Week 01 of 09 · Sequences

Parcel Post

I can program a pickup and delivery in the correct order.

50-minute lesson3 activities + exit checkBuild the basics

Your Week 1 game

Game readyOpen game in a full tab
Student workspace

Your activities & worksheet

The meadow post office has a parcel waiting. Program your courier cart to collect it and deliver it to the purple house. Work with a partner, swap roles, and record your own thinking.

Essential question

How does instruction order make a delivery succeed?

Activity 1 · Find the parcel

  1. Open Parcel Post. Locate C3 R3 and the destination at C5 R3.
  2. Run two moves and try delivery before pickup. Read the feedback; identify the missing action.

Activity 2 · Complete a delivery

  1. Build the route with a pickup at the parcel and a delivery at the house.
  2. Predict each cargo change, then Run. Swap roles and rebuild without copying.

Activity 3 · Debug the pickup

  1. Move Pick up one instruction earlier. Predict and test the failure.
  2. Use the trace to put pickup back at C3 R3 and complete a new delivery.

Individual exit check

Which instruction changes the parcel from waiting to being carried?

Responses save on this device as you type.
Teacher guide · Week 1

Teach this lesson

A 50-minute plan with preparation, prompts, model responses, differentiation, and an individual assessment.

View NY standards crosswalk
Essential question

How does instruction order make a delivery succeed?

Planning elementTeacher notes
Learning targetI can program a pickup and delivery in the correct order.
Evidence of learningPick up the parcel at C3 R3 and deliver it to C5 R3. Keep individual predictions, observations, and an explanation; a completion badge alone does not establish mastery.
Standards focus2-3.CT.4, 2-3.CT.9, 2-3.CT.10, 2-3.NSD.2.
Vocabularysequence, instruction, cargo, pickup, delivery, debug
ReadinessFollow a short sequence and use a grid. No previous Scratch experience is required.
PreparationOpen game-week-01.html (Parcel Post). Check the courier cart and Meadow Mail scene. Prepare a 5-by-5 grid, arrow counter, and worksheet. Use one device per pair and review the goal before revealing a solution. Game awards and worksheet responses save locally on this device; use teacher records for assessment.

50-minute lesson sequence

MinutesTeaching movesLook for
0-5Introduce the mission
Read the story and goal. Ask: How does instruction order make a delivery succeed? Identify what must be observed to verify success.
Learners restate the task and constraints.
5-12Model one action or test
Demonstrate one control without solving the whole game. Explain the difference between robot heading and camera view. Ask for a prediction before clicking Run.
Each learner names an input, expected action, and observable result.
12-20Activity 1: Find the parcel
Open Parcel Post. Locate C3 R3 and the destination at C5 R3. Run two moves and try delivery before pickup. Read the feedback; identify the missing action. Ask pairs to trace with a counter before retesting.
Collect the first worksheet prediction and observation.
20-35Activity 2: Complete a delivery
Build the route with a pickup at the parcel and a delivery at the house. Predict each cargo change, then Run. Swap roles and rebuild without copying. Swap driver and navigator after one run. Pause at the first unexpected state.
Both partners connect a block, label, or parameter with the observed result.
35-43Activity 3: Debug the pickup
Move Pick up one instruction earlier. Predict and test the failure. Use the trace to put pickup back at C3 R3 and complete a new delivery.
A revision or comparison is supported by a recorded test.
43-48Independent exit check
Ask each learner: Which instruction changes the parcel from waiting to being carried? Allow a spoken answer, drawing, or written response without a partner supplying the explanation.
Use the model answer as a guide; accept other explanations grounded in the run.
48-50Save evidence and reflect
Record completion and a next teaching step. Ask learners to download their worksheet or use a teacher-approved classroom record.
A next test or remaining limitation is named.

Model program and expected behavior

move; move; pick up; move; move; deliver

Six actions: move twice, pick up, move twice, deliver. The parcel remains on the tile until pickup. Delivery requires both the correct location and carried cargo.

2D teaching reference

Columns run west to east; rows run north to south. S = start, G = goal, M = mission item, X = barrier, P = route. Start heading: east. Use counters and this grid as an alternative to interpreting the 3D view.

GridC1C2C3C4C5
R1.....
R2.....
R3SPPMPG
R4.....
R5.....

Misconceptions and a useful response

MisconceptionResponse
Moving over a parcel collects it.Test moving past it without Pick up. Ask the learner to name the missing state-changing action.
Finishing the game proves I understand everything.Ask for an individual prediction, trace, explanation, and a next test. Use completion as one piece of evidence.

Differentiate the task

Support: Use six illustrated action cards and a parcel counter. Ask learners to arrange the cards and explain the pickup position. Provide the written position/heading status and a 2D or tactile map when the 3D view is not useful.

Extend: Compare a route plan grouped as travel / collect / travel / deliver with the same six individual actions. Explain why the order cannot be arbitrary.

Independent exit check

Prompt: Which instruction changes the parcel from waiting to being carried?

Teacher key: Pick up at C3 R3. Moving across the parcel does not collect it automatically.

Connect to Scratch or physical robotics

In Scratch, use a cargo variable and touching-destination condition. A physical gripper would need an explicit pickup action and a successful-grip check.