This course is part of Coding/STEAM Curriculum - Middle School Plan

Middle School Plan
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Programming 301

A fast-paced introduction to block programming for beginners in middle school where they create simple interactive programs with a focus on game design. Request Quote

Course Summary
  • Grades 7 - 8
  • Beginner level
  • 17 lessons
  • Tynker Blocks
    • Web
Course Includes
  • 17 lessons
  • 111 activities
  • Enhanced Creativity Tools
  • Automatic Assessment
  • Tutorials and Reviews
  • Coding Puzzles
  • DIY Projects
  • Quizzes
  • Teacher Guides
  • Answer Keys
No previous coding experience required.

Programming 301 Lesson Plan

Lesson: Shoot Projectiles
Time: 60+ mins


In this lesson, students will learn how to use repetition and screen edge detection to program projectiles while creating a project of a dragon shooting fireballs! Coding concepts from this lesson include: Repeat Until and Screen Edges.

New Code Blocks

  • : Make the Actor repeat this loop until a true or false [boolean value] determines when the block should stop repeating the code inside it.
  • : This is an addition operator that returns the sum of the two parameters.
  • : This is a subtraction operator that returns the subtraction of the two parameters.
  • : This is a comparison operator that returns true if the first value is less than the second value, and returns false otherwise.
  • : This is a math operator that returns a random number between the two parameters.


  • Projectile: An object that is thrown, hurled, or tossed.


Students will...
  • Use code blocks to program Actors to detect screen boundaries and move to different screen locations
  • Use code blocks to solve a puzzle module
  • Create a game where a dragon shoots fireballs


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

Warm-Up (15 minutes)

What is a Projectile?
  • Tell your students that today’s coding adventure involves a dragon shooting fireball projectiles!
  • Explain to your students that a projectile is an object that is thrown, hurled, or tossed.
  • Ask students to give examples of projectiles. (Example: A cannonball launching out of a cannon)

Activities (45 minutes)

Facilitate as students complete all Shoot Projectiles modules on their own:
1. Concepts (Video)
  • Dan, the dragon rider, introduces two coding concepts:
    • Repeat Until- Dan explains how the given script will keep repeating until a condition is met.
    • Screen Edges- Students will interact with different scripts and observe how each script affects the Actor.
2. Add Projectiles (DIY)
  • In this DIY (do-it-yourself) project, students will follow step-by-step directions to program a dragon to breathe fireballs that fly forward.
  • Point out to students that if they put the operator values in the wrong order, then the program will not function as intended.
3. Program the Enemy (DIY)
  • In this DIY project, students will add to their game by adding an enemy plane to shoot fireballs at.
  • How to Play: Use arrow keys (web) or tilt the screen (mobile) to move the dragon. Use the spacebar (web) or tap the screen (mobile) to shoot fireballs.
  • Remind students that they need to put the operator values in the correct order. Otherwise, their program will not function as intended.
4. Shoot the Planes (Puzzle)
  • To solve this puzzle module, students will need to program a fireball to shoot from the dragon when the spacebar is pressed (web) or the screen is tapped (mobile). Students are provided a sample of what their end result should look like.
  • Give a hint: Ask students…
    • What should be the first code block in the sequence? (Answer: “when I receive game start”)
    • What do we need the “repeat until” loop to do? (Answer: We need to program the “repeat until” loop to move the dragon 10 steps and pause until the dragon’s x-position is greater than the right edge of the screen.)
5. Make New Enemies (DIY)
  • In this DIY project, students will add new enemies for their dragon to shoot fireballs at. Note: Students will need to draw their own enemy Actors or add enemy Actors from the Media Library.
  • Check that students are customizing the movement pattern of each enemy.
6. Quiz (Multiple-choice)
  • Students will answer 5 multiple-choice questions to review concepts from this lesson.

Extended Activities (10 minutes)

More Practice
  • Ask students to practice the coding skills they learned in this lesson by creating a game that meets the following criteria:
    • Make an Actor react when touched by another Actor
    • Use at least one operator code block
    • Make an Actor disappear when the Actor goes beyond the edges of the screen
    • Add sound
    Encourage students to brainstorm game ideas (that meet the criteria stated above) with a partner. If students get stuck coding their game, encourage them to look at code from previous modules as a reference.

U.S. Standards

  • CCSS-Math: 6.NS.C, MP.1, MP.2, MP.4
  • CCSS-ELA: RI.7.4, RI.8.4, 6-8.RST.3, 6-8.RST.4, 6-8.RST.7
  • CSTA: 2-AP-10, 2-AP-13, 2-AP-16, 2-AP-17
  • CS CA: 6-8.AP.10, 6-8.AP.13, 6-8.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

U.k. Standards

Key Stage 3 (Years 7-9)
  • 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.
  • Create, re-use, revise and re-purpose 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.