How to Organize MicroWorlds EX Classroom Projects with an Action Plan

By Camille McCue

MicroWorlds EX is a great tool for teaching kids how to code. If you’re leading a whole classroom through the same MicroWorlds EX project, each student will likely work at a different pace. An action plan enables students to track their progress and helps the teacher to check each student’s progress at-a-glance.

Give students a copy of the action plan, which they can keep onscreen or beside their computers. Then ask students to check off each task in the action plan as they complete it.

To create an action plan, outline the high-level steps for your project. For example, if your students are creating a number-guessing computer, you might break down the steps for laying out and coding the game page like this:

  • Paint a background.

  • Create a title.

  • Create a secret number variable in the form of a text box.

  • Make a slider to set the highest possible value of the secret number for a round of the game.

  • Create a turtle and paint four shapes for it.

  • Write a procedure for the computer to randomly choose a secret number.

  • Create a button to run the procedure.

  • Write a procedure that asks the player to guess a number, compares the player’s guess with the secret number, and tells the player whether she guessed correctly.

  • Create a tune that plays when the player makes a correct guess.

The MicroWorlds EX projects in Coding For Kids For Dummies are designed for kids to do on their own, but were also tested in a classroom. Visit the book’s Downloads tab for a free PDF of action plans that go with each of the projects in the book. You’ll also find key ideas covered in each project.