Programming 302

Students learn to create programs of moderate complexity with variables, functions, and advanced physics. They will even program their own hero and enemy A.I.

  • GRADES 7+
  • WEB

Answer Key

Module 3: Apply Impulse

Module 4: Moon Lander

Module 5: Jumping Creatures

Module 6: Break the Structure

Module 7: Quiz
















U.S. Standards

  • CCSS-Math: MP.1, MP.4, MP.7
  • CCSS-ELA: 6-8.RST.3, 6-8.RST.4, 6-8.RST.7, RI.9-10.3, RI.11-12.3
  • CSTA: 2-AP-10, 2-AP-12, 2-AP-13, 2-AP-15, 2-AP-16, 2-AP-17, 3A-AP-17, 3A-AP-22
  • CS CA: 6-8.AP.11, 6-8.AP.13, 6-8.AP.15, 6-8.AP.16, 6-8.AP.17, 9-12.AP.12, 9-12.AP.16
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b

U.K. Standards

Key stage 3
Pupils should be taught to:
  • design, use and evaluate computational abstractions that model the state and behaviour of real-world problems and physical systems
  • 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
  • undertake creative projects that involve selecting, using, and combining multiple applications, preferably across a range of devices, to achieve challenging goals, including collecting and analysing data and meeting the needs of known users
  • create, reuse, revise and repurpose 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
Key stage 4
All pupils must have the opportunity to study aspects of information technology and computer science at sufficient depth to allow them to progress to higher levels of study or to a professional career. Pupils should be taught to:
  • develop their capability, creativity and knowledge in computer science, digital media and information technology
  • develop and apply their analytic, problem-solving, design, and computational thinking skills
  • understand how changes in technology affect safety, including new ways to protect their online privacy and identity, and how to report a range of concerns

Lesson 2: Applying Impulses

Course: | Web

  • Introduction
  • Concepts
  • Apply Impulse
  • Moon Lander
  • Jumping Creatures
  • Break the Structure
  • Quiz

Lesson 2 : Applying Impulses
Programming 302

Time: 60+ minutes


Tynker Blocks Introduced




Warm-Up (15 minutes)

Activities (45 minutes)

Facilitate as students complete all Applying Impulses modules on their own:

1. Introduction (Introduction)
2. Concepts (Concepts)
3. Apply Impulse (DIY)
4. Moon Lander (Puzzle)
5. Jumping Creatures (DIY)
6. Break the Structure (DIY)
7. Quiz (Multiple-choice)

Extended Activities (10 minutes)