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Facilitator Guide: AR Lesson 3 — Interactive AR Shopping

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TEACHER ONLY · DAILY FACILITATOR GUIDE

AR Lesson 3 — Interactive AR Shopping

Daily Learning Contract

Topic: Event-action logic in interactive AR

Objective: Students will analyze and improve event-action logic so each customer click produces the intended shopping path.

TEKS:
  • §126.19(c)(1)(E) — develop, compare, and improve algorithms for a specific task to solve a problem; and
  • §126.19(c)(2)(C) — modify and implement previously written code to develop improved programs.
  • §126.19(c)(3)(B) — discuss and implement a design process that includes planning, selecting digital tools to develop, test, and evaluate design limitations, and refining a prototype or model; and

Demonstration of learning: Three-scene shopping link plus a partner route test showing every click works, with one documented correction if a route initially failed.

Before class

  • Open a teacher-built click-to-buy example in Delightex/CoBlocks.
  • Prepare a short visible vocabulary bank: scene, click, event, action.
  • Have students identify product images/models before they build.

Five-part lesson flow

  1. Launch: Compare a display with an interaction: what changes after the customer clicks?
  2. Model: Trace one click event from an item to the next scene or action.
  3. Plan: Students sketch three products/scenes and the customer path before coding.
  4. Build and debug: Students build, peer-test, and repair click-to-buy or browse behavior.
  5. Evidence: Students submit and have a partner demonstrate every click route.

Check before students leave

A partner can follow the intended customer path without getting stranded in a scene.

Support without lowering the thinking

Keep an event-to-action sentence stem visible: ‘When the customer clicks ____, the app ____.’ Offer a three-box scene map; do not replace the student’s interaction logic with teacher code.