Time & Money: Dash the Time Traveler (Gr. 1-2)

Description

In this lesson, students will design an after-school schedule and chore for Dash. Students will practice digital time, programming Dash to move forward on a Timetable Programming Mat. For 2nd graders, each time Dash performs a “chore” on a square of the Timetable Programming Mat, the students will be paid the assigned amount in nickels, dimes, or quarters. At the end of the game, the group that’s earned the most money will be the winner.

Objectives

  • Fill in a T-chart with after-school activities
  • Tell and recognize time in hours and half hours using a digital display
  • 2nd grade only: solve problems involving quarters, dimes, and nickels
  • Program a sequence of instructions for Dash which may include moves, lights, sounds, animations, and simple loops

Lesson Procedure

  • Class 1: Time and Mat Preparation (20 minutes)
  • Class 2: Programming (20 minutes)

Curriculum Connections Summary

  • Ontario - Mathematics - Algebra (Coding)
  • Quebec - Mathematics
  • New Brunswick - Mathematics
  • Nova Scotia - Mathematics & ICT
  • Alberta - Mathematics & ICT
  • British Columbia - Mathematics & ADST
  • Manitoba - Mathematics
  • Prince Edward Island - Mathematics
  • Saskatchewan - Mathematics
  • Newfoundland & Labrador - Mathematics
  • Yukon Territories - Follow's B.C.'s Curriculum
  • Northwest Territories - Follows Alberta's Curriculum
  • Nunavut - Follows Alberta's Curriculum


 

Robots and Accessories

Other Supplies

  • Bulletin board paper (1 large sheet per group)
  • Crayon or marker (1 per group)
  • Pencils (2 per group)
  • Paperclips
  • Tape (1 roll per group)
  • Hour Spinner worksheet (1 per group)
  • Minute Cube worksheet (1 per group)
  • [Optional] access to Twitter and Instagram
  • Tablets - See Tablet Compatibility

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