Hybrid Learning Lesson
TN-LP-PROG-GR6-10779 · v3.7
Introduction to Data Structures
Grade 6 · Programming · Scratch and Data Structures · Data Structures · FBISE
Grade
Grade 6
Subject
Programming
Unit
Scratch and Data Structures
Topic
Data Structures
Subtopic
Introduction to Data Structures
Curriculum
FBISE
Duration
45 minutes
Difficulty
Core
Teacher name
Class
Date
Learning objectives
- Recognise and define introduction to data structures accurately.
- Explain the underlying rule of introduction to data structures in your own words.
- Apply introduction to data structures to routine and unfamiliar programming problems.
- Justify a chosen method and spot errors in another student's work.
Success criteria
- I can state what introduction to data structures means without notes.
- I can complete a worked example with correct setting out.
- I can solve an unfamiliar question and explain my reasoning.
Prerequisite knowledge
- · Vocabulary from earlier in Data Structures.
- · The immediately preceding subtopic in Scratch and Data Structures.
- · Number, notation and recording conventions for Grade 6.
Key vocabulary
Introduction to Data Structures · Data Structures · Scratch and Data Structures · Method · Justify · Evidence
Materials
- · Introduction to Data Structures worksheet — one per student
- · Mini-whiteboards and pens
- · Exit ticket slips
- · Working-wall vocabulary cards
Technology
- · Projector or interactive display
- · Slide outline (PowerPoint export)
- · Optional: student devices for the interactive worksheet
- · Low-tech alternative: printed model examples
Preparation checklist
- Print the student worksheet and the exit ticket
- Load the slide outline and the hook
- Prepare the three differentiation packs
- Set out practical or manipulative equipment
- Have the answer key to hand for live marking
Standards alignment
- · FBISE — Programming Grade 6: Data Structures strand
- · Scratch and Data Structures unit outcome: apply introduction to data structures accurately
- · Assessment objective: reason, justify and communicate in programming