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Karel Adventures

Karel Adventures introduces students to programming in the JavaScript Karel coding environment. Students learn about sequences and control structures as they follow Karel on fun-filled adventures.

6th Grade
7 Units
49 Lessons

What Students Will Learn

See the full syllabus for all topics and activities, or explore the course to try it out.

UNITS - 7 (49 lessons)

  • Karel's Coding Environment

    Introduces students to the Karel coding environment by having them explore, modify, and write simple movement programs.

  • The Rabbit Chase

    Teaches sequencing and basic control structures as students program Karel through a rabbit-chase story involving walls, bridges, and painting.

  • Lost in Space

    Introduces if statements, if/else statements, and while loops as students guide Karel through a space-themed adventure involving asteroids, fires, and tracking a target.

  • Karel Adventures 1 Evaluation

    Assesses students' mastery of while loops and if statements and challenges them to design their own original Karel adventure.

  • Quest for the Rosetta Stone

    Advances students' control-structure skills, including if/else statements, while loops, for loops, and nested conditionals, through an Egyptian-themed adventure.

  • A Day at the Park

    Teaches functions, top-down decomposition, and custom colors as students combine control structures to solve multi-step park-themed challenges.

  • Karel Adventures 2 Evaluation

    Assesses students' ability to combine for loops, while loops, and if statements to complete a culminating Karel programming challenge.

Lesson Previews

Explore a sample lesson from this course!

FAQ

Frequently Asked Questions

What will students learn in the Karel Adventures course?

Students learn to program Karel the dog through four story-based adventures. They start with sequences of commands in The Rabbit Chase, learn if statements and while loops in Lost in Space, add for loops and nested conditionals in Quest for the Rosetta Stone, and write functions and plan solutions with top-down decomposition in A Day at the Park. Along the way, students complete evaluations and create their own Karel Adventure story.

How is Karel Adventures related to Karel Adventures 1 and Karel Adventures 2?

Karel Adventures combines all of the lessons from Karel Adventures 1 and Karel Adventures 2 into a single course. Students complete the Karel Adventures 1 adventures and evaluation first, then continue into the Karel Adventures 2 adventures and evaluation.

Do students code with blocks or text in Karel Adventures?

Students start with drag-and-drop code blocks and have the option to switch to text-based JavaScript as they gain confidence, so the course supports both new coders and students ready for a challenge. Teachers also get lesson slides, problem guides, solution references, and printable Karel command sheets in English and Spanish to support every lesson.

What grade levels is Karel Adventures designed for, and how long does it take?

Karel Adventures is designed for upper elementary students in grades 5-6, and no prior coding experience is needed. The course includes 49 lessons, totaling about 24 hours of instruction. Most coding lessons take 15 to 30 minutes, with longer projects and evaluations of 90 minutes to 3 hours.

What standards is Karel Adventures aligned to?

Karel Adventures is aligned to state computer science standards and CSTA standards.