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Programs and AppsActivities & Teaching Strategies

Active learning works for this topic because students need to physically interact with devices to grasp the difference between hardware and software. Moving their hands and eyes through actual app launches helps build mental models that lectures alone cannot.

Year 5Computing4 activities15 min35 min

Learning Objectives

  1. 1Compare the functions of different software applications, such as word processors and web browsers.
  2. 2Identify at least three distinct programs or apps used for specific tasks on a given device.
  3. 3Demonstrate the procedure for opening and closing a selected program or app.
  4. 4Explain the fundamental difference between computer hardware and software.

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25 min·Whole Class

Whole Class Demo: App Launch Sequence

Project your computer screen and model opening a browser, then a word processor, explaining each step. Have students replicate on tablets or school laptops, noting what changes on screen. End with a class vote on favourite apps and their uses.

Prepare & details

Explain the difference between a computer and a program/app.

Facilitation Tip: During the whole class demo, narrate every step aloud so students hear the technical vocabulary paired with actions.

Setup: Varies; may include outdoor space, lab, or community setting

Materials: Experience setup materials, Reflection journal with prompts, Observation worksheet, Connection-to-content framework

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness
35 min·Small Groups

Small Groups: App Scavenger Hunt

Provide devices with pre-installed school apps. Groups hunt for and open one app each for writing, searching, drawing, and gaming, recording purposes on a shared sheet. Rotate devices and share findings in a plenary.

Prepare & details

Identify different programs or apps you use for schoolwork or entertainment.

Facilitation Tip: For the app scavenger hunt, assign each small group a single device type to reduce confusion between platforms.

Setup: Varies; may include outdoor space, lab, or community setting

Materials: Experience setup materials, Reflection journal with prompts, Observation worksheet, Connection-to-content framework

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness
20 min·Pairs

Pairs: Open-Close Challenge

Pairs take turns opening a specified app, completing a quick task like typing a sentence, then closing it properly. Switch roles and time each other for accuracy. Discuss safest ways to multitask apps.

Prepare & details

Describe how you open and close a program or app on a computer or tablet.

Facilitation Tip: In the open-close challenge, circulate with a checklist to note which students hesitate or need reminders.

Setup: Varies; may include outdoor space, lab, or community setting

Materials: Experience setup materials, Reflection journal with prompts, Observation worksheet, Connection-to-content framework

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness
15 min·Individual

Individual: My Apps Log

Students list five personal or school apps on paper or digitally, noting what each does and how to open it. Add drawings of icons. Share one example with the class.

Prepare & details

Explain the difference between a computer and a program/app.

Setup: Varies; may include outdoor space, lab, or community setting

Materials: Experience setup materials, Reflection journal with prompts, Observation worksheet, Connection-to-content framework

ApplyAnalyzeEvaluateSelf-AwarenessSelf-ManagementSocial Awareness

Teaching This Topic

Teachers should show the same app on different devices to highlight that hardware changes but software stays consistent. Avoid assuming students know basic terms like 'icon' or 'taskbar'; define these during demonstrations. Research suggests that gesture and speech together create stronger memory links than either alone.

What to Expect

Successful learning looks like students confidently naming hardware parts, identifying apps by their purpose, and performing open-close sequences without prompts. They should also articulate why closing apps matters for device speed.

These activities are a starting point. A full mission is the experience.

  • Complete facilitation script with teacher dialogue
  • Printable student materials, ready for class
  • Differentiation strategies for every learner
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Watch Out for These Misconceptions

Common MisconceptionDuring Whole Class Demo: App Launch Sequence, watch for students who call the browser or word processor 'the computer'.

What to Teach Instead

Pause the demo and point to the physical computer tower or screen, then tap the app icon. Ask, 'Which is the computer? Which is the program?' to force the distinction.

Common MisconceptionDuring Small Groups: App Scavenger Hunt, watch for students who group apps by colour or size instead of function.

What to Teach Instead

Hand each group a sorting mat with categories like 'Create', 'Play', 'Learn'. Require them to justify each placement aloud before moving on.

Common MisconceptionDuring Pairs: Open-Close Challenge, watch for students who believe apps disappear when closed.

What to Teach Instead

After closing an app, ask students to open the task manager or swipe-up menu to show the app still exists in memory.

Assessment Ideas

Exit Ticket

After Individual: My Apps Log, collect logs and check that each entry includes the app name, task, and open step. Flag any missing parts for follow-up.

Discussion Prompt

During Whole Class Demo: App Launch Sequence, ask, 'What would happen if we tried to open this browser on a tablet instead of a laptop?' Guide answers toward hardware differences.

Quick Check

After Pairs: Open-Close Challenge, observe pairs as they switch to a new app. Note who completes the sequence in under 20 seconds and who needs gestures or verbal cues.

Extensions & Scaffolding

  • Challenge: Ask students to find an app that performs two different tasks and explain how it switches between them.
  • Scaffolding: Provide picture cards of common app icons for students to match to their functions before searching.
  • Deeper: Invite students to design a new app icon and write a two-sentence description of what it would do.

Key Vocabulary

SoftwareThe set of instructions that tell a computer what to do. This includes programs and apps.
ProgramA set of instructions that a computer follows to perform a specific task. Examples include word processors or games.
AppShort for 'application', often used for software on mobile devices like tablets or smartphones. Apps perform specific functions.
HardwareThe physical parts of a computer system that you can touch, such as the screen, keyboard, or mouse.
Operating SystemThe main software that manages a computer's hardware and software resources, allowing programs to run. Examples include Windows or iOS.

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