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← Hour of Code Activity Pack

Grades 6–8 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 get an introduction to coding and computer science in a safe, supportive setting. This lesson was designed for young learners, ages 4–10, but teachers can adjust it for older students using the differentiation tips included.

Lesson 2: Code with Anna and Elsa
In this lesson, learners of all ages get an introduction to coding and computer science in a safe, supportive setting. This lesson was designed for middle-grade learners, ages 10–13, but it can be adjusted for younger or older students using the differentiation tips included. Students should already understand basic geometry and how to draw angles.

Lesson 3: Make a Flappy Game
In this lesson, learners get an introduction to computer science and build a game using basic block code (coding by snapping together blocks of instructions instead of typing). This lesson was designed for middle-grade learners, ages 10–16, but it can be adjusted for younger or older students using the differentiation tips included.

Lesson 4: Playlab
In this lesson, learners get an introduction to computer science and build a game using basic block code. This lesson was designed for middle-grade learners, ages 10–16, but it can be adjusted for younger or older students using the differentiation tips included.

Lesson 5: Star Wars: Building a Galaxy with Code
In this lesson, learners of all ages get an introduction to coding and computer science in a safe, supportive setting. This lesson comes in two versions.

Lesson 6: MINECRAFT Hour of Code
In this lesson, learners of all ages get an introduction to coding and computer science in a safe, supportive setting. This lesson works well for any student old enough to read (ages 6 and up). Younger learners probably won't finish the tutorial, but they'll have fun solving puzzles for the full hour. High school students will likely finish the tutorial and have extra time to explore the free-play level at the end.

Lesson 7: Intro to App Lab
Tutorial Summary: This tutorial quickly introduces App Lab, a powerful tool for building and sharing apps. Students learn to create and control buttons, text, images, sounds, and screens using JavaScript (a programming language), working with either blocks or typed code. At the end, students get time to expand a project into a "Choose Your Own Adventure" story, a "Greeting Card," or a "Personality Quiz" app. They can also keep building other projects found on the code.org/applab page.

Lesson 8: Dance Party
In this lesson, learners of all ages get an introduction to coding and computer science in a safe, supportive setting. This lesson is designed for all ages but does require reading. It also needs sound turned on, since the activity is built to respond to music.

Lesson 9: AI For Oceans
Tutorial Summary: First, students sort objects into "fish" or "not fish" categories to help clear trash out of the ocean. Then they expand their data by adding other sea creatures that belong in the water. In the second part, students choose their own labels for images of randomly generated fish. This information, called training data, is fed into a machine learning model (a computer system that learns from examples) so it can label new images on its own.

If you are interested in licensing Code.org materials for commercial purposes, contact us.


Lesson 1: Write your first computer program

Overview

In this lesson, learners of all ages get an introduction to coding and computer science in a safe, supportive setting. This lesson was designed for young learners, ages 4–10, but it can be adjusted for older students using the differentiation tips included.

Purpose

This lesson introduces two core computer science ideas — coding and programming (using blocks) — along with simple ways to fix mistakes in code, known as debugging.

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:

  • Define "coding" and "computer science"
  • Identify key computer science vocabulary
  • Identify places to go to keep learning computer science and coding

Preparation

One Week Before Your Hour of Code

  • Review the Hour of Code Educator Guide and Best Practices from Successful Educators to help plan your event.
  • Register your Hour of Code event if you'd like free promotional items ("swag") or classroom support.
  • Complete the online tutorial yourself: Write your first computer program. Be sure to try it out before your students do, and check your technology so you can fix any problems ahead of time.

One Day Before Your Hour of Code

  • Print one or more of the Exit Ticket examples at the end of this lesson plan, or make your own.
  • Every student who finishes the activity should get a certificate. Print one for each student in advance 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 in a program.
  • Program — a set of instructions, or algorithm, that has been turned into code a machine can run.

Teaching Guide

Assessment (2 minutes)

Give each student an "Exit Ticket" and ask them to sum up what they learned, how they felt, or what they experienced. Students can draw, write, or express themselves however feels comfortable. Collect each student's Exit Ticket as they leave the room. If you'd like, post the tickets on a bulletin board or somewhere visible in the school as a reminder of your Hour of Code.

Wrap Up (5 minutes)

Debrief
Ask students to think back on the day's activities. What did they learn about coding? About programming? About debugging? How do they feel about computer science and code after spending an hour exploring it?

Celebrate
Explain that today's hour of coding happened because this week is CS Education Week, and millions of other students around the world have also been doing an Hour of Code this week. Congratulate your students for being part of this worldwide effort.

Give each student a certificate with their name on it.

Next Steps
Let students know that if they enjoyed today's activity, there are many ways to keep coding. Point them to code.org/learn for more options, or, if you're planning follow-up activities, tell them what's coming next in class.

Extended Learning

Beyond an Hour of Code
After your Hour of Code is over, there are many ways to keep teaching computer science in your K–5 classroom. Some ideas:

  • Teach the Code Studio Computer Science Fundamentals courses. These four courses are built for young learners. Students work through a series of puzzles that teach them to code, and teachers get access to lesson plans that bring the material to life. Code.org offers free professional development for these courses, either online or in person.
  • Invite a computer science expert to talk with your class about their work. If you don't know any local computer scientists, try signing up for a virtual classroom visit through Code.org and Skype's Guest Speakers in Computer Science program.

Getting Started (5 minutes)

Setting the Stage
Welcome your students and briefly introduce the day's activity.

Teaching Tip: If you're not very familiar with coding yourself, one good way to introduce the Hour of Code is to show one of the inspirational videos. Pick one you think your students will enjoy. For young learners, we suggest "The Hour of Code is Here."
Teaching Tip: Spend as little time as possible introducing the activity. With young learners, it's best to jump in quickly — too much explanation up front can take away from the fun, and fun is the whole point!
Teaching Tip: Be sure to try out your chosen tutorials yourself before asking students to attempt them. That way you'll know what to expect and can decide whether to let students pick their own tutorial or to assign tutorials based on their needs.

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 that 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 a computer can understand. Let students know that today they'll practice "coding," "programming," and "debugging."

Define:

  • Coding means writing instructions for a computer.
  • Programming also means writing code or instructions. Today, students will program using blocks on a computer (for an online tutorial) or with pen and paper (for an offline activity).
  • Debugging means checking code for mistakes and trying to fix 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, consider:

  • For younger students: Break the class into pairs or small groups of three to four. Have each group work together on the tutorial using pair programming (where students take turns typing and giving suggestions).
  • For middle-grade learners: Working independently on the tutorials tends to work well. It can also help to let students pick their own tutorial. If a student isn't interested in the Angry Birds theme, they can try a similar experience with the Code with Anna and Elsa or Make a Flappy Game tutorials instead.
  • For older students or adults: The Write your first computer program tutorial works well either as something to try alone or as a pair-programming activity.

If a group or individual finishes early, they can try another tutorial by visiting code.org/learn.

Differentiation Suggestions

Adjustments for K–2 Teachers

  • Have the first level of the activity already open on students' screens before they begin.
  • If possible, have students sit away from the computers while you explain the directions.
  • Explain the three commands the bird in the activity can follow: move forward, turn right, and turn left.
  • Walk through the first three levels yourself as a live example. Try using tape on the floor to build a maze like the one in the activity. Demonstrate the commands yourself, then pick one or two student volunteers to demonstrate for the class.
  • Have students pair up at the same computer. The student controlling the mouse and keyboard is "1," and the other student — who offers suggestions, points out mistakes, and asks questions — is "2." Have students switch roles every five minutes.
  • Practice clicking and dragging blocks before trying to solve any puzzles. Also practice dragging blocks into 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

If you are interested...

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