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← Hour of Code Activity Pack

Grades 9–12 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
This lesson gives learners of all ages a first taste of coding and computer science in a safe, supportive setting. It was built 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
This lesson gives learners of all ages a first taste of coding and computer science in a safe, supportive setting. It was built for middle-grade learners, ages 10–13, but 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 a first taste of computer science and build a game using simple block-based code (a way of programming by snapping together labeled blocks instead of typing text). It was built for middle-grade learners, ages 10–16, but can be adjusted for younger or older students using the differentiation tips included.

Lesson 4: Playlab
In this lesson, learners get a first taste of computer science and build a game using simple block-based code. It was built for middle-grade learners, ages 10–16, but can be adjusted for younger or older students using the differentiation tips included.

Lesson 5: Star Wars — Building a Galaxy with Code
This lesson gives learners of all ages a first taste of coding and computer science in a safe, supportive setting. It comes in two versions.

Lesson 6: Minecraft Hour of Code
This lesson gives learners of all ages a first taste of coding and computer science in a safe, supportive setting. It works well for any student old enough to read (age 6 and up). Younger learners probably won't finish the whole tutorial, but they'll enjoy working through the puzzles for an hour. High school students will likely finish the tutorial with time left over to explore the free-play mode 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 written code. Afterward, 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 featured at code.org/applab.

Lesson 8: Dance Party
This lesson gives learners of all ages a first taste of coding and computer science in a safe, supportive setting. It's designed for learners of all ages but does require reading. Because the tool responds to music, this activity needs sound turned on.

Lesson 9: AI for Oceans
Tutorial Summary: Students first sort objects into "fish" and "not fish" categories to help clear trash from the ocean. Next, they expand their data set to include other sea creatures that belong in the water. In the second part of the activity, students choose their own labels for images of randomly generated fish. This labeled data trains a machine learning model — a computer program that learns patterns from examples — so it can eventually label new images on its own.

If you're interested in licensing Code.org materials for commercial use, contact us.


Lesson 1: Write Your First Computer Program

Overview

This lesson gives learners of all ages a first taste of coding and computer science in a safe, supportive setting. It was built for young learners, ages 4–10, but can be adjusted for older students using the differentiation tips included.

Purpose

This lesson introduces two core computer science ideas — coding and programming, done here through blocks — along with simple techniques for debugging, or finding and fixing mistakes in a program.

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 keep learning computer science and coding

Preparation

One Week Before Your Hour of Code

  • Review the Hour of Code Educator Guide and the Best Practices from Successful Educators to help plan your event.
  • Register your Hour of Code event if you'd like free materials or classroom support.
  • Complete the online tutorial yourself first: Write Your First Computer Program. Test it before assigning it to students, and check your technology so you can troubleshoot any issues 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 design your own.
  • Every student who finishes the activity should get a certificate. Print these in advance to save time at the end of the hour.

Vocabulary

  • Code (verb) — to write instructions for a computer.
  • Debugging — finding and fixing problems in an algorithm (a step-by-step set of instructions) or program.
  • Program — an 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 summarize what they learned, how they felt, or what they experienced. Students can draw, write, or respond however feels comfortable. Collect a ticket from each student as they leave. If you like, display 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 reflect on the day's activity. What did they learn about coding? About programming? About debugging? How do they feel about computer science and coding after spending an hour exploring it?

Celebrate
Explain that today's coding hour is part of CS Education Week, and that millions of students around the world are completing their own Hour of Code this same week. Congratulate your students on being part of this global effort. Give each student a certificate with their name on it.

Next Steps
Let students know they have many ways to keep coding if they enjoyed the activity. Point them to code.org/learn for more options, or tell them what's coming next in your classroom if you're planning further activities.

Extended Learning

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

  • Teach the Code Studio Computer Science Fundamentals courses. These four courses are designed for young learners, who work through a series of puzzles that teach coding step by step. Educators get lesson plans that help bring the material to life, and Code.org offers free professional development for these courses, both online and in person.
  • Invite a computer science professional to speak with your class about their work. If you don't know anyone locally, sign 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 students and briefly introduce the day's activity.

Teaching Tip: If you're not very familiar with coding yourself, try showing one of the inspirational videos to kick things off. 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 Hour of Code. With young learners, it's best to dive in quickly — too much explanation up front can take away from the fun, which is the whole point.
Teaching Tip: Try the tutorial yourself before asking students to attempt it. That way you'll know what to expect and can decide whether to let students pick their own tutorial or assign one based on their needs.

Say: "Today we're going to spend an 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 relates to computers somehow. 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 the terms:

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

Activity (30–45 minutes)

Challenge students to complete the Write Your First Computer Program tutorial. Depending on your students' age and skill level, consider the following:

  • For younger students: Break the class into pairs or small groups of three or four and have each group complete the tutorial together through pair programming (two students working as a team, taking turns at the keyboard).
  • For middle-grade learners: Independent work tends to succeed well. It can also help to let students choose their own tutorial — if Angry Birds isn't their thing, Code with Anna and Elsa or Make a Flappy Game offer a similar experience.
  • For older or adult learners: The Write Your First Computer Program tutorial works well either as an independent challenge or a pair-programming activity.

Groups or individuals who finish early 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 begin.
  • If possible, seat students away from the computers while you explain the directions.
  • Explain the three commands the bird can follow: move forward, turn right, and turn left.
  • Walk through the first three levels live. Try marking a maze on the floor with tape to mirror the bird's path. Demonstrate the commands yourself, then choose one or two student volunteers to demonstrate for the class.
  • Have students pair up at a single computer. The student controlling the mouse and keyboard is "1"; the student offering suggestions, spotting errors, and asking questions is "2." Switch roles every five minutes.
  • Practice clicking and dragging blocks — including dragging blocks to the trash can — before attempting any puzzles.

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 Text
  • 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.