Programming 1A

A puzzle-based introduction to coding concepts for beginners where they learn sequencing, pattern recognition, loops, and conditional logic. Request Quote

Course Summary
  • Grades 1 - 2
  • Beginner level
  • 12 lessons
  • Tynker Blocks
    • Web
Course Includes
  • 12 lessons
  • 62 activities
  • Enhanced Creativity Tools
  • Automatic Assessment
  • Tutorials and Reviews
  • Coding Puzzles
  • Answer Keys
Prerequisites
No previous coding experience required.

Lesson Plan

Lesson: Use Repeat Loops

Time: 75+ mins

Introduction

Students expand their sequencing skills and pattern recognition as they help the dragon overcome new obstacles to reach the treasure. Students also discover that different bugs give the dragon different abilities.

New Code Blocks

  • : Make the Actor face the opposite direction.

Vocabulary

  • None

Objectives

Students will...
  • Apply loops and sequencing logic to solve puzzles
  • Recognize patterns and use loops
  • Use new code blocks to make the dragon face the opposite direction

Materials

  • Computers (1 per student) with student account access to Tynker.com

Warm-Up (10 minutes)

1. Explain that students are going to use a “turn around” block on Tynker, which will make the Actor face from right to left, or left to right.
2. As a class, act out the "turn around" block.
3. Lead a game of Simon Says with students to help them further practice this concept:
  • Say, “Simon says take one step forward.”
  • Say, “Simon says jump!”
  • Say, “Simon says turn around!” Make sure students change direction and face the opposite way.
  • Say, “Simon says jump and then turn around!” Make sure students jump first before turing to face the opposite direction.

Getting Started (25 minutes)

As a class, solve “Module 1: Change Direction.”
1. Open "Module 1: Change Direction"
2. Remind students the goal of these puzzles will be to help the dragon overcome obstacles to get the treasure.
3. Think out loud through the solution: jump - turn around - jump.
4. Ask, “What did our ‘turn around’ block make the dragon do?” (face the opposite direction: went from facing right to facing left)

Next, solve “Module 3: Blow. Blow. Blow.”
1. Open "Module 3: Blow. Blow. Blow."
2. Think out loud through the solution: eat - walk - blast - walk - blast - walk - blast - walk - walk.
3. Write the pattern on the classroom board: “eat, walk, blast, walk, blast, walk, blast, walk, walk.
4. Circle each pair of “walk, blast” statements so you have three circles.
5. Ask, “How many times does the ‘walk, blast’ pattern repeat?” (3 times)
6. As a class, solve the puzzle using the “repeat” code block.
8. Emphasize that the dragon has to breathe fire when the log is directly in front of it.

Activities (40 minutes)

1. Change Direction (Puzzle)
  • This puzzle introduces the “turn around” block.
  • The dragon must “jump” and then “turn around” so the dragon is facing the treasure for its next jump.
  • Emphasize that the “turn around” block does not move the dragon forward or backward.
2. Triple Jump (Puzzle)
  • This puzzle uses no new blocks.
  • Note that the value of the “repeat” block is set to the incorrect value of "5." Tell students to count the spaces and change the “repeat” block to the correct value of "3."
3. Blow. Blow. Blow (Puzzle)
  • The dragon must destroy several obstacles in a row to reach the treasure.
  • Remind students to use an “eat” block when their dragon stands one place in front of the bug.
  • Encourage students to work together and use a “repeat” loop.
  • Emphasize that a “walk” and “blast” code block will be used inside the “repeat” loop.
4. Jump. Turn Around. Repeat. (Puzzle)
  • Students can solve this puzzle by placing “jump” and “turn around” blocks, but encourage them to use the “repeat” block.
  • This is a good opportunity to observe that the code inside the repeat block does not stop executing once the goal is reached. The dragon will turn around, even though it has already reached the treasure because its code tells it to.
5. Grow (Puzzle)
  • This puzzle introduces a new type of bug that, when eaten, increases the size and jumping capabilities of the dragon. The bug must be eaten to jump to the high platform.
6. Ice Breath (Puzzle)
  • This puzzle challenges students to analyze obstacles with a combination of bug and barrier. This time, the dragon must eat an ice-fly to be able to use ice breath to put out the fire.
  • Make sure students are using enough “walk” blocks.

Optional Activities (10 minutes)

Simon Says, “Bonus Round”
  • Remind students to only follow instructions after the phrase “Simon says.”
  • Say, “Simon says jump.”
  • Say, “Now walk one step forward.” Say, “Simon didn’t say.”
  • Say, “Simon says turn around!”
  • Say, “Simon says turn 90 degrees to your right.”
  • Say, “Now jump!” Say, “Simon didn’t say.”
  • Say, “Simon says turn around!”
  • Say, “Simon says turn 90 degrees to your left.”

Standards

CCSS-ELA: RI.1.1, RI.1.6, RI.1.10, RF.1.4, RF.1.4.A, RF.1.1, SL.1.1, SL.1.2, SL.1.3, RI.2.1, RF.2.4, RF.2.4.A, RI.2.6, SL.2.1, SL.2.2, SL.2.3
CCSS-Math: MP.1, 1.OA.B.3, 2.OA.B.2
CSTA: 1A-AP-08, 1A-AP-09, 1A-AP-10, 1A-AP-11, 1A-AP-14
CS CA: K-2.AP.10, K-2.AP.12, K-2.AP.13, K-2.AP.14, K-2.AP.16
ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 7.c