Author's Purpose | Standard Lesson
Students will learn how to identify an author’s purpose and apply that idea to code by examining whether a program is meant to inform, persuade, or entertain. Using simple examples and short discussion, students will connect purpose to design choices in coding.
| Term | Definition |
|---|---|
| Author’s Purpose | The reason an author creates a text or code; in coding, the intended goal of the program or script. |
| Inform | To provide information, explain, or teach. |
| Persuade | To convince the user to think, feel, or act in a certain way. |
| Entertain | To amuse, engage, or create an enjoyable experience. |
| Comment | A note in code that explains what the code does and can help reveal purpose. |
Display a short webpage message, app prompt, or simple code snippet and ask: What is this trying to do?
Share quick ideas and guess the purpose of the example.
Explain author’s purpose and connect it to coding by showing examples of code that informs, persuades, or entertains. Highlight clues such as function names, comments, user prompts, and output.
Listen, take notes, and answer brief questions about each example.
Present 2-3 short code snippets or pseudocode examples. Model how to identify purpose using evidence from the code.
Work with the teacher to classify each example and justify their choice with one clue from the code.
Give students one short code example and ask them to label its purpose and write one sentence explaining why.
Independently identify the purpose and support their answer with evidence from the code.
Invite a few students to share answers and clarify any misunderstandings.
Share responses and compare reasoning with classmates.
Review the three purposes and ask students to name one code clue that can help identify purpose. End with a quick recap: good code communicates its goal clearly to the user and the programmer.