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Osmo Coding - 8 lesson program

 

Lesson 1: Introduction to Osmo Coding

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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​ObjectiveStudents will be introduced to the Osmo Coding kit and learn how to navigate basic coding concepts such as movement and sequencing.

  1. Introduction (10 minutes)

  •  Show students the Osmo Coding kit and how it connects to the iPad. Discuss what coding is and explain terms like "sequence" and "command."

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  2. Main Activity (25 minutes)

  •  Have students explore the Osmo Coding game "Awbie." Demonstrate how to create a sequence using the movement blocks (e.g., move Awbie forward).

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  3. Conclusion (10 minutes)

  • Ask students to share what they discovered and discuss how sequences helped Awbie move around. Encourage students to use terms like “forward” or “left.”

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Lesson 2: Exploring Commands and Sequences

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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Objective: Students will learn to create basic sequences and understand how commands can be combined to achieve different results.

  1. Introduction (5 minutes)

  • Review what students learned about commands and sequences. Introduce a challenge, such as moving Awbie to a specific point.

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  2. Main Activity (30 minutes)

  • Pair students and let them work together to solve the challenge using different sequences. Encourage them to experiment with “repeat” and “loop” commands.

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  3. Conclusion (10 minutes)

  • Discuss strategies students used to solve the problem. Ask students to describe their thought process and share any difficulties they encountered.

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Lesson 3: Problem Solving with Loops

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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Objective: Students will learn how to use loops to simplify their code and solve problems more efficiently.

  1. Introduction (5 minutes)

  • Explain what loops are and how they can be used to repeat a set of commands.

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  2. Main Activity (30 minutes)

  • Present a scenario where Awbie needs to move in a square. Guide students to use the “loop” command to simplify the task.

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  3. Conclusion (10 minutes)

  • Ask students to compare using a loop versus repeating individual commands. Discuss when loops are useful in coding.

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Lesson 4: Conditional Commands

Outcomes:

NSW: STe-7DI-T: Identifies digital systems and explores how instructions are used to control digital devices.

Aus: ACTDIP004: Follow, describe, and represent a sequence of steps and decisions (algorithms) needed to solve simple problems.

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Objective: Students will be introduced to conditional commands and learn how to make Awbie respond to specific conditions.

  1. Introduction (5 minutes)

  • Define a “condition” and give examples (e.g., “If it’s raining, use an umbrella”).

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  2. Main Activity (30 minutes)

  • Demonstrate a simple condition like “If Awbie sees a strawberry, turn left.” Let students experiment with conditions in the Osmo game.

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  3. Conclusion (10 minutes)

  • Discuss how conditions can change the flow of a sequence and the impact on Awbie’s actions.
     

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Lesson 5: Creating Algorithms

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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Objective: Students will create their own algorithms using the commands they have learned so far.

 1. Introduction (5 minutes)

  • Review commands, loops, and conditions. Discuss how these are building blocks for algorithms.

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  2. Main Activity (30 minutes)

  • Have students design an algorithm on paper first, then implement it in Osmo. Ensure they include at least one loop and one condition.

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  3. Conclusion (10 minutes)

  • Ask students to evaluate their algorithm and see if it works as intended. If not, encourage debugging.

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Lesson 6: Debugging and Refining Code

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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Objective: Students will learn how to identify and fix errors in their code through debugging.

  1. Introduction (5 minutes)

  • Explain what “debugging” means. Give real-world examples of fixing mistakes.

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  2. Main Activity (30 minutes)

  • Present code with deliberate errors. Have students work in pairs to identify and fix the errors.

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  3. Conclusion (10 minutes)

  • Discuss how finding mistakes helps improve their coding skills. Talk about patience and problem-solving.

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Lesson 7: Independent Coding Project

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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Objective: Students will create a small project using all the commands learned, working independently or in pairs.

  1. Introduction (5 minutes)

  • Discuss the project guidelines. Each student or pair must design a sequence that completes a specific task in Osmo.

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  2. Main Activity (30 minutes)

  • Allow students to plan, implement, and test their projects. Circulate to provide guidance and support.

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  3. Conclusion (10 minutes)

  • Ask students to present their projects, describing the challenges they faced and how they overcame them.

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Lesson 8: Showcase and Assessment

Outcomes:

NSW: STe-2DP-T, STe-7DI-T

Aus: ACTDIK001, ACTDIK004

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Objective: Students will showcase their coding projects and reflect on their learning journey. An end-of-program assessment will be conducted.

  1. Introduction (5 minutes)

  • Explain how the showcase will work. Students will share their projects with the class.

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  2. Main Activity (30 minutes)

  • Each student presents their project. Encourage them to explain the sequence, loops, and conditions used.

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  3. Conclusion (10 minutes)

  • Conduct a short assessment where students identify coding blocks on paper and match them with functions. This can be a written or oral activity, depending on student comfort levels.​

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