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