App Inventor Teacher Guide Teacher Facilitation Guide
Lesson: There's an App for That! | 3rd Grade Computer Science
Duration
45-50 Minutes
Goal
Understand apps as problem-solvers
Focus
Input & Output Basics
Learning Objective
Students will be able to define "Application" (App) as a program with a specific job and design a basic interface that utilizes input (user action) and output (computer response) to solve a real-world problem.
Preparation & Materials
App Inventor Slide Deck
App Designer Planning Sheets (1 per pair)
Paper Tablet Templates (1 per student)
Markers & Colored Pencils
Instructional Sequence
1. Warm-up: Problem Solvers
5 MIN
Ask students: "What is an app you use at home?" Follow up with: "What problem does this app solve for you?"
Examples: YouTube Kids solves "I'm bored and want to learn/watch something." Weather apps solve "I don't know what to wear today."
2. Video: How Computers Work
5 MIN
Watch SciShow Kids (0:55-1:27). Focus on the definition of an App .
Discussion Anchor:
"Jessi says an app is a program with a 'specific job.' What is the 'specific job' of a calculator app? A map app?"
3. Main Activity: Design Your Own App
20 MIN
Brainstorm: Pairs use the Planning Sheet to identify a "silly" or "serious" daily problem (e.g., "I can't find my shoes").
Plan Input/Output: Define what the user does (clicks a button) and what the app does back (makes a beep or shows a map).
Design: Individually or in pairs, draw the screen interface on the Tablet Template. Remind students to include buttons!
4. Reflection: Gallery Walk
10 MIN
Students place templates on desks. Class walks around. Encourage students to "test" the apps by tapping the drawn buttons while the creator explains the "output."
Key Vocabulary
App (Application)
A computer program that has a specific job to do.
Input
Information or instructions we give to a computer (tapping, typing).
Output
How the computer communicates back to us (screen, sounds, paper).
Program
A set of step-by-step instructions for a computer.
App Inventor Slides Tech Explorers: Lesson 1
There's an App for That!
Software, Applications, and Problem Solving
Mobile
Desktop
Smart TV
Warm Up
What apps do you use at home?
Think about a game, a learning tool, or a video app.
The Big Question
"What problem does that app solve for you?"
Example: Being bored is a problem!
Video: How Do Computers Work?
Watch: 0:55 - 1:27
Embedded media
What is an App?
Short for Application
An app is a computer program that has a specific job to do.
Math Job
Weather Job
Gaming Job
How Apps Work
INPUT
What WE DO to tell the computer what to do.
(Tap, Click, Type)
OUTPUT
What the COMPUTER DOES back to us.
(Sound, Picture, Light)
Your Mission: App Inventor
1
Pick a Problem to solve.
2
Plan your Input (Buttons) and Output (Screens).
3
Draw your app on the Paper Tablet.
Brainstorm Ideas
"I forget to feed my dog."
"I can't find my shoes."
"I don't know what to eat for lunch."
App Showcase!
Walk around and "test" each other's apps.
Tap a button and see what happens!
Start Exploring!
App Designer Planning Sheet App Designer
Planning Your Big Idea
Names:
Date:
1
The Big Problem
What is a problem you or a friend has during the day? (Example: "I lose my pencils.")
2
The App Solution
What is the name of your app?
How does it help solve the problem?
3
The "Secret Recipe"
INPUT
What does the user click, tap, or type?
OUTPUT
What does the computer show or do back?
Next Step: Once your plan is finished, grab your Paper Tablet Template to draw what your app looks like!
App Tablet Template App Architect:
App Name:
Tablet Template
Design your interface below
9:41 AM
Include Inputs
Draw the buttons, sliders, or boxes that users will touch to make things happen.
Show Outputs
Draw what the screen shows the user. Use colors and clear labels!