Lesson Plan

Lesson: Jumping Over Obstacles
Time: 60+ mins


In this lesson, students will program an Actor to move up and down using a loop to change their y-position.

Code Blocks

  • : Run code attached to this block when you press a specified key.
  • : Change the y-coordinate of an Actor by the specified number of pixels.
  • : Keep looping the code inside this block forever, but only if the parameter is true.
  • : Repeat blocks inside this loop a specified number of times.
  • : Pause the program for a specific number of seconds.


  • Horizontal axis (x-axis): The line on a graph or coordinate plant that runs horizontally (left-right)
  • Vertical axis (y-axis): The line on a graph or coordinate plant that runs vertically (up-down)
  • Coordinate plane: A plane divided into four sections (quadrants) by two axes (x and y), where the axis intersect at a point (0,0) called the origin
  • x-value: Horizontal (left-right) value along a coordinate plane
  • y-value: Vertical (up-down) value along a coordinate plane


Students will...
  • Use code blocks to program Actors to move up and down
  • Apply coding concepts to move Actors using changes in y-values


  • Computers, laptops, or mobile devices (1 per student) with student account access to Tynker.com

Warm-Up (15 minutes)

  • Use your projector to display Module 1: Concepts.
  • Guide your students through the "Change X/Y By" concept because this is likely their first time encountering negative numbers, horizontal axes, and vertical axes.
  • The alien gives a visual and interactive introduction, but emphasize to students that:
    • The horizontal axis (x-axis) runs left to right, while the vertical axis (y-axis) runs up and down.
    • Negative x-values (e.g., -200) position Actors on the left side of the Stage, while positive x-values (e.g., 200) position Actors on the right side of the Stage.
    • Negative y-values position Actors on the lower half of the Stage, while positive y-values position Actors on the upper half of the Stage.
    • They can make a number negative by putting a minus sign (-) in front of the number.

Activities (45 minutes)

Facilitate as students complete all Jumping Over Obstacles modules on their own:
1. Concepts (Video)
  • This module introduces three new concepts: "change x/y by" block, "when key pressed" block, and "forever if" block.
  • Optional: Read through the concepts as a class, answering potential student questions.
2. Make Gus Jump Example (Example)
  • Students will view a project of Gus jumping, which they will create their own version of in the next module!
  • Check that students are pressing the spacebar (for web) or touching their screen (for mobile) to make Gus jump.
3. Make Gus Jump (DIY)
  • In this DIY project, students will program Gus to rise up with his jump, then fall back to the ground!
  • Emphasize to students that the "when key pressed" block makes Gus jump when they press the spacebar (for web) or touch the screen (for mobile).
  • Did students finish early? Encourage them to experiment with their code and make Gus jump and down faster or slower. Give a hint: Tell students to change the value inside the "wait" block.
4. Make Gus Jump 2 (DIY)
  • This DIY module is similar to the previous one, but it adds a "forever if" loop combined with the "key pressed?" condition.
  • Gus will jump over and over if the space bar is held down (web) or if the screen is continuously tapped (mobile).
  • Bonus: Encourage students to experiment with their code and make Gus go higher by changing the y-value or make Gus to slower by changing the wait time.
5. Jump Over Obstacles (Puzzle)
  • To solve this puzzle module, students will need to fix the given code and program Gus to jump over the obstacles and stay alive for at least 20 seconds.
  • Remind students that Gus can’t go too high into the air or he will float off into space!
  • Give a hint: Tell students to change the value of the "change y by" blocks.
6. Jump on your Own Example (Example)
  • Students will view an animated scene with a jumping alien, then create their own version in the next module!
  • Tell students to click their spacebar (web) or tap their screen (mobile) to make the alien jump.
7. Jump on your Own (DIY)
  • In this DIY project, students will follow step-by-step directions to create their own animated scene with a jumping alien!
  • Is the alien not jumping? Check that your students modified the "wait" block to be "0.1" seconds or shorter. Otherwise, the animation will not work.
  • Did students finish early? Direct their attention to the bonus section on the last page of the tutorial, which encourages students to change the background and change the alien’s costume!
8. Quiz (Multiple-Choice)
  • Students will answer 5 multiple choice questions to review concepts covered in this lesson.

Extended Activities (30 minutes)

Discuss the following with students:
  • Which direction (up or down) did the "change y by 5" code block make Gus travel? (up)
  • Which direction (up or down) did the "change y by -10" code block make Gus travel? (down)
  • Who can describe how we used our code blocks to make it look like characters were jumping?
  • Who would like to share one thing they learned in today’s Tynker lesson?

U.S. Standards

  • CCSS-Math: MP.1
  • CCSS-ELA: RF.1.1, RF.2.4, RF.2.4.A, RF.3.4.A, RF.4.4.A, RI.2.6
  • CSTA: 1B-AP-10, 1B-AP-11, 1B-AP-15
  • CS CA: 3-5.AP.12, 3-5.AP.13, 3-5.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b
This course is not part of your plan. Please upgrade to view all answer keys

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
27 Slides
Lesson 2
Loops and Animation
19 Slides
Lesson 3
Creating a Scene
21 Slides
Lesson 4
Jumping over Obstacles
20 Slides
Lesson 5
23 Slides
Lesson 6
User Interaction
19 Slides
Lesson 7
Guessing Game
22 Slides
Lesson 8
20 Slides
Lesson 9
Alien Invaders
17 Slides
Lesson 10
Music and Animation
18 Slides
Lesson 11
Instruments and Tempo
19 Slides
Lesson 12
Broadcasting Messages
18 Slides
Lesson 13
Time Limits
17 Slides
Lesson 14
Message Driven Programming
18 Slides
Lesson 15
Pop the Balloon
18 Slides
Lesson 16
Animation with Movement
18 Slides
Lesson 17
Obstacle Course
19 Slides