Programming 1A Lesson Plan

Lesson: Welcome

Time: 5 mins


Welcome to Programming 1A, where we'll explore the relationship between soft skills and coding! If you or your students are Tynker beginners, these 1A puzzle-based lessons are a great starting point! There are 12 lessons, and each lesson gets a little more challenging as you progress in the series.

So, what are soft skills anyway? Simply put, they are important life skills that have more to do with one's personality rather than academic knowledge. Programming provides opportunities for students to develop soft skills such as creativity, perseverance, critical thinking, and communication skills that are sought after by industry and can be applied to many endeavors later in life. As founder and CEO Krishna Vedati told the BBC, "Our goal is not to create programmers, but to offer coding as a life skill."

Main Ideas

Below are main ideas you will run across in the Programming 1A series. Read through them before you start coding.


Objects and characters are called Actors. Your Actor might be a rocket, racer, spaceman, dragon, or Codey the troll! Use blocks of code to command them.


Movement blocks of code control the Actor. They include...

  • : Move the Actor one step forward.
  • : Make the Actor jump over an object.
  • : Move the Actor forward.
  • : Make the Actor destroy objects with a blast.
  • : Make the Actor eat objects.

This series also uses turn code blocks to rotate the Actor:

  • : Rotate the Actor left.
  • : Rotate the Actor right.
  • : Make the Actor face the opposite direction.

Loops and Repetition

Loops make the code inside repeat over and over. Below are repeat loops in this series:

  • : Repeat blocks inside this loop a specified number of times. Note this repeat loop is set to the value "3," so the code will repeat three times.
  • : Make the Actor repeat this loop until a true or false condition (boolean value) determines when the block should stop repeating the code inside it.
  • : Make the Actor repeat this loop while the condition is true.

If Statements

"If statements" check if something [the condition] is true or not, then run different parts of code depending on the answer.

  • : If the condition is true, then run the code inside the block.
  • : If the condition is true, then run the code inside the "if" case. Otherwise, run the code inside the "else" case.
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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
14 Slides
Lesson 2
Connect Code Blocks
34 Slides
Lesson 3
Recognize the Pattern
21 Slides
Lesson 4
Follow the Path
22 Slides
Lesson 5
21 Slides
Lesson 6
Conditional Logic
23 Slides
Lesson 7
Conditional Loops
24 Slides
Lesson 8
Draw Simple Shapes
27 Slides
Lesson 9
Squares, Triangles, and Staircases
20 Slides
Lesson 10
Sequencing Review
24 Slides
Lesson 11
Use Repeat Loops
25 Slides
Lesson 12
Complete Multiple Tasks in Order
24 Slides