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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.

Overview & Highlights

Level
Elementary School
Number of Lessons
49
Grade
6th

Overview of Lessons

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

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. This is part 1 of a 2 part set of lessons.

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. This is part 2 of a 2 part set of lessons.

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. This is part 1 of a 3 part set of lessons.

KA1.3.2b - Lost in Space: Asteroid Field Part 1

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. This is part 2 of a 3 part set of lessons.

KA1.3.2c - Lost in Space: Asteroid Field Part 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. This is part 3 of a 3 part set of lessons.

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. This is part 1 of a 2 part set of lessons.

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. This is part 2 of a 2 part set of lessons.

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. This is part 1 of a 2 part set of lessons.

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. This is part 2 of a 2 part set of lessons.

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. This is part 1 of a 2 part set of lessons.

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. This is part 2 of a 2 part set of lessons.

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.
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.
49
Exercises
4
Offline Handouts

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