An easy introduction to programming for beginners in lower elementary grades. Familiarize your class with visual programming techniques. Students progress through the lessons learning concepts in a game-like interface. To complete each lesson, students typically go through a concept review, solve a puzzle, run through a tutorial, build their own project, and take a quiz. They create interactive stories, animations, and mini-games to help Professor Ada battle the evil Dr. Glitch! After completing this lesson plan, students will be able to build a wide variety of simple programs with events, loops, and some conditional logic.


  • Sequencing
  • Repetition
  • Events
  • Conditional logic
  • Animation
  • Pen drawing
  • Drawing shapes and patterns
  • Playing musical notes
  • Sending and receiving messages
  • Handling user input
  • Color detection

What Students Learn

  • Design animated characters
  • Create interactive scenes
  • Make animated birthday cards
  • Write cartoon stories
  • Create a music machine
  • Experiment with math art
  • Design and build small games
  • Troubleshoot and debug simple programs

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.
* Tablet courses require an iPad (iOS 10+) with Tynker or Tynker Junior app installed and Internet access

1. Introduction
12 activities
Students learn what "coding" or "programming" is and they get introduced to coding by solving puzzles.
2. Tynker Workshop
12 activities
Students are introduced to Tynker Workshop and visual programming using graphical blocks. Build projects with Actors, Costumes, and sounds.
3. Animation
11 activities
Students learn about loops, animation, and simple motion. They create animations by switching multiple Costumes in a loop and control animation speed using delays.
4. Storytelling
13 activities
Students learn to make interactive stories and jokes using code blocks. They add speech bubbles to Actors and use wait blocks to time dialogue delivery.
5. Input Events
14 activities
Students learn to move Actors, point them toward other objects, and rotate them. They use the keyboard and mouse to control an Actor.
6. Slideshow
12 activities
Students use code blocks to create presentations and slideshows, switch scenes, add captions, and use timing to automate a slideshow.
7. Character Creator
8 activities
Students learn to use Tynker's Character Creator to create their own animated avatars. They learn to make the avatar walk, talk, jump, and dance.
8. Make a Birthday Card
12 activities
Students program their own interactive greeting in this lesson. They learn to hide and show Actors, apply visual effects and handle events when the background changes.
9. The Music Machine
12 activities
Students learn about musical notes, timing, beats, and compose songs on the computer using code blocks. They also learn to play it with different instruments.
10. Positioning Actors
14 activities
Students learn to position objects precisely using the X and Y coordinates, moving objects using the glide block, and changing their position in a loop.
11. Pen Drawing
16 activities
Students learn about pen drawing commands to create math art and patterns programmatically. They build a drawing pad with keyboard controls.
12. Keeping Score
12 activities
Students build a simple game and learn to keep score using messaging and a TynkerBlock. They use random number generators to make their games interesting.
13. Adding Logic
12 activities
Students learn to use conditional statements to make a program react to different conditions. They learn about Operators, logic expressions and branching their code.
14. Quiz Game
13 activities
Students learn how to ask the user a question and receive their response. In this lesson, they complete a Quiz project using more complex conditional statements.
15. Color Sensing
11 activities
Students learn to detect if an Actor touches a color, or a color touches a color. In this lesson, they build a maze game and learn to program winning and losing scenarios.