Grade 3 - Maker with micro:bit
Bring hands-on technology learning to Computer Science with our Maker course, designed around the micro:bit physical computing device. This course bridges the gap between digital and physical worlds, enabling students to transfer their computer programs into real-world applications with the micro:bit. Students will learn fundamental coding principles such as sequencing, loops, conditional logic, and event handling, and they will gain practical experience in how hardware and software can work together.
Not sure where to begin? Start with the first micro:bit project pathway and work your way through all three pathways, ordered by increasing difficulty. Each of the three pathways has two components. First, students will develop their coding knowledge by completing skill-building lessons from Code.org’s CS Fundamentals course. Then, students will go to the micro:bit platform to code their physical computing projects.
New to micro:bit?
Get started with our self-paced Professional Learning.
This self-paced course covers the following topics:
- How to use the Code.org curriculum
- How to setup a classroom on Code.org
- How to use micro:bits
- How to use the “Meet your micro:bit” project
- How to setup a classroom on micro:bit
- How to assess student learning
Key | Instructional Lesson Assessment Unplugged Lesson |
Make all lessons in this Unit visible or hidden for your students.
In this context-setting lesson, students will write conditional (if/else) statements to state the rules of simple card games.
In this skill-building lesson, your class will continue to code with conditionals, allowing them to write code that functions differently depending on the specific conditions the program encounters.
In this skill-building lesson, students will program a model of an aquatic ecosystem and then simulate an overfishing situation. Students will learn how to program conditional statements to check the amount of algae in the water. If there is too much algae, the coral becomes sick. If there is too little algae, the fish have no food source and leave the area. If there is just the right amount of algae, the sick coral will heal and the fish will stay in the area.
This lesson gives your students an early hands-on experience to discover the excitement that learning with the micro:bit offers. It helps reinforce what your students already know about code and computing concepts by transferring them to the physical world through exploring preprogrammed micro:bits. The exploration is also designed for you to model reviewing code together, helping your students make links between familiar computing concepts and their practical application by programming a physical device. This lesson is a pre-requisite before moving on to the rest of the activities in this unit.
In today's skill-building lesson, the goal is to make a prototype of automated lighting that switches on when it gets dark. The key concepts are: loops, conditionals (if.. then.. else..), inputs and outputs.
In this skill-building lesson, students will learn to create and animate sprites and make them interactive using events.
In today's skill-building lesson, the goal is to use conditionals to make an electronic version of a classic game of change. The key concepts are: events, conditionals (if.. then.. else...), and variables.
In this skill-building lesson, students will get practice with variables in Sprite Lab.
In today's skill-building lesson, the goal is make an activity picker using random numbers and conditionals. The key concepts are: events, conditionals (if.. then.. else...), and variables.
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Activity | Unplugged Lesson Extras | Online Assessment | Question Choice level | Activity: Not started | Activity: In progress | Activity: Completed (too many blocks) | Activity: Completed (perfect) | Activity: Submitted |