A Critical Analysis of the Effectiveness of Lesson Plan C. The lesson plan in question appears to be an effective form of planning for teaching computer science in the primary class. Firstly, because planning uses the construct of creating a game, which firstly encourages active engagement (Mcgann and Leavy, 2015) and secondly presents opportunities for problematisation (Mcgann and Leavy, 2015). Also for the frequent collaboration opportunities. Lesson Plan C is based on the concept that children will create their own game through programming. McGann and Leavy (2015) argue that using game creation as a framework for teaching programming is particularly effective. However, Piaget's work has been criticized as suggesting that a child's learning can only be advanced when certain levels of development have been reached. (Gray and Macblain, 2015). This would certainly be a difficult concept to marry with the idea of teaching a seemingly complicated concept like programming, however current thinking suggests that children can learn concepts that may previously have seemed too complex. Consequently, the practicing educator may be advised to use this lesson planning concept in order to meet teacher standard four, 'plan and teach well-structured lessons' (Department for Education (DfE), 2011). Additionally, Lesson Plan C would be a useful tool due to the collaborative opportunities it offers. McGann and Leavy (2015) propose that collaboration is a useful feature of lesson planning when teaching programming. They present a case study of three girls working together problematizing to design multiplayer games with the Scratch program. This study demonstrates that with more informed classmates, students can achieve goals that were previously unattainable. Williams and Easingdon (2007) further eschew the value of collaborative working when using
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