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Karel Adventures 1 (Elementary)

Karel Adventures 1 introduces students to programming in the JavaScript Karel coding environment. Students learn about sequences and control structures as they follow Karel on two fun-filled adventures. Recommended for 5th or 6th grade.

5th, 6th Grade
4 Units
24 Lessons

What Students Will Learn

See the full syllabus for all topics and activities, or explore the course to try it out.

UNITS - 4 (24 lessons)

  • Karel's Coding Environment

    In this lesson, students will meet Karel the dog and explore the syntax of Karel’s commands. Students will then tour the CodeHS editor and write their first Karel programs.

  • The Rabbit Chase

    In this lesson, students go through their first Karel Adventure story! The lesson structure has students watch a video that tells part of a story and then complete a programming task that is aligned with the action of the story. They will repeat this process throughout the lesson. In this story, students will help Karel catch Riley the Rabbit.

  • Lost in Space

    In this lesson, students go through their second Karel Adventure story! In this story, students will help Karel travel to Mars to find her friend Tracy. Along the way, students will learn about if/else statements and while loops.

  • Karel Adventures 1: Evaluation

    In this lesson, students put together all they’ve learned throughout this module to complete an end of unit quiz and/or project. These items can be used in whatever way you feel will benefit you and your students.

Lesson Previews

Explore a sample lesson from this course!