Karel Adventures 1 (Elementary)
- Level Elementary School
- Number of Lessons 24
- Grade 5th, 6th
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.
Karel's Coding Environment
KA1.1.1 - Karel's Coding Environment: Example ProgramExample 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 PondWalk 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 ColorYour 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 UpTime 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 TroublemakerRiley 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 1Riley'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 2Riley'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 RileyTracking 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 WallOver 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: HelpHelp: 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 FriendsMaking 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 SpaceA 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 MarsDirections 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 FieldAsteroid 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 2Asteroid 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 EngagedLanding 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 CheckPerimeter 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 1Putting 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 2Putting 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 1Tracking 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 2Tracking 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 WormsMartian 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 OffSupplies 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 AdventuresCreate Karel Adventures: Students will create their own Karel Adventure story. Students use code blocks with the option for text-based coding. |