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Karel Adventures 2 (Elementary)

Karel Adventures 2 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
3 Units
25 Lessons

What Students Will Learn

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

UNITS - 3 (25 lessons)

  • Quest for the Rosetta Stone

    In this Egyptian-themed adventure, students combine if/else statements, while loops, for loops, and nested conditionals to navigate temple challenges, culminating in a creative challenge to design and code a hidden hieroglyph.

  • A Day at the Park

    Students build more sophisticated Karel programs at the park by combining conditionals with loops, writing functions for efficiency, applying top-down decomposition, and creating custom colors to design an original scene.

  • Karel Adventures 2: Evaluation

    Students complete a culminating assessment task that requires combining for loops, while loops, and if statements to collect all the tennis balls in Karel's world.

Lesson Previews

Explore a sample lesson from this course!

FAQ

Frequently Asked Questions

What will students learn in Karel Adventures 2?

Students build on their Karel skills through two new adventures. In Quest for the Rosetta Stone, they use if/else statements, while loops, for loops, and nested conditionals to guide Karel through an Egyptian temple, ending with a challenge to design and code their own hieroglyph. In A Day at the Park, they write functions, use top-down decomposition to plan solutions, and create custom colors to design an original park scene.

Do students code with blocks or text in Karel Adventures 2?

Students start with drag-and-drop code blocks and have the option to switch to text-based JavaScript as they gain confidence, so the course supports both new coders and students ready for a challenge. Teachers also get problem guides, solution references, example programs, and printable Karel command sheets in English and Spanish to support every lesson.

Do students need to complete Karel Adventures 1 first?

Yes. Karel Adventures 2 is recommended for 5th or 6th grade students who have already completed Karel Adventures 1. The first lessons assume students finished the Lost in Space adventure and are familiar with Karel's commands, if statements, and while loops.

How long does Karel Adventures 2 take?

The course includes 25 lessons, totaling about 11 hours of instruction. Most coding lessons take 15 to 30 minutes, and the Draw a Hieroglyph challenge and final evaluation each take about 90 minutes. Many lessons are short, multi-part activities that can be combined into a single class period.

What standards is Karel Adventures 2 aligned to?

Karel Adventures 2 is aligned to state computer science standards and CSTA standards.