Lesson 1 Plan
Lesson 1 Plan
Objectives
Components
step x
Instructions: “step”,
step -x (stepping “turn”
backwards)
Terms: challenge, CoffeeScript
turn left/right
times
• 1B-AP-12 • 2-AP-10
• 1B-AP-15 • 2-AP-14
• 2-AP-16
• 2-AP-17
Explanation 1 min.
In order for all of our favorite applications and games to work on a computer, we have to give instructions to the computer.
Computers can’t think for themselves, they do whatever we tell them to do. Giving instructions to the computer is called computer
programming or coding.
Activity 3 mins.
Play a short game with your students to illustrate instructions. Place an object somewhere visible in the classroom. Ask your students
to give you instructions to guide you from where you are standing to the object.
What instructions did the students use? Step, turn right, turn left?
Video 7 mins.
Today you will start learning basic coding principles through a game called Coding Adventure. The language we will learn is
called CoffeeScript.
Show the CodeMonkey Trailer to your class.
Show your class the video of Getting Started with Coding Adventure – A Guide for Students.
• In every challenge, you will execute the code by clicking on the “run” button to see what the starting code will do.
• The code on the right says “step 15”, so when we will click on “run” the monkey will step 15 steps forward.
• Click on run.
• We completed the first challenge. After every completed challenge, you will get a star-score rating your solution. 3 stars is the
highest score and is rewarded for catching all the bananas, implementing newly-learned ics and writing short code. If you get less
than 3 stars, a hint will help you get them all. You can try to solve a challenge as many times as you want, it will not affect your
star score!
• Click on replay to see your solution again.
• Edit the solution to change it from
step 15
to
step 5
step 10
• Click “run” again to execute your solution. Show the students that this solution only got 2 stars and draw their attention to the
hint that tells them how to get the third star.
• Click replay again, fix the solution to get 3 stars and execute it again by clicking “run”.
Playtime 10 mins.
All students should complete challenges 0-5 with at least two stars. (Students from the age of 12 and up should get three stars.) Use
your classroom dashboard to keep track of students’ achievements. If students are having trouble confusing right and left, draw their
attention to the watch on the monkey’s left wrist. Tell them that turning in the direction of the watch is left.
Review 2 mins.
Open challenge 2 and show the ruler animation. Follow the instructions to measure the distance between the monkey and the
banana, and then use that distance to fix the code. Make sure your students understand how to use the ruler.
Discussion 3 mins.
Review 1 mins.
Open challenge 6 and solve it with your class. They will solve it by themselves in the next lesson.
Assignment 1 mins.
Due next lesson, create a map with your route to school by writing the directions as computer instructions, just like you learned
today. You can also route the way from your room to other places in your house, or even from your homeroom at school to the
playground. Be sure to use the basic instructions used in CodeMonkey.
Show an example of such a sequence of instructions on the whiteboard.