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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!