Elementary School course

Programming 100

  • GRADES 3-5
  • WEB

Answer Key

Module 2: Pick up the Candy

Module 3: Get the Gum Drop

Module 4: Avoid the Thimbles

Module 5: Repetition with Loops

Module 6: Repeat the Pattern

Module 7: Sequenced Repetition

Module 8: Two Loops

Module 9: Using Conditional Loops

Module 10: Using "Not" in Loops

Module 11: Conditionals

Module 12: Multiple Conditionals

Module 13: If-Else

U.S. Standards

  • CCSS-ELA: SL.3.1, SL.3.3, RF.3.4.A, SL.4.1, SL.4.1.C, RF.4.4.A, SL.5.1, RF.5.4.A
  • CCSS-Math: 3.NBT.A.2, MP.1
  • CSTA: 1B-AP-08, 1B-AP-10, 1B-AP-11, 1B-AP-12, 1B-AP-15
  • CS CA: 3-5.AP.10, 3-5.AP.12, 3-5.AP.13, 3-5.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 6.b, 7.c

U.K. Standards

Key stage 2
Pupils should be taught to:
  • design, write and debug programs that accomplish specific goals, including controlling or simulating physical systems; solve problems by decomposing them into smaller parts
  • use logical reasoning to explain how some simple algorithms work and to detect and correct errors in algorithms and programs
  • understand computer networks, including the internet; how they can provide multiple services, such as the World Wide Web, and the opportunities they offer for communication and collaboration
  • use technology safely, respectfully and responsibly; recognise acceptable/unacceptable behaviour; identify a range of ways to report concerns about content and contact

Lesson 2: Candy Quest

Course: | Web

  • Create Your Character
  • Pick up the Candy
  • Get the Gum Drop
  • Avoid the Thimbles
  • Repetition with Loops
  • Repeat the Pattern
  • Sequenced Repetition
  • Two Loops
  • Using Conditional Loops
  • Using "Not" in Loops
  • Conditionals
  • Multiple Conditionals
  • If-Else


Introduce your class to visual programming. In this course, students get introduced to basic programming as they create interactive stories, design animations, and make mini-games in Tynker's game-like interface. Each lesson is designed for a class period of 45-60 minutes. During this period, students learn by themselves as they progress through interactive tutorials, solve coding puzzles, follow along to build their own projects, and take quizzes. All student work is automatically tracked and assessed, and with access to the premium offerings, you'll even be able to monitor their individual progress and mastery charts.


  • Sequencing
  • Repetition
  • Events
  • Conditional logic
  • Animation
  • Storytelling
  • Problem solving and debugging
  • Pen drawing
  • Drawing shapes and patterns

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Lesson 2 : Candy Quest
Programming 100

Time: 45+ minutes


Tynker Blocks Introduced




Warm-Up (5 minutes)

Activities (30 minutes)

Facilitate as students complete all Candy Quest modules on their own:

1. Create Your Character (Introduction)
2. Pick Up the Candy (Puzzle)
3. Get the Gum Drop (Puzzle)
4. Avoid the Thimbles (Puzzle)
5. Repetition with Loops (Puzzle)
6. Repeat the Pattern (Puzzle)
7. Sequenced Repetition (Puzzle)
8. Two Loops (Puzzle)
9. Using Conditional Loops (Puzzle)
10. Using "Not" in Loops (Puzzle)
11. Conditionals (Puzzle)
12. Multiple Conditionals (Puzzle)
13. If-Else (Puzzle)

Optional Activities (10 minutes)