Unit 6.2

Feed your mind, mind your feed

In this unit, students will design and program their own “anti-apps” that encourage users to engage in screen-free activities. Throughout the unit, students will discuss how the design of an app can influence the way people use it. Students investigate how computing concepts such as variables, conditionals, and lists are used to control the outcome of a program and manage user input. They will also reflect on the impacts of the design choices they make when creating their own app.

school
Grade 6
local_library
Subject Health
schedule
Length of unit 5 hours

Overview documents

1

The anti-app

Students are introduced to their challenge for the unit: create an application (app) that encourages users to engage in screen-free activities. They plan features of their app, including a name, an icon, a goal, and two sets of activities to recommend.

2

Build your layout

Students examine the Scratch interface they will use to program their app. They design a layout for their app. Students then share their work with a partner and receive feedback on the accessibility of their layout.

3

Set it up

Students examine the function of different commands in Scratch. They use events, looks, and motion commands to ensure the app looks the same each time it runs. They then expand their understanding of looks commands to make their buttons responsive to user input.

4

Look at those lists

Students are introduced to variables as a way to store data in a program. They then compare variables to lists, which they can use to refer to multiple pieces of data. They create their lists of activities in their application before using operators to select a random activity to recommend.

5

How random is random?

Students explore how random decisions may result in outcomes that do not appear random. They store the value of a variable in another variable, and use control structures such as if-else conditionals to make sure their app recommends a different activity each time a button is pressed.

6

Launch day

Students will write description statements for their apps. They will then share their design choices with peers, and provide feedback to their classmates. Finally, they will propose new features for their apps.