Sparklabs Learning / Digital Technology
JSS 3 First Term
Week 9: Electronic Commerce
- School
- Creative Brains Academy
- Subject
- Digital Technology
- Pack
- Teacher plans
- Prepared
- 7 November 2026
Week index
- 01Senior Review and Computational Problem Solving
- 02Advanced Programming
- 03Functions, Arrays and Data Structures
- 04Object-Oriented Programming
- 05Database Systems
- 06Computer Networks and Internet Technologies
- 07Web Development and Web Design
- 08Software Development Life Cycle
- 09Electronic Commerce
- 10Cyber Security and Emerging Digital Technologies
- 11Revision
- 12Examination
Week 9 / First Term
Electronic Commerce
Monday 2 November 2026 to Friday 6 November 2026
Teacher plan
LEARNING OBJECTIVES: BY THE END OF THE LESSON PUPILS SHOULD BE ABLE TO:
| Cognitive | i. Explain what programming is and the parts of a program. ii. Describe the input, process and output model. iii. Write a simple program plan in pseudocode. iv. Find and fix a simple error in a program. |
| Affective | i. Appreciate the value of Introduction to Programming in school, at home and in the community. ii. Show willingness to use digital tools carefully, safely and responsibly. |
| Psychomotor | i. Write pseudocode for a program that greets a named user. ii. Describe the input, process and output of an ATM transaction. iii. Find the ordering error in a greeting program and correct it. iv. Write two differences between an algorithm and a program. |
Rationale: Programming is the process of writing instructions for a computer to carry out. Understanding starter Scenario, what is Programming, the Input, Process, Output Model, writing and Debugging a Simple Program helps learners use digital technology confidently, safely and responsibly.
Pre-requisite Knowledge: In Week 8, learners studied Algorithms and Flowcharts, including what is an Algorithm, characteristics of a Good Algorithm, what is a Flowchart. The knowledge from that week is used again in this lesson.
Learning Material/Teaching Aid: Whiteboard, markers, computer or laptop where available, printed notes and charts on Introduction to Programming, practical task sheets, learners' notebooks and pens.
Reference Materials: Digital Technology for Junior Secondary Schools (JSS 3); NERDC Digital Technology Curriculum; Digital Technology JSS 3 First Term Notes (Week 9); First Term examination and Continuous Assessment question papers.
LESSON DEVELOPMENT
| Stage/Step (Time) | Teacher's Activities | Student's Activities | Learning Points |
|---|---|---|---|
| Introduction 5 MINUTES | Welcomes learners, revises Week 8 (Algorithms and Flowcharts) with two quick oral questions, and asks what they already know about Introduction to Programming. Elicits responses and writes the topic on the board. | Recall the previous lesson and share what they already know about Introduction to Programming. | Connecting prior knowledge to Introduction to Programming. |
| Step 1 6 MINUTES | Covers Starter Scenario: A chief gives a driver, a chef and a market trader the same set of instructions, but each one is written in their own style. The driver needs a route, the chef needs a recipe and the trader needs a price list. Covers What is Programming: Programming is the process of writing instructions for a computer to carry out. The instructions, taken together, are called a program. | Listen, take notes and answer oral questions on "Starter Scenario" and related points. | Understanding: Starter Scenario; What is Programming. |
| Step 2 6 MINUTES | Covers The Input, Process, Output Model: Almost every program follows three parts. Input is the data that goes into the program. Covers Writing and Debugging a Simple Program: A simple greeting program follows the input, process, output model. It asks for a name, joins the greeting to it, and shows the result. | Copy the key points, give examples from school and everyday life, and ask questions on "The Input, Process, Output Model" and related points. | Understanding: The Input, Process, Output Model; Writing and Debugging a Simple Program. |
| Step 3 6 MINUTES | Covers Programming Basics and Language Levels: Programming is giving a computer a clear set of instructions to follow. A program is a complete set of instructions that tells a computer how to perform a specific task. Covers Simple Program Structures and Pseudocode: Even complex programs are built from a few simple structures. Sequence runs instructions one after another in order. | Discuss in pairs, then report one point on "Programming Basics and Language Levels" and related points to the class. | Understanding: Programming Basics and Language Levels; Simple Program Structures and Pseudocode. |
| Step 4 6 MINUTES | Covers Programming Environments and Careers: Programs are written using an integrated development environment, often called an IDE, which gives programmers a place to type code, check for errors and run their program in one window. When a high-level program is ready, the computer translates it into machine language. | Respond to questions, complete the examples on the board and note down "Programming Environments and Careers". | Understanding: Programming Environments and Careers. |
| Practical Work 6 MINUTES | Guides learners through the practical work: (i) Write pseudocode for a program that greets a named user. (ii) Describe the input, process and output of an ATM transaction. (iii) Find the ordering error in a greeting program and correct it. Moves round the class to check progress and correct unsafe or careless use. | Carry out the practical tasks individually or in pairs and record what they did in their notebooks. | Applying the lesson through hands-on practice. |
| Evaluation 3 MINUTES | Asks learners to: i. Explain what programming is and the parts of a program. ii. Describe the input, process and output model. iii. Write a simple program plan in pseudocode. iv. Find and fix a simple error in a program. | Respond verbally and in writing to the evaluation questions. | Assessment and consolidation of the lesson content. |
| Conclusion 2 MINUTES | Recaps the main points: starter Scenario, what is Programming, the Input, Process, Output Model, writing and Debugging a Simple Program, programming Basics and Language Levels. Links them to the assignment and previews Week 10: Electronic Mail and Presentation Software. | Listen, ask questions and copy the assignment. | Reinforcement of key concepts and a preview of the next lesson. |
Assignment: i. A pupil writes a program that asks for two numbers and is supposed to add them, but it shows the product instead. Name this type of error and describe the step-by-step process the pupil should follow to find and fix it. ii. A school receptionist wants a program that asks for a visitor's name, asks whether the visitor is a parent or a staff member, and then prints a welcome message with the correct title. Write pseudocode for this program using sequence and selection.