Mach 16-27, 2020
In this series of puzzles, students will continue to develop their understanding of algorithms and debugging. With a new character, Laurel the Adventurer, students will create sequential algorithms to get Laurel to pick up treasure as she walks along a path.
March 16-27, 2020
In this lesson, students will take control of the Artist to complete drawings on the screen. This Artist stage will allow students to create images of increasing complexity using new blocks like move forward by 100 pixels and turn right by 90 degrees.
March 30 - April 10, 2020
Building on the concept of repeating instructions from "Getting Loopy," this stage will have students using loops to help BB-8 traverse a maze more efficiently than before.
March 30 - April 11, 2020
In the preceding stage, students used loops to create fantastic drawings. Now they're going to loop new actions in order to help the harvester collect multiple veggies growing in large bunches.
April 13, 2020
This lesson was originally created for the Hour of Code, alongside the Minecraft team. Students will get the chance to practice ideas that they have learned up to this point, as well as getting a sneak peek at conditionals!
April 20, 2020
This lesson builds on the understanding of loops from previous lessons and gives students a chance to be truly creative. This activity is fantastic for producing artifacts for portfolios or parent/teacher conferences.
April 27, 2020
Students will soon learn that events are a great way to add flexibility to a pre-written algorithm. Sometimes you want your program to be able to respond to the user exactly when the user wants it to. Events can make your program more interesting and interactive.
May 4, 2020
In this special stage, students get to build their own Flappy Bird game by using event handlers to detect mouse clicks and object collisions. At the end of the level, students will be able to customize their game by changing the visuals or rules.
In this online activity, students will have the opportunity to learn how to use events in Play Lab and to apply all the coding skills they've learned to create an animated game. It's time to get creative and make a game in Play Lab!
Data can be used to help students understand their world and answer interesting questions. In this lesson, students will collect data from a Play Lab project and visualize it using different kinds of graphs.
This capstone lesson takes students through the process of designing, developing, and showcasing their own Play Lab projects! To ensure this process goes smoothly, we have provided a step-by-step structure for students to follow, from planning on paper to coding on our website. In addition, we offer ideas to help teachers facilitate a showcase finale!