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← Hour of Code Activity Pack

Grades 4–5 reading level

Hour of Code Activity Pack

Adapted with AI from the original open resource by Code.org. Nothing is invented — only the reading level changes.

Plugged

Lesson Plans for Online (Plugged) Hour of Code Activities

Lesson 1: Write Your First Computer Program

In this lesson, learners of all ages try coding and computer science for the first time in a fun, safe way. This lesson was made for young learners, ages 4-10. Teachers can change it a little to fit older learners too.

Lesson 2: Code with Anna and Elsa

In this lesson, learners of all ages try coding and computer science for the first time in a fun, safe way. This lesson was made for learners ages 10-13, but teachers can change it for younger or older learners. Students should already know a little about simple geometry and how to draw angles.

Lesson 3: Make a Flappy Game

In this lesson, learners try computer science for the first time and build a game using simple block code (code made of puzzle-piece-like blocks instead of typed words). This lesson was made for learners ages 10-16, but teachers can change it for younger or older learners.

Lesson 4: Playlab

In this lesson, learners try computer science for the first time and build a game using simple block code. This lesson was made for learners ages 10-16, but teachers can change it for younger or older learners.

Lesson 5: Star Wars: Building a Galaxy with Code

In this lesson, learners of all ages try coding and computer science for the first time in a fun, safe way. This lesson comes in two versions.

Lesson 6: MINECRAFT Hour of Code

In this lesson, learners of all ages try coding and computer science for the first time in a fun, safe way. This lesson works well for anyone old enough to read (ages 6 and up). Younger learners might not finish the whole tutorial, but they will have fun solving puzzles for an hour. High school students will likely finish and have extra time to play on the free-play level at the end.

Lesson 7: Intro to App Lab

Summary: This tutorial quickly introduces App Lab, a tool for building and sharing apps. Students learn to create and control buttons, text, images, sounds, and screens using a coding language called JavaScript. They can use blocks or typed text to do this. At the end, students get time to turn their project into a "Choose Your Own Adventure" story, a "Greeting Card," or a "Personality Quiz" app. They can also build more projects found on the code.org/applab page.

Lesson 8: Dance Party

In this lesson, learners of all ages try coding and computer science for the first time in a fun, safe way. This lesson works for all ages but requires reading. It also needs sound, since the activity was built to respond to music.

Lesson 9: AI For Oceans

Summary: First, students sort objects into two groups — "fish" or "not fish" — to try to clear trash out of the ocean. Then, students add more types of sea creatures to their list so the computer learns which things belong in the water. In part two, students create their own labels for pictures of made-up fish. This information trains a machine learning model (a computer program that learns from examples) so it can label new pictures on its own.

If you want to use Code.org materials for business purposes, please contact us.


Lesson 1: Write Your First Computer Program

Overview

In this lesson, learners of all ages try coding and computer science for the first time in a fun, safe way. This lesson was made for young learners, ages 4-10, but teachers can adjust it for older learners too.

Purpose

This lesson teaches the basic computer science ideas of coding and programming (using blocks), along with simple debugging (finding and fixing mistakes in code).

Agenda

  • Assessment (2 minutes)
  • Wrap Up (5 minutes)
  • Debrief
  • Celebrate
  • Next Steps
  • Extended Learning
  • Beyond an Hour of Code
  • Getting Started (5 minutes)
  • Setting the Stage
  • Activity (30-45 minutes)
  • Differentiation Suggestions
  • Adjustments for K-2 Teachers
  • View on Code Studio

Objectives

Students will be able to:

  • Explain what "coding" and "computer science" mean
  • Recognize key computer science words
  • Know where to go to keep learning about computer science and coding

Preparation

One Week Before Your Hour of Code

  • Read the Hour of Code Educator Guide and the Best Practices from Successful Educators to help plan your event.
  • Sign up for your Hour of Code event if you want free gifts or classroom support.
  • Try the online tutorial yourself first: Write Your First Computer Program. Test it before your students try it, and check that your technology works so you can fix problems ahead of time.

One Day Before Your Hour of Code

  • Print copies of the Exit Ticket examples at the end of this lesson, or make your own.
  • Every student who finishes the activity should get a certificate. Print these ahead of time to save time later.

Vocabulary

  • Code (verb): to write instructions for a computer.
  • Debugging: finding and fixing mistakes in a set of instructions (called an algorithm) or a program.
  • Program: a set of instructions that has been turned into code so a machine can run it.

Teaching Guide

Assessment (2 minutes)
Give each student an "Exit Ticket." Ask them to write, draw, or share what they learned, how they felt, or what they experienced. Collect the tickets as students leave. You can post them on a bulletin board as a reminder of your Hour of Code.

Wrap Up (5 minutes)

Debrief: Ask students to think back on the day. What did they learn about coding? Programming? Debugging? How do they feel about computer science now?

Celebrate: Explain that today was part of CS Education Week, and millions of other students around the world were also doing an Hour of Code this week. Congratulate your class for joining this worldwide event. Give each student a certificate with their name on it.

Next Steps: Tell students that if they liked today's activity, there are many ways to keep coding. They can visit code.org/learn for more options, or you can tell them what's coming next in class.

Extended Learning

Beyond an Hour of Code: After the Hour of Code ends, here are ways to keep teaching computer science in a K-5 classroom:

  • Teach the Code Studio Computer Science Fundamentals courses. These four courses are made for young learners. Students solve puzzles that teach them to code, and teachers get lesson plans to make learning fun. Code.org offers free teacher training for these courses, both online and in person.
  • Invite a computer science expert to talk to your class about their work. If you don't know anyone nearby, try signing up for a virtual class visit through Code.org and Skype's Guest Speakers in Computer Science program.

Getting Started (5 minutes)

Setting the Stage: Welcome students and briefly introduce today's activity.

Teaching Tip: If you don't know much about coding yourself, try showing an inspiring video first. For young learners, we suggest "The Hour of Code is Here."
Teaching Tip: Don't spend too much time explaining before you start. With young learners, it's best to jump in quickly. Too much talking at the start can take away the fun — and fun is the whole point!
Teaching Tip: Try the tutorial yourself before your students do. This way, you'll know what to expect and can decide whether students should pick their own tutorial or you should choose one for them.

Say: "Today we're going to spend one hour learning to code. Has anyone heard the word 'code' before? What does it mean?"

Students might say a "code" is like a secret message, or that it has something to do with computers.

Explain that in computer science, "code" means a set of instructions that a computer can understand. Tell students that today they will practice "coding," "programming," and "debugging."

Definitions:

  • Coding means writing instructions for a computer.
  • Programming also means writing code or instructions. Today, students will program using blocks on a computer (for online tutorials) or with paper and pencil (for offline activities).
  • Debugging means checking code for mistakes and fixing them.

Activity (30-45 minutes)
Challenge your students to complete the Write Your First Computer Program tutorial.

Depending on your students' age and skill level, try these ideas:

  • For younger students, split the class into pairs or small groups of three or four. Have each group work together using pair programming (two students working on one computer together).
  • For middle-grade learners, working alone on tutorials often works well. You can let students pick their own tutorial. If they aren't interested in the Angry Birds tutorial, they can try Code with Anna and Elsa or Make a Flappy Game instead.
  • For older students or adults, the Write Your First Computer Program tutorial works great either alone or with a partner.

If a group or student finishes early, they can try another tutorial at code.org/learn.

Differentiation Suggestions

Adjustments for K-2 Teachers

  • Have the first level of the activity already open on students' screens before they start.
  • If possible, have students sit away from computers while you explain the directions.
  • Explain the three commands the bird can follow: move forward, turn right, and turn left.
  • Show a live example of the first three levels. Try using tape on the floor to make a maze like the bird's maze. Demonstrate the commands yourself, then pick one or two students to try it in front of the class.
  • Have students pair up at one computer. One student controls the mouse and keyboard (call them "1"), while the other suggests ideas, spots mistakes, and asks questions (call them "2"). Switch roles every five minutes.
  • Practice clicking and dragging blocks before trying any puzzles. Also practice dragging blocks to the trash can to delete them.

Standards Alignment

CSTA K-12 Computer Science Standards (2011)

  • CD – Computers & Communication Devices
  • CI – Community, Global, and Ethical Impacts
  • CPP – Computing Practice & Programming

ISTE Standards for Students

  • 1 – Creativity and Innovation
  • 4 – Critical Thinking, Problem Solving, and Decision Making
  • 6 – Technology Operations and Concepts

Common Core English Language Arts Standards

  • L – Language
  • RI – Reading Informational
  • SL – Speaking & Listening

Common Core Math Standards

  • MP – Math Practices
  • OA – Operations and Algebraic Thinking

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Original licensed under CC BY-NC-SA 4.0. This adaptation is provided free by OER.ai.