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
No previous coding experience required.

Lesson Plan

Lesson: Complete Multiple Tasks

Time: 40+ mins


This is the last puzzle set in the 1A programming series. Most of the puzzles are review, except the last puzzle module, which introduces the function block.

New Code Blocks

  • : Run code blocks attached to the function code block. In this lesson, the “fly forward” block will run all of the blocks in the “fly forward” function


  • Function: A sequence of commands that can be run together as if it were a single command


Students will...
  • Explain individual progress through written reflection
  • Identify individual programming challenges and strengths
  • Apply knowledge of sequencing and loops to solve puzzles


  • Computers (1 per student) with student account access to

Warm-Up (5 minutes)

  • Which puzzles do your students enjoy most?
  • What do they find difficult or easy about solving the puzzles?
  • What have they learning about coding so far?

Getting Started (5 minutes)

Tell your students this is the last puzzle set in the 1A programming series. These puzzles provide the opportunity for them to review pattern recognition and sequencing skills learned in previous 1A lessons.

Activities (30 minutes)

1. Forward (Puzzle)
  • Explain that the goal of the puzzle is to help the dragon move forward to reach the gem.
  • Remind students that the forward block moves the dragon forward one space.
  • Give students a hint: Only one block is needed to help the dragon reach the gem.
2. Go Further (Puzzle)
  • This puzzle is similar to the previous puzzle.
  • Give students a hint: The dragon needs to move forward several spaces to reach the gem.
3. Press Forward (Puzzle)
  • Students can solve this puzzle by placing 7 “forward” blocks, but encourage them to use the “repeat” block.
4. Flying Island (Puzzle)
  • Encourage students to write down the steps and identify the pattern before using any code blocks.
  • If students are using two repeat blocks to solve the puzzle, give them a hint: Place a “turn right” block between the two loops and change the value of the second repeat block to “3.”
5. Avoid the Castles (Puzzle)
  • Remind students of the “repeat while” loop. Say, "The dragon will repeat blocks of code inside the 'repeat while' loop while there is a path in front of the dragon."
6. Fly Forward Function(Puzzle)
  • This puzzle introduces a function block. Explain that a “function” block is a custom block. Here, our custom block is given to us.
  • To run our function block code on our dragon, students need to attach the “fly forward” block to the “on start” block.

Optional Activities (10 minutes)

Speed Coder
Have your students complete the first puzzle lesson: "1A-2: Connect Code Blocks." Time how quickly they finish the puzzle modules. Explain how much their pattern recognition and coding skills have improved.


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-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.16
ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 7.c