Creative Project
by Dehiwalage Fernando
1. Tools and users engagement
1.1. Use Scratch to create the project- open Scratch web, create the account, log in Scratch, use the codes, research, guidelines, brainstorms and create the project
1.2. Elements for users- Code, Costumes, sounds, images, texts and gamification.
2. Models of learning
2.1. Bloom's Taxonomy- Consumers(Analyze, evaluate and create), Producers( High levels thinking)
2.2. SAMR- Consumers(Modification), Producers(Redefinition)
2.3. Encouragement learners for Scratch- Creating the project that expresses their ideas: interactive games, design animated, illustrations of processes.
3. Content of the program
3.1. Learning tool- English, Grammar((Personal Pronouns)
3.2. Specific Learning - Personal Pronouns, person, singular and plural
4. Audience
4.1. Age- Primary learners, grades 1 and 2, between 6 and 7 years.
4.2. Suitable for Age level- Literacy improvement, Language elements, Grammar knowledge, recognizing gender. singular nouns and plural nouns
5. Resources
5.1. A sprite, backdrops, tutorial, code and costumes.