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Karel Adventures 2 (Elementary)

Karel Adventures 2 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
25
Grade
5th, 6th

Overview of Lessons

To view the entire syllabus, click here or click to explore the full course.

Quest for the Rosetta Stone

KA2.1.1a- Rosetta Stone: Pick Up the Hat 1

Students will be able to use if/else statements to run code if a specific condition is either true or false. Students use code blocks with the option for text-based coding. This is part 1 of a 3 part set of lessons.

KA2.1.1b- Rosetta Stone: Pick Up the Hat 2

Students will be able to use a while loop to repeat code as long as a condition is true. Students use code blocks with the option for text-based coding. This is part 2 of a 3 part set of lessons.

KA2.1.1c- Rosetta Stone: Travel to Egypt

Students will be able to use a while loop to repeat code as long as a condition is true. Students use code blocks with the option for text-based coding. This is part 3 of a 3 part set of lessons.

KA2.1.2a- Rosetta Stone: Approach the Entrance

Students will use a while loop and an if/else if/else statement to program Karel’s walk from the left of the world to the temple entrance. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA2.1.2b- Rosetta Stone: Uncover the Hieroglyph

Students will use while loops and if/else if/else statements to brush away the sand one row at a time. Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA2.1.3a- Rosetta Stone: Light the Torches 1

Students will use a for loop to help Karel light the torches. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA2.1.3b- Rosetta Stone: Light the Torches 2

Students will use a for loop to have Karel move down each section of the tunnel. Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA2.1.4a- Rosetta Stone: Leave without a Trace

Students will use a loop and a nested if statement in their program to move Karel all the way across the hallway. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA2.1.4b- Rosetta Stone: Which Way?

Students will use a loop and a nested if statement in their program to help Karel find a way out of the Maat room. Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA2.1.5a- Rosetta Stone: Snakes!

Students should use multiple control structures to complete the tasks. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA2.1.5b- Rosetta Stone: Escape the Scarab Room

Students should use multiple control structures to complete the tasks. Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA2.1.6- Rosetta Stone: Challenge: Draw a Hieroglyph

In this challenge, students will create a hidden hieroglyph and write the code to uncover it! Students use code blocks with the option for text-based coding.
A Day at the Park

KA2.2.1a - A Day at the Park: Karel Clean Up

Students will be able to combine if statements with while loops to check a condition multiple times while a program runs. Students use code blocks with the option for text-based coding. This is part 1 of a 3 part set of lessons.

KA2.2.1b - A Day at the Park: Find the Exit

Students will be able to combine if statements with while loops to check a condition multiple times while a program runs. Students use code blocks with the option for text-based coding. This is part 2 of a 3 part set of lessons.

KA2.2.1c - A Day at the Park: Escape the Bedroom

Students will be able to combine if statements with loops to check a condition multiple times while a program runs. Students use code blocks with the option for text-based coding. This is part 3 of a 3 part set of lessons.

KA2.2.2a - A Day at the Park: Fetch Karel

Students will be able to create functions to help their program run efficiently. Students use code blocks with the option for text-based coding. This is part 1 of a 3 part set of lessons.

KA2.2.2b - A Day at the Park: Get Down the Hallway

Students will be able to create functions to help their program run efficiently. Students use code blocks with the option for text-based coding. This is part 2 of a 3 part set of lessons.

KA2.2.2c - A Day at the Park: Escape the Building

Students will be able to create functions to help their program run efficiently. Students use code blocks with the option for text-based coding. This is part 3 of a 3 part set of lessons.

KA2.2.3a - A Day at the Park: Building Towers

Students will be able to use top-down decomposition to plan a solution using functions. Students use code blocks with the option for text-based coding. This is part 1 of a 3 part set of lessons.

KA2.2.3b - A Day at the Park: Get Around the Cars

Students will be able to use top-down decomposition to plan a solution using functions. Students use code blocks with the option for text-based coding. This is part 2 of a 3 part set of lessons.

KA2.2.3c - A Day at the Park: Find the Park

Students will be able to use top-down decomposition to plan a solution using functions. Students use code blocks with the option for text-based coding. This is part 3 of a 3 part set of lessons.

KA2.2.4a - A Day at the Park: Making Custom Colors

Students will be able to create custom colors to paint with in a program. Students use code blocks with the option for text-based coding. This is part 1 of a 3 part set of lessons.

KA2.2.4b - A Day at the Park: Make a Tree

Students will be able to use custom colors to paint an object in a program. Students use code blocks with the option for text-based coding. This is part 2 of a 3 part set of lessons.

KA2.2.4c - A Day at the Park: Set Up the Scavenger Hunt

Students will be able to design a park scene using loops, conditionals, top-down design, and custom colors. Students use code blocks with the option for text-based coding. This is part 3 of a 3 part set of lessons.
Karel Adventures 2: Evaluation

KA2.3.1- Evaluation: Collect the Tennis Balls

Students will use for loops, while loops, and if statements to write a program that has Karel pick up all of the tennis balls.
25
Exercises
2
Challenges
2
Offline Handouts

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