Grade 6-8 | 29 Lessons
Learn to create computer programs, develop problem-solving skills, and work through fun challenges! Make games and creative projects to share with friends, family, and teachers.
[Duration: Lesson 1-4 Sequencing (Lesson 1: 30mins | Lesson 2: 50 mins | Lesson 3:50 mins | Lesson 4:50 mins) | Lesson 5-6: Sprites (Lesson 5: 45mins | Lesson 6: 45 mins) | Lesson 7- 9: Events (Lesson 7: 55 mins | Lesson 8: 60 mins) | Lesson 9: 12 mins) | Lesson 10-13: Loops (Lesson 10: 45 mins
| Lesson 11: 60 mins | Lesson 12: 55 mins) | Lesson 14-19: Conditionals | Lesson 20-22:Functions | Lesson 23-26:Variables | Lesson 27-28:Loops | Lesson 29: End of course project]
Lesson 1: Programming with Angry Birds
In this lesson, students will develop programming skills on a computer platform. The block-based format of these puzzles help students learn about sequence and concepts without having to worry about perfecting syntax.
Students will be able to:
Identify and locate bugs in a program.
Translate movements into a series of commands.
Lesson 2: Debugging in Maze
In this skill-building lesson, students will encounter pre-written code that contains mistakes. They will need to step through the existing code to identify errors.
Students will be able to:
Modify an existing program to solve errors.
Predict where a program will fail.
Reflect on the debugging process in an age-appropriate way.
Lesson 3: Collecting Treasure with Laurel
In this skill-building lesson, students will continue to develop their understanding of algorithms and debugging. With a new character, Laurel the Adventurer, students will create sequential algorithms to get Laurel to pick up treasure as she walks along a path.
Students will be able to:
Develop problem-solving and critical thinking skills by reviewing debugging practices.
Order movement commands as sequential steps in a program.
Represent an algorithm as a computer program.
Lesson 4: Creating Art with Code
In this skill-building lesson, students will take control of the Artist to complete drawings on the screen.
Students will be able to:
Break complex shapes into simple parts.
Create a program to complete an image using sequential steps.
Lesson 5: Swimming Fish in Sprite Lab
Students will program a simple animated underwater scene in this skill-building lesson.
Students will be able to:
Create new sprites and assign them costumes and behaviors.
Define “sprite” as a character or object on the screen that can be moved and changed.
Lesson 6: Making Sprites
In this skill-building lesson, students will work through a series of programming levels on the computer, finishing with an open-ended “free play” task where they can build whatever they like. Students will write programs and learn about the two concepts at the heart of Sprite Lab: sprites and behaviors.
Students will be able to:
Create an animation using sprites and behaviors.
Create new sprites and assign them costumes and behaviors.
Lesson 7: Sprites in Action
In this skill-building lesson, students will work through a series of programming levels on the computer, finishing with an open-ended “free play” task where they can build whatever they like. Students will write programs that respond to timed events and user input.
Students will be able to:
Create an interactive animation using events.
Develop programs that respond to timed events.
Develop programs that respond to user input.
Lesson 8:Virtual Pet with Sprite Lab
Students will create an interactive Virtual Pet that looks and behaves how they wish in this mini-project lesson. Students will use Sprite Lab's "Costumes" tool to customize their pet's appearance. They will then use events, behaviors, and other concepts they have learned to bring their project to life.
Students will be able to:
Create an interactive virtual pet using events, behaviors, variables, and custom art.
Program solutions to problems that arise when designing a virtual pet, like feeding it or monitoring its happiness.
Lesson 9: Dance Party
In this skill-building lesson, students will program an interactive dance party.
Students will be able to:
Create dance animations with code
Develop programs that respond to timed events
Develop programs that respond to user input
Lesson 10: Loops with Rey and BB-8This skill-building lesson has students using loops to help the Star Wars character BB-8 efficiently traverse a maze.
Students will be able to:
Break down a long sequence of instructions into the largest repeatable sequence.
Employ a combination of sequential and looped commands to reach the end of a maze.
Identify the benefits of using a loop structure instead of manual repetition.
Lesson 11: Mini-Project: Sticker Art
This mini-project lesson builds on the understanding of loops. Students will create unique artwork with the Artist.
Students will be able to:
Differentiate between commands that need to be repeated in loops and commands that should be used on their own.
Identify the benefits of using a loop structure instead of manual repetition.
Lesson 12: Nested Loops in Maze
In this skill-building lesson, students will learn how to program a loop inside another loop.
Students will be able to:
Break complex tasks into smaller repeatable sections.
Identify the benefits of using a loop structure instead of manual repetition.
Recognize large repeated patterns as made from smaller repeated patterns.
Enhance Technology Skills
Course Link
Lesson1
Lesson2
Lesson3
Lesson4
Lesson 5
Lesson 6
Lesson 7
Lesson 8
Lesson 9
Lesson 10
Lesson11
Lesson 12
Lesson 13