« Curriculum
This course is included with our Coding/STEAM Curriculum - High School Plan

Students learn to create programs of moderate complexity with variables, functions, and advanced physics. They will even program their own hero and enemy A.I.

  • Grades 7+
  • Advanced
  • Web


In this advanced lesson plan, students will be introduced to the physics library as they build Gravity Sling, a projectile game inspired by Angry Birds (TM). They define the behaviors of different kinds of projectiles and use physics commands such as impulse, gravity and collisions to build the game. Ninja Runner is an advanced physics platformer game with a boss fight sequence that challenges them to apply all the concepts and skills they have learned.

Students who successfully complete this lesson plan will demonstrate excellent understanding of a variety of programming concepts and computational thinking skills, and will be able to design and implement projects of moderate to advanced complexity.


  • List variables
  • Structured data
  • Loops
  • Advanced flow control
  • Physics attributes
  • Velocity
  • Impulses
  • Collisions
  • Sending and receiving messages
  • Parameters
  • Functions
  • Advanced conditional logic
  • Math
  • Boolean operators

What Students Learn

  • Build a complete projectile-based physics game
  • Build a complete platformer game using physics
  • Programmatically generate never-ending platforms
  • Program a hero with multiple actions and access them via keys
  • Use cloud variables and a list data structure to implement a leaderboard
  • Use variables to keep score and game speed
  • Program enemy A.I.

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Lesson 1 : Object Stacking
Programming 302

Time: 60+ minutes


Tynker Blocks Introduced




Warm-Up (15 minutes)

Activities (45 minutes)

Facilitate as students complete all Object Stacking modules on their own:

1. Introduction (Introduction)
2. Concepts (Concepts)
3. Turn on Physics (DIY)
4. Set Active or Static (DIY)
5. Land the Alien (Puzzle)
6. Create Your Own Structure (DIY)
7. Quiz (Multiple-choice)

Extended Activities (10 minutes)

U.S. Standards

  • CCSS-Math: 6.NS.C.6, MP.1
  • CCSS-ELA: 6-8.RST.3, 6-8.RST.4, 6-8.RST.7, RI.9-10.3, RI.11-12.3
  • CSTA: 2-AP-10, 2-AP-11, 2-AP-13, 2-AP-15, 2-AP-16, 2-AP-17, 3A-AP-17, 3A-AP-22
  • CS CA: 6-8.AP.11, 6-8.AP.13, 6-8.AP.15, 6-8.AP.16, 6-8.AP.17, 9-12.AP.12, 9-12.AP.16
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

U.K. Standards

Key stage 3
Pupils should be taught to:
  • design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
  • understand several key algorithms that reflect computational thinking [for example, ones for sorting and searching]; use logical reasoning to compare the utility of alternative algorithms for the same problem
  • undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
  • create, reuse, revise and repurpose digital artefacts for a given audience, with attention to trustworthiness, design and usability
  • understand a range of ways to use technology safely, respectfully, responsibly and securely, including protecting their online identity and privacy; recognise inappropriate content, contact and conduct, and know how to report concerns
  • Key stage 4
    All pupils must have the opportunity to study aspects of information technology and computer science at sufficient depth to allow them to progress to higher levels of study or to a professional career. Pupils should be taught to:
  • develop their capability, creativity and knowledge in computer science, digital media and information technology
  • develop and apply their analytic, problem-solving, design, and computational thinking skills
  • Class Presentations

    These student-facing slide presentations help educators seamlessly run Tynker lessons in a virtual or physical classroom setting. Each lesson has its own set of slides that introduce the big ideas, suggest unplugged activities, and include a section for each activity module. While running lesson slides, you can switch back and forth between the activity, the slides, answer keys and other lesson materials.
    A sample slide presentation is available for your review. Please log in to view all the class presentations available with your plan..
    Lesson 1
    Object Stacking
    25 Slides
    Lesson 2
    Applying Impulses
    21 Slides
    Lesson 3
    Line Animation
    26 Slides
    Lesson 4
    Physics Properties
    24 Slides
    Lesson 5
    23 Slides
    Lesson 6
    26 Slides
    Lesson 7
    Changing Direction
    21 Slides
    Lesson 8
    Gravity Sling
    19 Slides
    Lesson 9
    Linear Velocity
    20 Slides
    Lesson 10
    Double Jump
    18 Slides
    Lesson 11
    Receiving Values
    21 Slides
    Lesson 12
    23 Slides
    Lesson 13
    Laser Tennis
    18 Slides
    Lesson 14
    Enemy AI
    20 Slides
    Lesson 15
    20 Slides
    Lesson 16
    Platform Movement
    18 Slides