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A box that remembers: 3rd to 5th computers & making

Variables. A free 3rd to 5th lesson plan with a hook, practice that links to free activities, and an exit ticket. Copy it and make it yours.

Lesson plan

Goal

  • Students work toward: variables.

Hook (5 min)

  • Ask the class: How does a game remember your score?
  • Take two or three answers and write them where everyone can see them.

Teach (15 min)

  • Say the big idea in one plain sentence: a box that remembers.
  • Show one example, then one that is not an example, and ask how the two differ.
  • Have students tell a partner or a small group the idea in their own words.

Practise (20 min)

  • Choose one for the whole class or let groups pick:
  • Learn: A Box That Remembers (https://peabody.kids/world/code/code-a-box-that-remembers)

Exit ticket (5 min)

  • On a slip or aloud: one thing I learned about a box that remembers, and one question I still have.
  • Sort the slips into: got it, nearly, not yet. Start tomorrow with the last pile.

Written by Peabody from its own skill pages. Free, no ads, no sign-in. Children can practise this on Peabody. More from teachers: teacher-shared resources.