Lesson 4: Learn to Drag and Drop

Click | Double-Click | Drag | Drop | Pair Programming

Overview

This lesson will give students an idea of what to expect when they head to the computer lab. It begins with a brief discussion introducing them to computer lab manners, then they will progress into using a computer to complete online puzzles.

Purpose

The main goal of this lesson is to build students' experience with computers. By covering the most basic computer functions such as clicking, dragging, and dropping, we are creating a more equal playing field in the class for future puzzles. This lesson also provides a great opportunity to introduce proper computer lab behavior.

Agenda

Warm Up (10 min)

Bridging Activity - Drag and Drop (10 - 15 min)

Main Activity (20 - 30 min)

Wrap Up (5 - 10 min)

Extension Activities

Objectives

Students will be able to:

  • Recognize what is expected of them when they transition into the computer lab.
  • Drag, drop, and click to complete Code.org puzzles.

Preparation

Links

Heads Up! Please make a copy of any documents you plan to share with students.

For the Teacher

For the Students

Vocabulary

  • Click - Press the mouse button
  • Double-Click - Press the mouse button very quickly
  • Drag - Click your mouse button and hold as you move the mouse pointer to a new location
  • Drop - Release your mouse button to "let go" of an item that you are dragging

Support

Report a Bug

Teaching Guide

Warm Up (10 min)

Behaving in the Computer Lab

Goal: This discussion will teach students what to expect and how to behave when they enter the computer lab.

Discussion Goals:

  • Use calm bodies in the lab
  • Remember not to chew gum or candy
  • Sanitize your hands
  • Sit with your partner at one computer
  • Make sure that the first "driver" can reach the mouse
  • When you get frustrated, don't hit or shake the computer or monitor
  • Follow the 20/20/20 - Website rule
  • How to deal with the Wiggles every 20-30 minutes (requires a free login on GoNoodle)
  • Ask your partner before you ask the teacher
  • Keep volume down so everyone else can hear their partners
  • Use your journal for keeping track of feelings and solutions

Discuss

Have a good discussion around the computer lab expectations to make sure that students understand the rules. Some topics of discussion might include:

  • Is running in the computer lab okay?
  • How loudly should be walk when we are in the computer lab?
  • What should you do if you get stuck on a puzzle?
  • If you get frustrated, will it help to hit the computer?
  • When we're about to go to the computer lab, how should be get ready?

Vocabulary

  • Click: Pressing the mouse button
  • Double-Click: Pressing the mouse button twice very quickly.
  • Drag: Click your mouse button and hold as you move the mouse pointer to another location
  • Drop: Releasing your mouse button to "let go" of the item that you are dragging.

Bridging Activity - Drag and Drop (10 - 15 min)

Choose one of the following to do with your class:

Dragging and Dropping Algorithms

Print out a copy of Real-Life Algorithms: Plant A Seed - Worksheet. Cut out each of the squares representing tasks. On a projector or in front of the class practice "dragging and dropping" by pressing your finger on one of the paper squares and moving it across a table. Explain that you can "click" on this square by tapping your finger to the square, or you can "drag" the square by pressing your finger on the square and moving it. To "drop" the square, release your finger from the square.

After showing this to the class, ask for volunteers to put the algorithm in correct order by "dragging and dropping" the squares.

Previewing Online Puzzles as a Class

Project a puzzle from the Course A Online Puzzles - Website corresponding to this lesson. Show the class how to click on the picture and place it in the correct spot by dragging and dropping. Purposely make mistakes such as clicking the background or dropping the image before it's at the right spot. Ask for help from volunteers in the class when you run into these problems.

Main Activity (20 - 30 min)

Course A Online Puzzles - Website

Teacher Tip

Show the students the right way to help classmates:

  • Don’t sit in the classmate’s chair
  • Don’t use the classmate’s keyboard
  • Don’t touch the classmate’s mouse
  • Make sure the classmate can describe the solution to you out loud before you walk away

Goal: This will teach students how to use Code.org to complete online puzzles.

This stage was designed to give students the opportunity to practice hand-eye coordination, clicking, and drag & drop skills. Students will also play with sequence.

The vocabulary introduced in this lesson becomes relevant during this activity. Take some time to explicitly teach how to click, double-click, drag, and drop. It might work better for you to cover these words in the classroom environment where you can lead by example -- or it might make more sense to teach the words individually as students work on their puzzles in the lab. You will need to decide what you believe is best for your class.

Place kids in pairs and have them watch the Pair Programming - Student Video at their stations. This should help students start off in the right direction.

Teachers play a vital role in computer science education and supporting a collaborative and vibrant classroom environment. During online activities, the role of the teacher is primarily one of encouragement and support. Online lessons are meant to be student-centered, so teachers should avoid stepping in when students get stuck. Some ideas on how to do this are:

  • Utilize pair programming whenever possible during the activity.
  • Encourage students with questions/challenges to start by asking their partner.
  • Unanswered questions can be escalated to a nearby group, who might already know the solution.
  • Remind students to use the debugging process before you approach.
  • Have students describe the problem that they’re seeing. What is it supposed to do? What does it do? What does that tell you?
  • Remind frustrated students that frustration is a step on the path to learning, and that persistence will pay off.
  • If a student is still stuck after all of this, ask leading questions to get the student to spot an error on their own.

Wrap Up (5 - 10 min)

Journaling

Goal: Help students reflect on the things they learned in this lesson

Give the students a journal prompt to help them process some of the things that they encountered during the day.

Journal prompts could include:

  • Can you draw a sequence for getting ready to go to the computer lab?
  • Draw a computer lab "Do" and a "Don't"
  • Use your journal to let me know how you felt about today's lesson plan

Extension Activities

If students complete the puzzles from Stage 4 early, have them spend some time trying to come up with their own puzzles in their Think Spot Journal - Reflection Journal.

Standards Alignment

View full course alignment

CSTA K-12 Computer Science Standards

AP - Algorithms & Programming
  • 1A-AP-11 - Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.