; the game
theory and cognitive neuroscience practices of Judy Willis and how they may impact students levels of
engagement; and constructivist theories, including those of Jerome Bruner and Jean Piaget, and how
Behaviourism
While the majority of the lesson utilizes theories other than behaviourism as means of students
developing and practicing their knowledge, behaviourism can play a significant role in how the lesson is
executed, particularly in creating a manageable learning environment. Using appropriate stimuli and
reinforcements to indicate when the lesson is to begin and when transitions are to occur would
minimize disruptions as students move from one activity to the other. Fudge et al (2008) identifies that
group activity transitions are difficult to manage effectively, and when not approached in a clear,
systematic fashion, may result in increased off-task behaviours and lost learning time.
In its current state, the lesson plan only makes minor use of behaviourism. Situated at the start of the
lesson, robots following an automated pattern within a circle of student chairs provide an initial
stimulus. This stimulus is intended to generate a response of gathering students together, capturing
Running Head: LESSON PLAN CRITIQUE 3
their attention and generating a conversation. The effectiveness of this stimuli is determined by both
past practice and the application of appropriate reinforcement, such as positive comments and
What the lesson significantly lacks is an effective means of transitioning between each section of the
lesson. This not only includes the introduction, robotic challenges and final reflection pieces, but also in
between the robotic challenges themselves. In order to address this, I would utilize musical stimuli in
manner similar to Brent Vasicek (2011, January 5), as means to mark, indicate the length of, and even
warn of the approach of transition times. For each transition, I would play a music clip of a set length
that the students were familiar with so that they were both aware that they were within a transition
time and also how long they had to transition. In the case of intense activities, where the warning of an
impending transition would be useful, I would play another musical clip of a specific length, such as two
minutes, where the students could ensure they have completed their activities to the best of their
Judy Willis’ theories on the benefits of the video game model to aid learning (2011, April 14) seems a
logical fit for a lesson that consists of a series of scaled challenges. Of particular interest are her theories
relating to individualized achievement challenge, or tasks that are within a student’s potential to achieve
but whose success are not automatically guaranteed. This, when combined with the subsequent
dopamine boosts that result from student success, encourages students to be resilient and engaged
Unmodified, the lesson plan does have elements of Willis’ theories, specifically in the set of
incrementally more difficult challenges that the students must accomplish. Success in one challenge
allows students to progress to the next, allowing for the “…harder work as a reward for doing well”
Running Head: LESSON PLAN CRITIQUE 4
(Willis, 2011, April 14) element that she sees as key for the brain receiving dopamine surges. However,
the challenge of maneuvering a robot through a series of paths seems almost too simple, and the
likelihood of success to obvious for students to necessarily meet the criteria for individualized
achievement challenges. As a result of this lack of challenge, students might find themselves bored and
disengaged from these lesson (Willis, 2011, May 24), and certainly not receiving the doses of dopamine
In order to make the challenges more engaging, I would add the additional variable of having to
complete each specific task in the least amount of time as possible, combined with an overall maximum
amount of time allowed for the completion of all challenges. Students would therefore want to
minimize how long it takes to complete each task to ensure they had enough time for subsequent ones.
Students would still have a set activity time for each challenge that would allow them multiple
When originally conceived, this lesson plan, was intended to include constructivist elements, the core of
which is the opportunity for students to build and develop their own knowledge and understanding,
rather than simply having content delivered to them with the expectation of memorization. This is
reflective of the constructivist belief that knowledge is not simply something that can transmitted from
one to another, but is rather a product of one’s attempts to internally organize their experiences and
To facilitate learning, constructivists such as Jerome Bruner suggest that the role of teachers is to
provide structured support for these experiences, often in the form of limiting choice or variables, as
students begin to build their knowledge of new concepts (Wheeler, 2016, June 7). Referred to as
scaffolding, this support is gradually reduced as students become more familiar with the concepts being
Running Head: LESSON PLAN CRITIQUE 5
learned. As learning occurs, students determine how the newly acquired experiences and information
will incorporated into their existing knowledge schema. Jean Piaget’s cognitive development theory
recognized the need for this incorporation, which he differentiated between assimilation, the
integration of new information into existing knowledge schema, and accommodation, the alteration of
knowledge schema in order to account for the new data (Zhiqing, 2015).
While present to some degree, the above mentioned constructivist elements are underdeveloped within
the lesson and do not maximize the student learning opportunities. The scaled robot challenges do
somewhat resemble a scaffolded activity, but the provision of all the coding language at the lesson’s
start, removed from the context of the relevant challenges, may not provide enough structure for
success. Further, while an opportunity is provided for students to reflect on their learning at the end of
the lesson, there is no opportunity at the start to determine their existing knowledge schema. Without
such an initial assessment, it is difficult to determine what the actual impact of the learning is, including
whether students were able to assimilate the newly acquired information or whether accommodation
was required. While a seemingly minor detail, the assimilation versus accommodation question would
To better align the lesson with Bruner’s scaffolding concepts, I would adjust the delivery of the
foundational coding concepts so that the relevant information was presented right before the required
activity. The initial activity would require the greatest amount of support, with each subsequent activity
requiring only supplement code to support that specific challenge. Further, less explanation of the
nature of the code would be required as students become adept with the programming language.
To allow for a clearer understanding of students’ existing knowledge of programming and computational
thought, I would also include a new reflection opportunity as a pre-learning activity where students
would outline what they understood about computer code, including what influenced this knowledge.
Running Head: LESSON PLAN CRITIQUE 6
This initial reflection would later be utilized as point of reference in the subsequent end of lesson
reflection, in which students would indicate how their knowledge had changed or grown from this
starting point. This in turn, would allow me to better assess the development of my students’ learning,
including if they were able to assimilate their coding experiences into an already well-structured, open
knowledge schema, or whether they were required to accommodate the information and radically
Conclusion
While I considered this lesson plan to be comprehensive and well thought out when I initially developed
it, subsequent experience with several educational theories have brought deficiencies to light.
Behaviourist principles, game theory and elements of Bruner and Piaget were all present, yet they are
approached haphazardly and with limited understanding. While this lesson will continue to be under
development, and will remain so as long as I continue learning, this new iteration is a much better
reflection of both my knowledge of these educational theories and the potential they have to impact the
learning of my students.
Critique References
Fudge, D. L., Skinner, C. H., Williams, J. L., Cowden, D., Clark, J., & Bliss, S. L. (2008). Increasing on-task
behavior in every student in a second-grade classroom during transitions: Validating the color
http://ezproxy.library.ubc.ca/login?url=http://www.sciencedirect.com.ezproxy.library.ubc.ca/sci
ence/article/pii/S0022440508000307?np=y
Running Head: LESSON PLAN CRITIQUE 7
Standridge, M. (2002). Behaviorism. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and
Vasicek, B. (2011, January 5). Music to manage your classroom. Retrieved from:
http://www.scholastic.com/teachers/classroom_solutions/2011/01/music-to-manage-your-
classroom
Wheeler, S. (2016, June 7). Scaffolds and spirals. [Web log comment] Retrieved from: http://www.steve-
wheeler.co.uk/2016/06/scaffolds-and-spirals.html
Willis, J. (2011, April 14). A neurologist makes the case for the video game model as a learning tool.
video-game-model-learning-tool
Willis, J. (2011, May 24). How to plan instruction using the video game model. [Web log comment]
judy-willis-md
2015/v11n2-art9.pdf
Running Head: LESSON PLAN CRITIQUE 8
Activities
Utilizing the teacher device and the projector, demonstrate how to connect to the
robot via Bluetooth and the Tickle application.
Have students complete all three challenges, as listed on the accompanying activity
sheet. In summary:
Running Head: LESSON PLAN CRITIQUE 10
o Students assume one of three roles within the group that they rotate
through: controller, recorder or supporter.
o Using the projector and teacher device, the teacher introduces the
programming instructions in Tickle necessary/useful for completing the
challenge. As a part of it:
The teacher should only introduce the commands and variable
necessary for the particular challenge the students are currently
on.
Each subsequent challenge, the total number of instructions
should be reduces, reflecting the existence of previously
provided instructions and the students’ own growing confidence
in coding.
Students should follow along with their own devices and Tickle
application.
(Note – Constructivism/Bruner: this alteration reflects the need for more clearly defined
scaffolding. The first challenge receives the greatest amount of support, while subsequent
challenges receive proportionately less, as student experience grows.)
Break
Depending on class variables (student rate of success, students with specific
learning needs, length of class, etc) a break may be required and the lesson carried
on with the next class.
Running Head: LESSON PLAN CRITIQUE 11
Group Discussion/Closure
Once the challenges have been completed by all students, an opportunity to
discuss the challenges as a class is provided. This will assist with students in
assimilating or accommodating their learning, and provide support for when they
later have to reflect on their experience.
Guiding questions for the group discussion should initially focus on how the reality
of programming differed from what students’ initial impressions were, and
whether their impressions were close or radically different. Subsequent discussion
points should provide students the opportunity to express their own impressions
of the coding experience, including what they found useful or limiting, and what
kind of challenges they would like to take on next with their newly developed
knowledge.
Portfolios and Reflection
Before the end of the lesson or final class, students need to be provided an
opportunity to upload the recorded videos to a common or shared area, such as
Google Drive, Dropbox, or, depending on portfolio setup, YouTube.
Reflections can be completed either as part of the classroom activities or as an at
home follow-up to the days and events.
Reflections should focus on articulating the points that came up during the group
discussion, including how their own learning was impacted by the activities.
Particular attention should be paid to whether the learning built upon existing
knowledge schema or required the formation of new schema.
(Note – Constructivism/Piaget: both the group discussion and the reflection piece are
intended to assist in either the assimilation or accommodation of the students newly
constructed learning. Further, they will also indicate whether it was assimilation or
accommodation that occurred, indicating the effectiveness of previous lessons in laying the
foundation for this assignment.)
o The robot must stay within one “robot length” of the taped line
Diagram 2: In a Square 25cmx25cm
50cm
path, the robot must knock down or move all the stacked cups.
In this challenge only, the robot may finish outside of the final
square.
Limitations: 25cm
o Must be completed as fast as possible, but still meet
the other criteria
o The robot must stay within one “robot length” of the
taped line
o All cups must be moved from their original positions 50cm
Assessment
Share all three challenge videos amongst the group members.
Upload all three challenge videos to your personal digital
portfolio.
Reflect on the activity and our subsequent conversations. You
may use the following questions to help guide your response: 25cmx25cm
o As you progressed through the challenges did you
always feel like you could accomplish the task? Or did you feel any uncertainty
o Has this activity altered your knowledge of programming or added to it?
o What is a challenge you would like to attempt? Would you feel comfortable in experimenting
with code on your own to accomplish it?
(Note: these reflection questions serve multiple purposes. Not only do they provide the student opportunities to
more effectively incorporate their newly acquired learning, they inform the teacher whether this incorporation
is assimilation or accommodation, whether the activities were suitable based upon as individualized
achievement challenges, and finally whether the scaffolding was successful, and the students are now able to
meet challenges on their own.
Running Head: LESSON PLAN CRITIQUE 14
Previously set-up digital portfolios, that are enabled to accept video and have
features that support comments/responses
Lesson Previous class, assign the downloading of Tickle (free) to smart devices as
Preparation: homework.
Previous class, ensure students have a means of sharing recorded data from their
devices (ie cloud based services such a Google Drive or DropBox).
Ensure all robots have been charged.
Pre-divide class into groups of 3.
Assessment Assessment will be primarily formative, and will include both teacher comments and self-
Methods: reflections. The teacher will provide continual feedback and support during each stage or
challenge. Students groups will video record the process of identifying, analyzing and solving
each challenge, which will be uploaded to their digital portfolios and form the foundation of
a later reflection. The teacher will comment and engage in a dialogue with the student about
the reflection, which will also be documented in the digital portfolio.
Class Summary: Introduction: Approximately 10-15 minutes
Have student seats set up in a circle.
Have Sphero robot circling and changing colours on the floor in a pre-programmed
loop within the seated circle (hook/attention getting device).
Students enter class and immediately join the circle. Likely engage in pre-class bell
conversation about what they are seeing.
Initial Discussion/Activation of Prior Knowledge
o Ask guiding questions about what the students see occurring before them:
eg – What is taking place? How does the robot know to do this? What are
the nature of instructions?
Transmission of Foundational Content (Tickle programming language)
o Using the projector and smart device being used to control the robot,
introduce the 5-10 programming commands/instructions in Tickle
necessary/useful for completing the challenges: eg starting event,
movement, turns, speed, rotation, collision test, colour change, hop, etc.
o Demonstrate the potential range of variables and how to adjust them for
the relevant commands/instructions.
o Students should follow along with their own devices and Tickle application.
o Finish by demonstrating how to connect to the robot via Bluetooth and the
Tickle application.
Set-Up: 3-5 minutes
Inform students of their groups
Have group members collect materials – masking tape, measuring tape, cups and
robot (as well as a spare device if necessary).
Have the initial controlling student connect their device to the robot via Bluetooth.
Have groups find a clear space within the class or just outside to set up their
challenges.
Activity
Have students complete all three challenges, as listed on the accompanying activity
sheet. In summary:
o Students assume one of three roles within the group, that they rotate
through: controller, recorder or supporter.
o Each challenge is scaled to provide gradually increasing challenges that are
intended to stretch yet still be within the students’ capacities. The scaling
includes:
Steadily more complex scenarios requiring more advanced
instructions or a greater number of programming variables to
choose from.
Running Head: LESSON PLAN CRITIQUE 16
50cm
path, the robot must knock down or move all the stacked cups.
In this challenge only, the robot may finish outside of the final
square.
Limitations: 25cm
o Must be completed in under 1 minute
o The robot must stay within one “robot length” of the
taped line
o All cups must be moved from their original positions
50cm
Assessment