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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.

Overview & Highlights

Level
Elementary School
Number of Lessons
24
Grade
5th, 6th

Overview of Lessons

To view the entire syllabus, click here or click to explore the full course.

Karel's Coding Environment

KA1.1.1 - Karel's Coding Environment: Example Program

Example Program: Students will explore and modify existing code for Karel. Students use code blocks with the option for text-based coding.

KA1.1.2 - Karel's Coding Environment: Walk Around the Pond

Walk Around the Pond: Students will write the code to help Karel move around the pond and finish facing right. Students use code blocks with the option for text-based coding.

KA1.1.3 - Karel's Coding Environment: Your Favorite Color

Your Favorite Color: Students will program Karel to move to their favorite favorite color and end at the right edge of the world. Students use code blocks with the option for text-based coding.
The Rabbit Chase

KA1.2.1 - The Rabbit Chase: Time to Clean Up

Time to Clean Up: Students will write a program to help Karel put each tennis ball into the red bucket. Students use code blocks with the option for text-based coding.

KA1.2.2 - The Rabbit Chase: Riley the Troublemaker

Riley the Troublemaker: Students will program Karel to build a black wall around the bucket of tennis balls. Students use code blocks with the option for text-based coding.

KA1.2.3a - The Rabbit Chase: Riley's Escape Part 1

Riley's Escape Part 1: Students will move to the shallow water, paint an orange bridge, and chase Riley! Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA1.2.3b - The Rabbit Chase: Riley's Escape Part 2

Riley's Escape Part 2: Students will paint 2 more bridges to continue the chase! Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA1.2.4 - The Rabbit Chase: Tracking Riley

Tracking Riley: Students will program Karel to follow the trail and paint the holes with green grass. Students use code blocks with the option for text-based coding.

KA1.2.5 - The Rabbit Chase: Over the Wall

Over the Wall: Students will program Karel to paint a red staircase to the top of the wall. Students use code blocks with the option for text-based coding.

KA1.2.6 - The Rabbit Chase: Help

Help: Students will program Karel to build a purple ladder to reach Riley! Students use code blocks with the option for text-based coding.

KA1.2.7 - The Rabbit Chase: Making Friends

Making Friends: Students will complete an extra challenge by programming Karel to paint a picture of Riley the Rabbit! Students use code blocks with the option for text-based coding.
Lost in Space

KA1.3.1 - Lost in Space: A Call from Space

A Call from Space: Students will use paint() commands to finish building the spaceship! Students use code blocks with the option for text-based coding.

KA1.3.2a - Lost in Space: Directions to Mars

Directions to Mars: Students will program Karel to use an if statement and conditions to face Mars 1 & Mars 2! Students use code blocks with the option for text-based coding. This is part 1 of a 3 part set of lessons.

KA1.3.2b - Lost in Space: Asteroid Field Part 1

Asteroid Field: Students will use if statements and conditions to paint each asteroid black for 3 worlds. Students use code blocks with the option for text-based coding. This is part 2 of a 3 part set of lessons.

KA1.3.2c - Lost in Space: Asteroid Field Part 2

Asteroid Field 2: Students will program Karel to destroy the asteroids in Field 1 and Field 2! Students use code blocks with the option for text-based coding. This is part 3 of a 3 part set of lessons.

KA1.3.3a - Lost in Space: Landing Systems Engaged

Landing Systems Engaged: Students will program Karel to engage the landing systems for 3 control panels using an if statement and paint() commands. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA1.3.3b - Lost in Space: Perimeter Check

Perimeter Check: Students will program Karel to use if/else statements, conditions, and paint() commands to check the perimeter. Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA1.3.4a - Lost in Space: Putting Out Fires Part 1

Putting Out Fires Part 1: Students will use a while loop to put out this fire by painting each fire square CYAN. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA1.3.4b - Lost in Space: Putting Out Fires Part 2

Putting Out Fires Part 2: Students will use loops to put out the fires by painting them CYAN. Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA1.3.5a - Lost in Space: Tracking Tracy Part 1

Tracking Tracy Part 1: Students will add a condition to the while loop and a condition to the if/else statement to fill in the missing parts of the code to track Tracy. Students use code blocks with the option for text-based coding. This is part 1 of a 2 part set of lessons.

KA1.3.5b - Lost in Space: Tracking Tracy Part 2

Tracking Tracy Part 2: Students will use a loop and if statements to move Karel through the trail and cover each hole! Students use code blocks with the option for text-based coding. This is part 2 of a 2 part set of lessons.

KA1.3.6 - Lost in Space: Martian Sand Worms

Martian Sand Worms: Students will use while loops to move Karel across a row of squares on the screen, painting black squares with purple. Students use code blocks with the option for text-based coding.
Karel Adventures 1: Evaluation

KA1.4.1 - Evaluation: Supplies Drop Off

Supplies Drop Off: Students should use while loops and if statements to drop off the supplies to the sand worms. Students use code blocks with the option for text-based coding.

KA1.4.2 - Evaluation: Create Karel Adventures

Create Karel Adventures: Students will create their own Karel Adventure story. Students use code blocks with the option for text-based coding.
24
Exercises
2
Offline Handouts

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