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Karel Adventures 1 (Elementary)

Karel Adventures 1 introduces students to programming in the JavaScript Karel coding environment. Students learn about sequences and control structures as they follow Karel on two fun-filled adventures. Recommended for 5th or 6th grade.

Overview & Highlights

Level
Elementary School
Number of Lessons
24
Grade
5th, 6th

Overview of Lessons

Karel's Coding Environment

KA1.1.1 - Karel's Coding Environment: Example Program

Example Program: Students will explore and modify existing code for Karel. Students use code blocks with the option for text-based coding.

KA1.1.2 - Karel's Coding Environment: Walk Around the Pond

Walk Around the Pond: Students will write the code to help Karel move around the pond and finish facing right. Students use code blocks with the option for text-based coding.

KA1.1.3 - Karel's Coding Environment: Your Favorite Color

Your Favorite Color: Students will program Karel to move to their favorite favorite color and end at the right edge of the world. Students use code blocks with the option for text-based coding.
The Rabbit Chase

KA1.2.1 - The Rabbit Chase: Time to Clean Up

Time to Clean Up: Students will write a program to help Karel put each tennis ball into the red bucket. Students use code blocks with the option for text-based coding.

KA1.2.2 - The Rabbit Chase: Riley the Troublemaker

Riley the Troublemaker: Students will program Karel to build a black wall around the bucket of tennis balls. Students use code blocks with the option for text-based coding.

KA1.2.3a - The Rabbit Chase: Riley's Escape Part 1

Riley's Escape Part 1: Students will move to the shallow water, paint an orange bridge, and chase Riley! Students use code blocks with the option for text-based coding.

KA1.2.3b - The Rabbit Chase: Riley's Escape Part 2

Riley's Escape Part 2: Students will paint 2 more bridges to continue the chase! Students use code blocks with the option for text-based coding.

KA1.2.4 - The Rabbit Chase: Tracking Riley

Tracking Riley: Students will program Karel to follow the trail and paint the holes with green grass. Students use code blocks with the option for text-based coding.

KA1.2.5 - The Rabbit Chase: Over the Wall

Over the Wall: Students will program Karel to paint a red staircase to the top of the wall. Students use code blocks with the option for text-based coding.

KA1.2.6 - The Rabbit Chase: Help

Help: Students will program Karel to build a purple ladder to reach Riley! Students use code blocks with the option for text-based coding.

KA1.2.7 - The Rabbit Chase: Making Friends

Making Friends: Students will complete an extra challenge by programming Karel to paint a picture of Riley the Rabbit! Students use code blocks with the option for text-based coding.
Lost in Space

KA1.3.1 - Lost in Space: A Call from Space

A Call from Space: Students will use paint() commands to finish building the spaceship! Students use code blocks with the option for text-based coding.

KA1.3.2a - Lost in Space: Directions to Mars

Directions to Mars: Students will program Karel to use an if statement and conditions to face Mars 1 & Mars 2! Students use code blocks with the option for text-based coding.

KA1.3.2b - Lost in Space: Asteroid Field

Asteroid Field: Students will use if statements and conditions to paint each asteroid black for 3 worlds. Students use code blocks with the option for text-based coding.

KA1.3.2c - Lost in Space: Asteroid Field 2

Asteroid Field 2: Students will program Karel to destroy the asteroids in Field 1 and Field 2! Students use code blocks with the option for text-based coding.

KA1.3.3a - Lost in Space: Landing Systems Engaged

Landing Systems Engaged: Students will program Karel to engage the landing systems for 3 control panels using an if statement and paint() commands. Students use code blocks with the option for text-based coding.

KA1.3.3b - Lost in Space: Perimeter Check

Perimeter Check: Students will program Karel to use if/else statements, conditions, and paint() commands to check the perimeter. Students use code blocks with the option for text-based coding.

KA1.3.4a - Lost in Space: Putting Out Fires Part 1

Putting Out Fires Part 1: Students will use a while loop to put out this fire by painting each fire square CYAN. Students use code blocks with the option for text-based coding.

KA1.3.4b - Lost in Space: Putting Out Fires Part 2

Putting Out Fires Part 2: Students will use loops to put out the fires by painting them CYAN. Students use code blocks with the option for text-based coding.

KA1.3.5a - Lost in Space: Tracking Tracy Part 1

Tracking Tracy Part 1: Students will add a condition to the while loop and a condition to the if/else statement to fill in the missing parts of the code to track Tracy. Students use code blocks with the option for text-based coding.

KA1.3.5b - Lost in Space: Tracking Tracy Part 2

Tracking Tracy Part 2: Students will use a loop and if statements to move Karel through the trail and cover each hole! Students use code blocks with the option for text-based coding.

KA1.3.6 - Lost in Space: Martian Sand Worms

Martian Sand Worms: Students will use while loops to move Karel across a row of squares on the screen, painting black squares with purple. Students use code blocks with the option for text-based coding.
Karel Adventures 1: Evaluation

KA1.4.1 - Evaluation: Supplies Drop Off

Supplies Drop Off: Students should use while loops and if statements to drop off the supplies to the sand worms. Students use code blocks with the option for text-based coding.

KA1.4.2 - Evaluation: Create Karel Adventures

Create Karel Adventures: Students will create their own Karel Adventure story. Students use code blocks with the option for text-based coding.
24
Exercises
2
Offline Handouts