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Space Cadet Grades K-2


Scope and Sequence Each lesson takes about one class period to complete.
Space Cadet is a course for students in grade K-2 who are new to Tynker. It is available for free on iPads as part of the ​Everyone Can Code program​ from Apple. You can download a free ​teacher
guide iBook​ from Apple. The stories, games, puzzles, and projects in this course engage students in developing computational thinking skills, as listed below from the CSTA Level 1 Computer Science
standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 1 - Lesson 3 - Lesson 4 -


Lesson 2 - Lesson 5 - Lesson 6 - Lesson 7 - Lesson 8 -
Crash Landed! Stay the Walk. Jump.
Dance Party Glitchy Code Asteroids Shifty Aliens Blast Off!
Course Repeat.
● Sequence blocks of ● Create your own ● Construct ● Code with loops ● Troubleshoot and ● Trigger code using ● Run code ​only when ● Construct an
code to create sequence sequences in ● Detect patterns in debug a program different events a condition is true algorithm to solve a
Key Skills and algorithms ● Understand the different ways code sequences ● Broadcast and ● Construct dynamic problem
Concepts importance of order ● Understand there’s ● Identify when to receive messages programs that ● Design a simple
in sequencing more than one way use loops for respond to program
to solve a problem efficiency changing conditions
1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 MP.1 MP.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1
1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 5.G.1 5.G.1 1.OA.2, 2OA.2 1.OA.2, 2OA.2
CCSS-Math 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 5.G.2 5.G.2 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3
Standards 1.MD.4 1.MD.4 1.MD.4 1.MD.4 6.NS.6 6.NS.5 1.MD.4 1.MD.4
6.NS.6

1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 5.RF.4 3.RI.3, 4.RI.3 3.W.3, 4.W.3 1.RI.3, 2.RI.3
1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 6-8.RST.3 3.RI.5 3.W.4, 4.W.4 1.RI.6, 2RI.6
1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.10 6-8.RST.4 3.RI.7, 4.RI.7 3.W.6, 4.W.6 1.RI.10
CCSS-ELA 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RF.1, 2.RF.1 6-8.RST.7 3.RF.3, 4.RF.3 3.L.1, 4.L.1, 3.L.2, 4.L.2 1.RF.1, 2.RF.1
Standards 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.4, 2.RF.4 3.RF.4, 4.RF.4 3.L.3, 4.L.3, 3.L.4, 4.L.4 1.RF.4, 2.RF.4
1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.L.3, 2.L.3 3.L.4, 4.L.4 3.RI.3, 4.RI.3, 3.RI.5 1.L.3, 2.L.3
1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 2.L.6 3.RI.7, 4.RI.7, 3.RF.3, 2.L.6
2.L.6 2.L.6 2.L.6 4.RF.3, 3.RF.4, 4.RF.4
CSTA 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4
1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7
Computer 1B-A-6-8
Science
Standards
UK National Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2
Computing** Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Use sequencing to Use sequencing to Use custom and Demonstrate Fix the broken code to Create interactive Use conditional Use conditional
Sample solve puzzles. solve puzzles. unique sequencing to understanding of solve the puzzles. games using statements and logic statements and loops
Application of solve puzzles. sequencing and loops. broadcasting and to solve puzzles. to solve puzzles
receiving messages
Skills between actors.
 

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Dragon Spells Grades 3-5
Scope and Sequence Each lesson takes about one class period to complete.
Dragon Spells is a course for students in grade 3-5 who are new to programming. It is available for free on iPads as part of the ​Everyone Can Code program​ from Apple. You can download a free
teacher guide iBook​ from Apple. The stories, games, puzzles, and projects in this course engage students in developing computational thinking skills, as listed below from the CSTA Level 1 Computer
Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 7 -
Lesson 1 - Lesson 2 - Lesson 3 - Lesson 4 - Lesson 5 - Lesson 6 - Lesson 8 -
Catch Me If
Dragon Eggs Blast Through Deja Vu Twisted Trees Dragon Scrolls Ancient Spells The Long Road
You Can
● Build a set of ● Analyze algorithms ● Detect patterns in ● Deconstruct ● Group common ● Create functions to ● Run code when a ● Repeatedly run a
commands, forming to find errors code sequences problems into elements together shorten code condition is true series of commands
an algorithm ● Troubleshoot and ● Build more efficient manageable parts to create efficient ● Call a function to ● Construct dynamic based on whether
Key Skills and ● Sequence debug a program algorithms using ● Assemble parts of a processes in solving trigger a set of code programs that can certain conditions
Concepts commands in a loops program to solve a problems respond to are true
specific order to larger problem changing conditions ● Build programs with
solve a problem ● Recognize patterns loops inside other
for decomposition loops
MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
5.G.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1
CCSS-Math 5.G.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2
Standards 6.NS.6 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3
1.MD.4 1.MD.4 1.MD.4

5.RF.4 5.RF.4 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 3.W.3, 4.W.3 1.RI.3, 2.RI.3
6-8.RST.3 6-8.RST.3 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 3.W.4, 4.W.4 1.RI.6, 2RI.6
6-8.RST.4 6-8.RST.4 1.RI.10 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 3.W.6, 4.W.6 1.RI.7, 2RI.7
CCSS-ELA 6-8.RST.7 6-8.RST.7 1.RF.1, 2.RF.1 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 3.L.1, 4.L.1, 3.L.2, 4.L.2 1.RI.10, 2.RI.10
1.RF.4, 2.RF.4 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 3.L.3, 4.L.3, 3.L.4, 4.L.4 1.RF.1, 2.RF.1
Standards 1.L.3, 2.L.3 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 3.RI.3, 4.RI.3, 3.RI.5 1.RF.4, 2.RF.4
2.L.6 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 3.RI.7, 4.RI.7, 3.RF.3, 1.L.3, 2.L.3
2.L.6 2.L.6 2.L.6 4.RF.3, 3.RF.4, 4.RF.4 2.L.6

1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4 1B-A-5-4


CSTA 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7 1B-A-3-7
Standards 1B-A-6-8 2-A-5-6 2-A-5-6

UK National Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Use sequencing to Fix the broken code to Demonstrate Use simple loops and Use loops and Create a Mad Use conditional Use conditional
Sample solve puzzles. solve the puzzles. understanding of custom sequencing to sequencing . Libs-style game. statements to solve statements and loops
Application of sequencing and loops. solve puzzles. the puzzles. to solve the puzzles.
Skills
 

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Dragon Spells Grades 3-5
Scope and Sequence Each lesson takes about one class period to complete.
Dragon Spells is a course for students in grade 3-5 who are new to programming. It is available for free on iPads as part of the ​Everyone Can Code program​ from Apple. You can download a free
teacher guide iBook​ from Apple. The stories, games, puzzles, and projects in this course engage students in developing computational thinking skills, as listed below from the CSTA Level 1 Computer
Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 9 - Lesson 10 -
Gem Collector Dragon Maker
● Create a program ● Craft and modify
that tracks a value the visual elements
that can change of an app (UI)
Key Skills and over time ● Change the
● Build programs that experience that a
Concepts take input and give user has on an app
output (UX)
● Customize UI and
UX
CCSS-Math MP.1 MP.1
MP.2
Standards MP.4
7.RI.4, 8.RI.4 1.RI.3, 2.RI.3
6-8.RST.3 1.RI.6, 2RI.6
6-8.RST.4 1.RI.7, 2RI.7
CCSS-ELA 6-8.RST.7 1.RI.10, 2.RI.10
Standards 1.RF.1, 2.RF.1
1.RF.4, 2.RF.4
1.L.3, 2.L.3
2.L.6
CSTA 1B-A-5-4 1B-A-5-4
1B-A-3-7 1B-A-3-7
Computer 2-A-5-7
Science
Standards
UK National Keystages 1 & 2 Keystages 1 & 2
Computing* Computing*
Curriculum
Create and modify Customize a dragon
Sample variables to solve using intuitive UI
Application of puzzles. buttons.
Skills

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Programming 1A Grades 1-2
Scope and Sequence Each lesson takes about one class period to complete.

Programming 1A is a course for students in grade 1 or 2 who are new to Tynker. The puzzles and projects engage students in developing computational thinking skills, as listed below from the CSTA
Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 1 - Lesson 2 - Lesson 3 - Lesson 4 - Lesson 6 - Lesson 7 - Lesson 8 -


Lesson 5 -
Welcome Connect Code Recognize the Follow the Conditional Conditional Draw Simple
Sequencing
Blocks Pattern Path Logic Loops Shapes
● Learn about Tynker ● Use simple events ● Use conditional ● Sequence blocks of ● Use simple events ● Recognize patterns ● Use simple events ● Sequence blocks of
and what you can ● Use simple loops loops code to create ● Use simple loops ● Use conditional ● Recognize patterns code
Key Skills and build with code ● Create custom algorithms ● Use repetition to loops ● Use conditional ● Draw geometric
sequences to solve create algorithms ● Sequence blocks of loops shapes and angles
Concepts puzzles code ● Sequence blocks of using repetition and
● Recognize patterns code loops
to create algorithms
1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1
1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2
CCSS-Math 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3
1.MD.4 1.MD.4 1.MD.4 1.MD.4 1.MD.4 1.MD.4 1.MD.4
Standards 1.GA.1, 2.GA.1
1.GA.2, 2.GA.2

1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3
1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6
1.RI.10 1.RI.10 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7
CCSS-ELA 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10
Standards 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1
1.L.3, 2.L.3 1.L.3, 2.L.3 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4
2.L.6 2.L.6 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3
2.L.6 2.L.6 2.L.6 2.L.6 2.L.6 2.L.6
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2
Science L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Standards L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
UK National Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon

Curriculum
Understand how to Demonstrate Use sequencing and Use sequencing and Use sequencing and Use sequencing, Use sequencing, Draw simple shapes
Sample use visual blocks to understanding of repetition to solve conditional loops to repetition to solve conditional logic, conditional loops, and and angles using
Application of program algorithms to sequencing and loops. puzzles. solve puzzles. puzzles. conditional loops, and repetition to solve sequencing,
solve puzzles. repetition to solve puzzles. repetition, and loops.
Skills puzzles.
 

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Programming 1A Grades 1-2
Scope and Sequence Each lesson takes about one class period to complete.

Programming 1A is a course for students in grade 1 or 2 who are new to Tynker. The puzzles and projects engage students in developing computational thinking skills, as listed below from the CSTA
Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 9 -
Lesson 12 -
Squares, Lesson 10 - Lesson 11 -
Complete
Triangles, and Sequencing Use Repeat
Multiple Tasks
Staircases Review Loops
in Order
● Use simple loops ● Use sequencing ● Use simple loops ● Use functions to
Key Skills and ● Use simple events concepts ● Sequence code handle sub-tasks
● Draw geometric ● Use simple loops blocks to program ● Call functions
Concepts shapes with ● Recognize patterns algorithms ● Use conditional
repetition and loops loops
1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1
1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2
CCSS-Math 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3
1.MD.4 1.MD.4 1.MD.4 1.MD.4
Standards 1.GA.1, 2.GA.1
1.GA.2, 2.GA.2

1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3


1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6
1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7
CCSS-ELA 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10
Standards 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1
1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4
1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3
2.L.6 2.L.6 2.L.6 2.L.6
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2
Science L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Standards L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
UK National Coming Soon Coming Soon Coming Soon Coming Soon

Curriculum
Draw various shapes Use sequencing and Use sequencing, Use functions,
Sample using sequencing, repetition to solve repetition, and loops sequencing, and loops
Application of repetition and loops. puzzles. to solve puzzles. to solve puzzles.
Skills
 

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Programming 1B Grades 1-2
Scope and Sequence Each lesson takes about one class period to complete.

Programming 1B is a course for students in grade 1 or 2 who are new to Tynker. The puzzles and projects engage students in developing computational thinking skills, as listed below from the CSTA
Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 2 - Lesson 3 –
Lesson 1 - Lesson 4 - Lesson 5 - Lesson 6 - Lesson 7 -
Use Apply Lesson 8 -
Welcome Animation and Apply Negative Use Nested Use Advanced
Conditional Advanced Write a Story
Sound Logic Logic Logic
Logic Logic
● Learn about Tynker ● Use simple events ● Use conditional ● Use simple events ● Use simple events ● Recognize patterns ● Use simple events ● Sequence blocks of
and what you can ● Use simple loops loops ● Animate characters ● Use simple loops ● Use conditional ● Recognize patterns code
Key Skills and build with code ● Use negative logic ● Create custom using sounds and ● Use repetition to loops ● Use conditional ● Animate characters
Concepts sequences to solve events create algorithms ● Use nested logic loops using sounds,
puzzles ● Use negative logic ● Sequence blocks of dialogue, and
code events
1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.MD.4 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.MD.4
1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2
CCSS-Math 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3
Standards 1.MD.4 1.MD.4 1.MD.4 1.MD.4 1.MD.4

1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3
1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6
1.RI.10 1.RI.10 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7
CCSS-ELA 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10
Standards 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1
1.L.3, 2.L.3 1.L.3, 2.L.3 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4
2.L.6 2.L.6 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3
2.L.6 2.L.6 2.L.6 2.L.6 2.L.6 2.L.6
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2
Science L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Standards L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
UK National Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon

Curriculum
Understand how to Use repetitive Use conditional logic Create an animation Use sequencing and Use sequencing, Use sequencing, Create an animation
Sample use visual blocks to sequencing and and loops to solve of a character repetition to solve conditional logic, conditional loops, and of a character
Application of program algorithms to conditional logic to puzzles. interacting with their puzzles. conditional loops, and repetition to solve interacting with their
solve puzzles. solve puzzles. surroundings. repetition to solve puzzles. surroundings.
Skills puzzles.
 
 

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Programming 1B Grades 1-2
Scope and Sequence Each lesson takes about one class period to complete.
Programming 1B is a course for students in grade 1 or 2 who are new to Tynker. The puzzles and projects engage students in developing computational thinking skills, as listed below from the CSTA
Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are also listed here.

Lesson 9 -
Lesson 10 - Lesson 12 - Lesson 14 -
Make Lesson 11 - Lesson 13 -
Use Arrow Sequencing Patterns
Geometric Build a Game Loops Review
Keys to Move Review Review
Patterns
● Sequence blocks of ● Use sequencing ● Use simple events ● Use sequencing ● Use simple loops ● Recognize patterns
Key Skills and code concepts and loops concepts ● Sequence code ● Sequence code
● Draw geometric ● Animate characters ● Animate characters ● Use simple loops blocks to program blocks to program
Concepts shapes using using motion, using motion, ● Recognize patterns algorithms algorithms
repetition and loops sound, and events sound, and events
1.OA.1, 2.OA.1 1.MD.4 1.MD.4 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1 1.OA.1, 2.OA.1
1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2 1.OA.2, 2OA.2
CCSS-Math 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3 1.OA.3, 2.OA.3
1.MD.4 1.MD.4 1.MD.4 1.MD.4
Standards 1.GA.1, 2.GA.1
1.GA.2, 2.GA.2

1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3 1.RI.3, 2.RI.3
1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6 1.RI.6, 2RI.6
1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7 1.RI.7, 2RI.7
CCSS-ELA 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10 1.RI.10, 2.RI.10
Standards 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1 1.RF.1, 2.RF.1
1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4 1.RF.4, 2.RF.4
1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3 1.L.3, 2.L.3
2.L.6 2.L.6 2.L.6 2.L.6 2.L.6 2.L.6
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2 L1:6.CT.2
Science L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Standards L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon Coming Soon
UK National
Curriculum
Draw various shapes Create an animation Create a game with Use sequencing and Use sequencing, Use sequencing,
Sample using sequencing, of a rocket moving moving characters repetition to solve repetition, and loops repetition, patterns,
Application of repetition and loops. through outer space. interacting with one puzzles. to solve puzzles. and loops to solve
another. puzzles.
Skills
 

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Programming 101 Grades 3-4
Scope and Sequence Each lesson takes about one class period to complete.
Programming 101 is a course for students in grade 3 or 4 who are new to Tynker. The stories, games, puzzles, and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 1 - Lesson 2 - Lesson 3 - Lesson 6 - Lesson 8 -


Lesson 4 - Lesson 5 - Lesson 7 -
Introduction Tynker Vector Keyboard Character
Animation Storytelling Slideshow
Workshop Drawing Control Creator
● Use visual code ● Use characters, ● Use Tynker drawing ● Animate characters ● Use speech bubbles ● Use keyboard ● Create slideshow ● Build and customize
blocks to create a sounds, and scenes tools with simple to make characters controls to turn, presentations in an animated
program from the Media costume handling have a conversation point, and move Tynker character
Key Skills and ● Sequence steps Library ● Use different kinds characters ● Set character parts
● Use loops for ● Use simple loops of speech bubbles and use advanced
Concepts repetition ● Use delays and delays to animation
● Use conditional convey meaning
statements and and emotion
branching logic
CCSS-Math - - - - - 4.MD.5 - 4.NF.C.7

Standards
- 3.RI.3, 4.RI.3 - 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3
3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5
3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7
3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3
CCSS-ELA 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4
3.L.4, 4.L.4 3.L.4, 4.L.4 3.W.3, 4.W.3 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4
Standards 3.W.4, 4.W.4
3.L.1, 4.L.1
3.L.2, 4.L.2
3.L.3, 4.L.3
3.L.4, 4.L.4
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Science L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Standards L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
UK National Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create a program Create a scene and a Use drawing tools to Create an animation Create a comic-book Create unique Create a slideshow Create an Epic Quest
Sample using simple character and sounds draw a scene and of a bird flying across style conversation controls to guide a presentation with game, with a Hero
conditionals and loops to accompany them. some characters. the screen. between characters robot through a maze, pictures and captions.. that can animate to
Application of to move a character and have them tell or a car through city obtain a reward and
Skills through an obstacle jokes and stories. streets. avoid an enemy.
course.

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Programming 101 Grades 3-4
Scope and Sequence Each lesson takes about one class period to complete.
Programming 101 is a course for students in grade 3 or 4 who are new to Tynker. The stories, games, puzzles, and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 9 - Lesson 10 - Lesson 11 -


Lesson 12 - Lesson 13 - Lesson 14 - Lesson 15 - Lesson 16 -
Make a The Music Positioning
Pen Drawing TynkerBlocks Keeping Score Adding Logic Quiz Game
Birthday Card Machine Actors
● Make characters ● Generate music ● Move characters ● Make characters ● Use simple and ● Use a special ● Use conditional ● Use more advanced
and objects appear using musical notes, and objects to draw using the Pen advanced TynkerBlock to statements and conditional
and disappear various specific screen commands messaging keep track of score comparison statements and
● Apply special instruments, and locations using x- ● Make multiple ● Use special ● Generate a random operators branching logic
Key Skills and graphics effects changing tempos and v-values copies of characters pre-programmed number from a
● Move characters and objects TynkerBlocks range of numbers
Concepts left and right using ● Make characters
changes in x-values, respond to
and up and down messages they
using changes in receive
y-values
CCSS-Math - - 5.G.1, 5.G.2 - - 5.G.1, 5.G.2 2.NBT.4 -
6.NS.5, 6.NS.6 6.NS.5, 6.NS.6 5.G.1, 5.G.2
Standards 6.NS.5, 6.NS.6
3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.W.3, 4.W.3
3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.W.4, 4.W.4
3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.W.6, 4.W.6
CCSS-ELA 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.L.1, 4.L.1, 3.L.2, 4.L.2
Standards 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.L.3, 4.L.3, 3.L.4, 4.L.4
3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.RI.3, 4.RI.3, 3.RI.5
3.RI.7, 4.RI.7, 3.RF.3,
4.RF.3, 3.RF.4, 4.RF.4
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Science L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Standards L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
UK National Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create a birthday card Create a piano and a Create a game with Create an Create a basic Space Create a game where Create an Actor who Develop an interactive
Sample featuring characters drum machine. falling characters that Etch-a-Sketch© style Invaders style video characters appear and makes different story where the user
that appear and need to be caught. drawing machine. game. disappear in random comments and provides input on
Application of disappear, and special places, and score is changes costumes which path the story
Skills graphic effects. kept. depending on the will take.
scene.

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Programming 101 Grades 3-4
Scope and Sequence Each lesson takes about one class period to complete.
Programming 101 is a course for students in grade 3 or 4 who are new to Tynker. The stories, games, puzzles, and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 17 -
Color Sensing
● Make characters
Key Skills and respond to
touching certain
Concepts colors

2.NBT.4
5.G.1
CCSS-Math 5.G.2
Standards 6.NS.5
6.NS.6 (not all these)

3.RI.3, 4.RI.3
3.RI.5
CCSS-ELA 3.RI.7, 4.RI.7
Standards 3.RF.3, 4.RF.3
3.RF.4, 4.RF.4
3.L.4, 4.L.4
L1:3.CT.1
CSTA L1:3.CT.4
Computer L1:6.CT.1
L1:6.CPP.1
Science L1:6.CPP.5
Standards L1:6.CPP.6
L1:6.CPP.8
UK National Keystages 1 & 2
Computing*
Curriculum
Create a game where
Sample characters need to
Application of navigate through a
maze and avoid
Skills enemies.

© Tynker 2015. All Rights Reserved Page 10/26 
Programming 102 Grades 3-4
Scope and Sequence Each lesson takes about one class period to complete.
Programming 102 is a course for students in grade 3 or 4 who have completed Tynker’s Programming 101 course. The stories, games, puzzles, and projects engage students in developing
computational thinking skills, as listed below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English
Language Arts that students develop are also listed here.

Lesson 1 - Lesson 2 - Lesson 4 -


Lesson 3 - Lesson 5 -
Review: Review: Review: Lesson 6 - Lesson 7 - Lesson 8 -
Review: Show and Hide
Interactive Pen Drawing Character Layers Motion Snowball Siege
Ghost-Catcher
Animation Creator
● Review how to add ● Review messaging ● Review detection of ● Review basic and ● Review moving ● Layer characters ● Make a character ● Glide smoothly to a
Actors, add techniques and color and touch advanced characters and and objects in front follow the cursor specific location
Costumes, animate, usage of the Pen ● Review making animation methods objects to random of or behind each around the stage ● Control script flow
Key Skills and move, handle drawing tools characters appear ● Review usage of screen locations other on the Stage ● Use math operators ● Broadcast and
key-press events, and disappear conditional using random in conditional receive messages
Concepts use loops for statements number generators statements
repetition, use
delays, and play
sounds
MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
5.G.1 5.G.1 2.OA.1 5.G.1
CCSS-Math 5.G.2 5.G.2 5.G.1 5.G.2
Standards 6.NS.5 6.NS.5 5.G.2 6.NS.5
6.NS.6 6.NS.6 6.NS.5 6.NS.6
6.NS.6
- 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3
3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5
CCSS-ELA 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7
Standards 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3
3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4
3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4
L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1
CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Science L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Standards L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
UK National Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create an underwater Create a painting Create a Create an adventure Create a Build a “Where’s Create an obstacle Create a snowball
Sample adventure game program that lets the ghost-catcher game game where a Hero Whack-a-Mole style of Waldo?” style game course game. fight game, with
involving animating user change the where ghosts respond must animate to earn game where with multiple different characters
Application of and moving fish, colors, shades, and to touching certain power-ups while characters appear in characters hiding, appearing, and
Skills collecting treasure, sizes of the brush colors. avoiding enemies. random locations overlapping and disappearing when
and avoiding enemies. strokes. quickly. hiding. hit.
 

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Programming 102 Grades 3-4
Scope and Sequence Each lesson takes about one class period to complete.
Programming 102 is a course for students in grade 3 or 4 who have completed Tynker’s Programming 101 course. The stories, games, puzzles, and projects engage students in developing
computational thinking skills, as listed below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English
Language Arts that students develop are also listed here.

Lesson 9 - Lesson 10 - Lesson 11 - Lesson 12 - Lesson 13 - Lesson 14 - Lesson 15 - Lesson 16 -


Drawing Color Effects Stamping Star Runner Space Breaker 2-Player Battle Sky Train Final Lesson
Patterns

● Use keyboard ● Apply a variety of ● Make multiple ● Draw lines on the ● Make a simple ● Use nested loops ● Use advanced ● Open-ended
controls to point graphic effects to copies of characters screen using a new timer to control a ● Use conditional motion techniques projects
and turn objects and and objects method game, and reset loops ● Call functions
Key Skills and characters, and characters. ● Change sizes of timer ● Use “or” in a ● Use more math
have them use ● Use functions to characters and conditional operators
Concepts various drawing re-use groups of objects by a statement
effects. code blocks. percentage
● Draw text on the
screen
CCSS-Math MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
4.MD.5
Standards
3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.RI.3, 4.RI.3 3.W.3, 4.W.3, 3.W.4,
3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 3.RI.5 4.W.4, 3.W.6, 4.W.6
3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.RI.7, 4.RI.7 3.L.1, 4.L.1, 3.L.2,
CCSS-ELA 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 3.RF.3, 4.RF.3 4.L.2, 3.L.3, 4.L.3,
3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.RF.4, 4.RF.4 3.L.4, 4.L.4, 3.RI.3,
Standards 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 3.L.4, 4.L.4 4.RI.3, 3.RI.5, 3.RI.7,
4.RI.7, 3.RF.3, 4.RF.3
3.RF.4, 4.RF.4

L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1 L1:3.CT.1


CSTA L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4 L1:3.CT.4
Computer L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1
L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Science L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Standards L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
UK National Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2 Keystages 1 & 2
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create interesting Create a constellation Fill a scene with Create a game where Build a Space Breaker Develop a battle game Create a Sky Rider Five open-ended
Sample circular patterns maker that draws multiple copies of a starship can shoot game with a ball, with lasers, with train cars that projects allow
among the stars by lines between characters and objects lasers at stars and paddles, and bricks. characters, scenes, follow along one after students to use their
Application of making starships turn draggable stars and with different enemy ships. and music. the other, and collect creativity and apply all
Skills and change colors. uses a variety of costumes. treasures. of the concepts
graphic effects. they’ve learned.

© Tynker 2015. All Rights Reserved Page 12/26 
Programming 201 Grades 5-6
Scope and Sequence Each lesson takes about one class period to complete.
Programming 201 is a course for students in grade 5 or 6 who are new to Tynker. The stories, games, puzzle and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 2 - Lesson 3 - Lesson 4 - Lesson 6 - Lesson 7 -


Lesson 1 - Lesson 5 - Lesson 8 -
Loops and Creating a Jumping over Keyboard Guessing
Introduction Storytelling Rotation
Animation Scene Obstacles Interaction Game
● Use blocks to ● Create and animate ● Add sounds to ● Move characters up ● Use speech bubbles ● Move characters ● Use conditional ● Use direction and
create a program characters characters and down using to make characters using keyboard statements and turning
● Sequencing of steps ● Add background ● Handle key-press changes in y-values have a conversation controls and branching logic
Key Skills and ● Use simple and sounds to a events ● Use different kinds changes in x- and y- ● Use some math
animation scene ● Animate character of speech bubbles values operators
Concepts ● Use sounds when clicked to convey emotion ● Wait for a signal
● Use loops for ● Use a delay to
repetition control timing

MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1


CCSS-Math 5.G.1 5.G.1 5.G.1 5.G.1
Standards 6.NS.5 6.NS.5 5.G.2 5.G.2
6.NS.6 6.NS.6
5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.W.3, 6.W.3 5.RF.4 5.W.3, 6.W.3 5.RF.4
6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 5.W.4, 6.W.4 6-8.RST.3 5.W.4, 6.W.4 6-8.RST.3
6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 5.L.1, 6.L.1 6-8.RST.4 5.L.1, 6.L.1 6-8.RST.4
6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 5.L.2, 6.L.2 6-8.RST.7 5.L.2, 6.L.2 6-8.RST.7
CCSS-ELA 5.L.3, 6.L.3 5.L.3, 6.L.3
Standards 5.RF.4 5.RF.4
6-8.RST.3 6-8.RST.3
6-8.RST.4 6-8.RST.4
6-8.RST.7 6-8.RST.7

L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1


CSTA L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Computer L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
Science L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
Standards L1:6.CD.1 L1:6.CD.1 L1:6.CD.1

UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Use loops to create a Create a natural Create a slideshow on Create a scene with Create a dialogue that Update the natural Create an interactive Create a scene with
Sample basic stop-motion environment scene a historical event. Add multiple characters tackles a digital environment scene to quiz game to assess multiple characters
Application of animation. with sounds from that actors and record that animate and citizenship issue such make various animals knowledge about any that can animate,
habitat. your own voice for jump up and down as cyber bullying. move and speak. subject. move, flip and rotate.
Skills narration. when clicked.

© Tynker 2015. All Rights Reserved Page 13/26 
Programming 201 Grades 5-6
Scope and Sequence Each lesson takes about one class period to complete.
Programming 201 is a course for students in grade 5 or 6 who are new to Tynker. The stories, games, puzzle and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 9 - Lesson 10 - Lesson 11 - Lesson 12 - Lesson 13 - Lesson 14 - Lesson 15 - Lesson 16 -


Detecting Music and Instruments Broadcasting Time Limits Message Pop the Animation
Screen Bounds Animation and Tempo and Messages Driven Balloon with
Programming Movement
● Use screen bounds ● Add background ● Generate music ● Send and receive ● Use properties of ● Make characters ● Receive a message ● Send a message to
to make characters music for a using musical notes, messages between other characters perform different to run a program make a character
bounce at screen character various characters ● Make a simple animations based ● Use animation move, animate and
edge instruments, and timer to control a on the messages techniques to make sounds at the
● Move characters changing tempos game they receive simulate explosions same time
Key Skills and and objects to ● Troubleshoot and
Concepts random screen debug a program
locations using
random numbers
● Make characters
and objects appear
and disappear
MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
CCSS-Math 5.G.1 5.G.1 5.G.1 5.G.1
5.G.2 5.G.2 5.G.2 5.G.2
Standards 6.NS.6 6.NS.6 6.NS.6 6.NS.5
6.NS.6
5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4
CCSS-ELA 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
Standards 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7

CSTA L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1


L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Computer L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Science L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
Standards
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create a two-player Use music to create a Build a traditional Create an interactive Create a timed Program a BeatBot to Create a Combine animation
Sample space shooter game. game where robots piano and a unique musical activity two-player game. perform dance moves. balloon-popping game with music and
Application of battle to mimic the piano. involving multiple with explosion effects. movement to create a
sound sequence. characters. music video.
Skills

© Tynker 2015. All Rights Reserved Page 14/26 
Programming 201 Grades 5-6
Scope and Sequence Each lesson takes about one class period to complete.
Programming 201 is a course for students in grade 5 or 6 who are new to Tynker. The stories, games, puzzle and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 17 -
Obstacle
Course
● Use nested loops to
repeat specific
actions
● Make characters
Key Skills and follow other
Concepts characters and
cursor
● Make characters
bounce when they
reach screen edge
MP.1
CCSS-Math 5.G.1
Standards 5.G.2
6.NS.6
5.RF.4
CCSS-ELA 6-8.RST.3
6-8.RST.4
Standards 6-8.RST.7

CSTA L1:6.CT.1
L1:6.CPP.1
Computer L1:6.CPP.5
Science L1:6.CPP.6
L1:6.CPP.8
Standards
UK National Keystages 2 & 3
Computing*
Curriculum
Create an obstacle
course or a parade
featuring animated
Sample characters and
Application of objects.
Skills Apply all concepts to
build a highly
interactive project.

© Tynker 2015. All Rights Reserved Page 15/26 
Programming 202 Grades 5-6
Scope and Sequence Each lesson takes about one class period to complete.
Programming 202 is a course for students in grade 5 or 6 who have completed Tynker’s Programming 201 course. The stories, games, puzzles, and projects engage students in developing
computational thinking skills, as listed below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English
Language Arts that students develop are also listed here.

Lesson 1 - Lesson 2 - Lesson 3 - Lesson 4 - Lesson 5 - Lesson 6 - Lesson 7 - Lesson 8 -


Pen Drawing Following the Changing Size Changing Pen Detecting Avoiding Geometry Game Effects
Mouse Color Colors Obstacles and Rules

● Use the pen ● Make characters ● Make characters ● Change the color ● Detect colors, ● Use keyboard ● Draw geometric ● Handle advanced
drawing tool and follow other change their size, and size of pen for touches, and screen controls to point shapes events
change pen settings characters and and create the drawing bounds and turn characters ● Use conditional
● Point toward the cursor illusion of ● Apply a variety of statements to
mouse pointer ● Move characters perspective graphic effects to trigger special
Key Skills and and objects to objects and graphic and sound
random screen characters. effects
Concepts locations using
random number
generators
● Make objects
appear and
disappear
MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
CCSS-Math 5.G.1 5.G.1
Standards 5.G.2 6.NS.5
6.NS.6
5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4
CCSS-ELA 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
Standards 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7

CSTA L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1


L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Computer L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Science L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
Standards
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Draw shapes and Build a chase game Program a racer to Create an Make characters and Create an obstacle Draw a variety of Create a game using
Sample patterns using pen where creatures or jump over enemy Etch-a-Sketch© style objects interact with course geometric shapes ghosting, portals,
Application of drawing commands. vehicles chase after lines to reach its goal. drawing machine. each other by using a racer. sound effects, and
each other. detecting touches and advanced rules.
Skills colors.

© Tynker 2015. All Rights Reserved Page 16/26 
Programming 202 Grades 5-6
Scope and Sequence Each lesson takes about one class period to complete.
Programming 202 is a course for students in grade 5 or 6 who have completed Tynker’s Programming 201 course. The stories, games, puzzles, and projects engage students in developing
computational thinking skills, as listed below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English
Language Arts that students develop are also listed here.

Lesson 9 - Lesson 10 - Lesson 11 - Lesson 12 - Lesson 13 - Lesson 14 - Lesson 15 - Lesson 16 -


The Physics Gravity and Static Basketball Impulses Projectiles Timers Asteroid Pong
Engine Bouncing Platforms
● Activate and use ● Apply gravity and ● Apply active and ● Apply physics and ● Apply impulses to ● Apply expert ● Use timers and ● Use multiplayer
the physics engine restitution to static properties to animation skills and projectiles to affect physics commands keyboard controls animations that
characters and characters and concepts how fast they move to shoot projectiles to increase switch from one
Key Skills and objects objects at multiple targets interactivity and animation to
control over actors another
Concepts ● Apply mathematical ● Broadcast messages
operators in to all characters
conditional
statements
CCSS-Math MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1

Standards
5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4 5.RF.4
CCSS-ELA 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
Standards 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7

CSTA L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1 L1:6.CT.1


L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1 L1:6.CPP.1
Computer L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5 L1:6.CPP.5
Science L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6 L1:6.CPP.6
L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8 L1:6.CPP.8
Standards
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create a structure Create a simulation Build a game with Make a Create a game Develop a cannon Create a cannonball Create a timed
using multiple where the direction of balls or winged fully-functional involving shooting simulation where a shooting game with multiplayer game
Sample platforms and blocks, gravity can be creatures that can be basketball game using cannonballs at moving variety of projectiles more finely-tuned involving collisions
where the laws of changed with shot out of a cannon the physics engine. targets. can be shot at controls. and other physics
Application of physics apply. keyboard controls. to knock down a multiple targets. concepts.
Skills Create a bug structure that might
volleyball game. have hoofed animals
in it.

© Tynker 2015. All Rights Reserved Page 17/26 
Programming 301 Grades 7-8
Scope and Sequence Each lesson takes about one class period to complete.
Programming 301 is a course for students in grade 7 or 8 who are new to Tynker. The stories, games, puzzles, and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 2 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 2 - Lesson 3 - Lesson 4 - Lesson 5 - Lesson 7 -


Lesson 1 - Lesson 6 - Lesson 8 -
Animated Actor Motion and Conditional Actor
Introduction Show and Hide Nested Loops
Motion Positioning Tracking Loops Properties
● Use blocks to ● Add a background ● Show/hide ● Move characters ● Use functions to ● Handle advanced ● Use direction and ● Use nested loops to
create a program and characters to a characters, and using keyboard handle sub-tasks events turning give multiple lives
● Sequencing of steps scene make them appear ● Detect conditions ● Use conditional ● Use advanced ● Use properties of to characters
● Use simple ● Add sounds to a in a new position ● Handle key-press loops motion techniques characters ● Move characters
Key Skills and animation background and to using x- and events ● Use animation ● Use math operators and objects to
Concepts ● Use sounds characters y-coordinates ● Make Actors ● Use conditional various screen
● Use loops for perform specific statements and locations using
repetition actions when they branching logic random number
touch others generators

CCSS-Math MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1

Standards
7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4
CCSS-ELA 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
Standards 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7

L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1


CSTA L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6
Computer L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CT.12 L2:CT.12 L2:CT.12
L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.4 L2:CPP.4 L2:CPP.4
Science L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.5 L2:CPP.5 L2:CPP.5
Standards L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CT.12 L2:CPP.8 L2:CPP.8 L2:CPP.8
L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create a game with a Create a monster Create a hide and Create a castle maze. Create game with new Create wizards vs. Create a fireball tennis Create a hero vs.
Sample character, a mash dance party. seek game. animation techniques. zombies game. game. enemy game.
Application of background, music,
motion, enemies and
Skills treasures.

© Tynker 2015. All Rights Reserved Page 18/26 
Programming 301 Grades 7-8
Scope and Sequence Each lesson takes about one class period to complete.
Programming 301 is a course for students in grade 7 or 8 who are new to Tynker. The stories, games, puzzles, and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 2 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 10 - Lesson 11 - Lesson 12 - Lesson 15 -


Lesson 9 - Lesson 13 - Lesson 14 - Lesson 16 -
Start Screen Shoot Parallax Power-Ups
Messaging Cloning Variables Boss Battle
and Controls Projectiles Scrolling and Effects
● Send, receive, and ● Create a start ● Use further types of ● Use and change ● Cloning ● Add and change ● Use graphic effects ● Use more advanced
broadcast messages screen with a start conditional loops layers characters/objects variables like changing color motion techniques
● Use conditional button and a ● Use screen bounds ● Send ● Make clones ● Use local and global ● Use true/false
wait broadcasted ● Make characters character/object to behave in specific variables, like variables
● Create Win and message bounce when they front or back ways health and score ● Use a variable timer
Key Skills and Game Over screens ● Create button using reach screen edge ● Use two characters
Concepts Art Studio to create a scrolling
● Set the rotation background with
style of characters parallax effect
● Use advanced
animation
techniques
CCSS-Math MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
MP.2 MP.2 MP.2
Standards MP.4 MP.4 MP.4
7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4 7.RI.4, 8.RI.4
CCSS-ELA 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
Standards 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7

L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1


CSTA L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6
Computer L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12
L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4
Science L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5
Standards L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8
L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Build an adventure Create a top-down Create a game where Create a game with a Create a 2-player Create a snowball Create a game Create a hero vs.
Sample game. arcade game. heroes avoid enemies. scrolling background airplane battle game. fight game. involving character enemy game with
Application of with the parallax health and a advanced motion
effect. power-up. techniques.
Skills

© Tynker 2015. All Rights Reserved Page 19/26 
Programming 301 Grades 7-8
Scope and Sequence Each lesson takes about one class period to complete.
Programming 201 is a course for students in grade 5 or 6 who are new to Tynker. The stories, games, puzzle and projects engage students in developing computational thinking skills, as listed
below from the CSTA Level 1 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language Arts that students develop are
also listed here.

Lesson 17 -
Finishing
Touch
● Store letters or
Key Skills and words as value of a
variable
Concepts

CCSS-Math MP.1
MP.2
Standards MP.4
7.RI.4, 8.RI.4
CCSS-ELA 6-8.RST.3
6-8.RST.4
Standards 6-8.RST.7

L2:CT.1
CSTA L2:CT.6
Computer L2:CT.12
L2:CPP.4
Science L2:CPP.5
Standards L2:CPP.8
L2:CD.1
UK National Keystages 2 & 3
Computing*
Curriculum
Finish top-down
Sample arcade game with
Application of advanced variable and
motion techniques.
Skills

© Tynker 2015. All Rights Reserved Page 20/26 
Programming 302 Grades 7-8
Scope and Sequence Each lesson takes about one class period to complete.
Programming 302 is a course for students in grade 7 or 8 who have completed Tynker’s Programming 301 course. The stories, games, puzzles, and projects engage students in developing
computational thinking skills, as listed below from the CSTA Level 2 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English
Language Arts that students develop are also listed here.

Lesson 1 -
Lesson 2 - Lesson 3 - Lesson 4 - Lesson 5 - Lesson 7 -
Object Lesson 6 - Lesson 8 -
Applying Line Physics Ricochet Changing
Stacking Explosions Gravity Sling
Impulses Animation Properties Direction
● Activate the physics ● Apply impulses to ● Draw geometric ● Create moving ● Apply density and ● Use simple ● Change direction of ● Apply gravity and
engine and use projectiles to affect shapes, using targets restitution to variables projectiles after special visual
Key Skills and expert physics how fast they move positions of the ● Control behavior characters and ● Use conditional launch effects to simulate
commands cursor, characters, and graphic effects objects loops the behavior of a
Concepts ● Apply gravity to and objects for objects after black hole
characters and they’ve been hit by
objects projectiles
CCSS-Math MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
7.EE.4 7.EE.4 7.EE.4
Standards
6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
CCSS-ELA 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7
Standards
L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1
L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3
CSTA L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4
L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6
Computer L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12
Science L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3
L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4
Standards L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5
L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8
L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Create a skyscraper Develop a game Create a Gravity Build a shooting Create a gravity maze Build a Bug Soccer Design a space Create a black hole
Sample with multiple where characters and Drawing Tool and gallery game with where balls bounce game where insects slingshot game with that sucks up objects
platforms. objects can knock a Gravity Sling. asteroids and aliens. off walls and gravity kick an object around. specially that stray too near.
Application of structure over. can be changed. Create an explosion programmable
Skills that can knock out a projectiles.
space platform.

© Tynker 2015. All Rights Reserved Page 21/26 
Programming 302 Grades 7-8
Scope and Sequence Each lesson takes about one class period to complete.
Programming 302 is a course for students in grade 7 or 8 who have completed Tynker’s Programming 301 course. The stories, games, puzzles, and projects engage students in developing
computational thinking skills, as listed below from the CSTA Level 2 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English
Language Arts that students develop are also listed here.

Lesson 9 - Lesson 10 - Lesson 11 - Lesson 12 - Lesson 13 - Lesson 14 - Lesson 15 - Lesson 16 -


Linear Velocity Double Jump Receiving Lists Laser Tennis Enemy AI Leaderboards Platform
Values Movement
● Add and use ● Detect collisions, ● Check and change ● Add and manage ● Check and use list ● Apply list ● Interact with user ● Apply velocity
functions to apply impulses, and property values of a lists inventory operations to collect name vectors to make
simplify run character or object data platforms move
Key Skills and programming pre-programmed ● Program a ● Apply further list
Concepts ● Apply linear animation leaderboard to operations
velocity sequences so a track high scores in
character will jump a game
twice
CCSS-Math MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1 MP.1
7.EE.4 7.EE.4 7.EE.4 7.EE.4 7.EE.4 7.EE.4 7.EE.4 7.EE.4
Standards
6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3 6-8.RST.3
CCSS-ELA 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4 6-8.RST.4
6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7 6-8.RST.7
Standards
L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1 L2:CT.1
L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3 L2:CT.3
CSTA L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4 L2:CT.4
L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6 L2:CT.6
Computer L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12 L2:CT.12
Science L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3 L2:CPP.3
L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4 L2:CPP.4
Standards L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5 L2:CPP.5
L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8 L2:CPP.8
L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1 L2:CD.1
UK National Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3 Keystages 2 & 3
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Develop the physics in Create a side-scroller Program the “health” Create a game where Make a laser tennis Create an enemy Use global variables to Build a more complex
Sample a platformer game so game with moving and “damage” the hero collects game using a list data robot that changes implement a platform game with
a character can run platforms and properties for power-ups while structure. position based on leaderboard for high power-ups, special
Application of off a platform and double-jumping characters in a game avoiding data stored in a scores in a game. hero moves, and
Skills drop down. characters. where robots are laser-shooting randomized list of platforms that appear
attacking. enemies. values. to fly by the screen.

© Tynker 2015. All Rights Reserved Page 22/26 
JavaScript 1 Grades 7+
Scope and Sequence Each lesson takes about one class period to complete.

JavaScript 1 is a course for students in grade 7 or above who are already familiar with the basics of programming. The stories, games, puzzles, and projects engage students in developing
computational thinking skills in JavaScript, as listed below from the CSTA Level 3 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and
English Language Arts that students develop are also listed here.

Lesson 1 - Lesson 2 - Lesson 3 - Lesson 4 - Lesson 7 - Lesson 8 -


Lesson 5 - Lesson 6 -
The Basics Loops and Conditional Conditional Using the User
Variables Expressions
Patterns Logic Loops Canvas Interaction
● Create custom ● Use simple, nested, ● Distinguish between ● Use “while” and ● Use variable ● Write and ● Use canvas ● Set up and handle
sequences to solve and “for” loops assignment, “do-while” loops declarations and understand elements, sprites, keyboard and
puzzles ● Use arithmetic comparison, and ● Use conditional assignments JavaScript and layering mouse events
Key Skills and ● Use function calls operators logical operators loops to solve ● Use and define expressions ● Create game using ● Find the correct key
● Use JavaScript ● Recognize patterns ● Use conditional puzzles strings ● Use operator HTML and code to handle a
Concepts syntax, naming logic to program ● Distinguish between ● Use variables to precedence to JavaScript specific keyboard
conventions, and algorithms “for” and “while” solve puzzles evaluate an ● Create timed loops input
comments loops expression that execute code
with a time delay
HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 -
HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2
HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3
CCSS-Math HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1
HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2
Standards HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3
HSA.REI.1 HSA.REI.1 HSA.REI.1 HSA.REI.1

9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3
CCSS-ELA 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6
9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10
Standards 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3
9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6
CSTA L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1
L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3
Computer L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2
Science L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4
L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6
Standards
UK National Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Use function calls, Use “for” loops, Use sequencing, Use conditional loops Use variables to store Use expressions to Create a slideshow Create a scene that
Sample naming conventions, arithmetic operators, operators, and and pattern and manipulate solve puzzles. using images and responds to keyboard
Application of and syntax to solve and sequencing to conditional logic to recognition to solve information to solve delays and mouse inputs.
puzzles. solve puzzles. solve puzzles. puzzles. puzzles.
Skills

© Tynker 2015. All Rights Reserved Page 23/26 
 

JavaScript 1 Grades 7+
Scope and Sequence Each lesson takes about one class period to complete.
JavaScript 1 is a course for students in grade 7 or above who are already familiar with the basics of programming. The stories, games, puzzles, and projects engage students in developing
computational thinking skills in JavaScript, as listed below from the CSTA Level 3 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and
English Language Arts that students develop are also listed here.

Lesson 9 -
Lesson 10 - Lesson 11 - Lesson 12 - Lesson 13 -
Game Design
Snake Breakout Pong Final Game
● Use game loops, ● Use HTML and ● Use HTML and ● Use HTML and ● Use HTML and
win/loss conditions, JavaScript syntax JavaScript syntax JavaScript syntax JavaScript syntax
Key Skills and and keeping score and functions and functions and functions and functions
Concepts functionality ● Design and create a ● Design and create a ● Design and create a ● Design and create a
● Use collision game on the canvas game on the canvas game on the canvas game on the canvas
detection
HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1
HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2
HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3
CCSS-Math HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1
Standards HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2
HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3
HSA.REI.1 HSA.REI.1 HSA.REI.1 HSA.REI.1 HSA.REI.1

9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3
CCSS-ELA 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6
9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10
Standards 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3
9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6
CSTA L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1
L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3
Computer L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2
Science L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4
L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6
Standards
UK National Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4
Computing* Computing* Computing* Computing* Computing*
Curriculum
Program sprites to Create a “Snake” Create a “Breakout” Create a “Pong” game. Create and customize
Sample represent the player game. game. three different games
Application of and the opponent. – “Flappy Bird”, “Alien
Invaders”, and
Skills “Geometry Dash”.
 
 
 

© Tynker 2015. All Rights Reserved Page 24/26 
 

Python 1 Grades 7+
Scope and Sequence Each lesson takes about one class period to complete.
Python 1 is a course for students in grade 7 or above who are already familiar with the basics of programming. The stories, games, puzzles, and projects engage students in developing computational
thinking skills in Python, as listed below from the CSTA Level 3 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language
Arts that students develop are also listed here.

Lesson 1 - Lesson 2 - Lesson 3 - Lesson 4 - Lesson 8 -


Lesson 5 - Lesson 6 - Lesson 7 -
The Basics Loops and Conditional Conditional User
Variables Expressions Turtle Tool
Patterns Logic Loops Interaction
● Create custom ● Use simple, nested, ● Distinguish between ● Use “while” and ● Use variable ● Write and ● Use turtle graphics ● Set up and handle
sequences to solve and “for” loops assignment, “do-while” loops declarations and understand Python ● Create animations keyboard and
puzzles ● Use arithmetic comparison, and ● Use conditional assignments expressions using turtle graphics mouse events
Key Skills and ● Use function calls operators logical operators loops to solve ● Use and define ● Use operator and Python ● Find the correct key
● Use Python syntax, ● Recognize patterns ● Use conditional puzzles strings precedence to code to handle a
Concepts naming logic to program ● Distinguishing ● Use variables to evaluate an specific keyboard
conventions, and algorithms between “for” and solve puzzles expression input
comments “while” loops

HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 -


HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2
HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3
CCSS-Math HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1
HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2
Standards HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3
HSA.REI.1 HSA.REI.1 HSA.REI.1 HSA.REI.1

9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3
CCSS-ELA 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6
9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10
Standards 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3
9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6
CSTA L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1
L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3
Computer L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2
Science L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4
L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6
Standards
UK National Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4
Computing* Computing* Computing* Computing* Computing* Computing* Computing* Computing*
Curriculum
Use function calls, Use “for” loops, Use sequencing, Use conditional loops Use variables to store Use expressions to Create an animation Create a scene that
Sample naming conventions, arithmetic operators, operators, and and pattern and manipulate solve puzzles. using turtle graphics responds to keyboard
Application of and syntax to solve and sequencing to conditional logic to recognition to solve information to solve and Python. and mouse inputs.
puzzles. solve puzzles. solve puzzles. puzzles. puzzles.
Skills

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Python 1 Grades 7+
Scope and Sequence Each lesson takes about one class period to complete.
Python 1 is a course for students in grade 7 or above who are already familiar with the basics of programming. The stories, games, puzzles, and projects engage students in developing computational
thinking skills in Python, as listed below from the CSTA Level 3 Computer Science standards and UK Computing standards. The Common Core State Standards for Mathematics and English Language
Arts that students develop are also listed here.

Lesson 9 -
Lesson 10 - Lesson 11 - Lesson 12 - Lesson 13 -
Game Design
Snake Connect 4 Tetris Final Game
● Use game loops, ● Use turtle graphics, ● Use turtle graphics, ● Use turtle graphics, ● Use turtle graphics,
win/loss conditions, Python syntax, and Python syntax, and Python syntax, and Python syntax, and
Key Skills and and keeping score functions functions functions functions
Concepts functionality ● Design and ● Design and ● Design and ● Design and
● Use collision implement a game implement a game implement a game implement a game
detection
HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1 HSN.Q.A.1
HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2 HSN.Q.A.2
HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3 HSN.Q.A.3
CCSS-Math HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1 HSA.CED.1
Standards HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2 HSA.CED.2
HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3 HSA.CED.3
HSA.REI.1 HSA.REI.1 HSA.REI.1 HSA.REI.1 HSA.REI.1

9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3 9.RI.3, 10.RI.3
CCSS-ELA 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6 9.RI.6, 10.RI.6
9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10 9.RI.10, 10.RI.10
Standards 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3 9.L.3, 10.L.3
9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6 9.L.6, 10.L.6
CSTA L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1 L3:CT.1
L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3 L3:CT.3
Computer L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2 L3:CPP.2
Science L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4 L3:CPP.4
L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6 L3:CPP.6
Standards
UK National Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4 Keystages 3 & 4
Computing* Computing* Computing* Computing* Computing*
Curriculum
Program sprites to Create a “Snake” Create a “Connect 4” Create a “Tetris” Create and customize
Sample represent the player game. game. game. two games – “Frogga”
Application of and the opponent. and “Pong.”
Skills

*​See individual lesson guides for details on UK Computer standards

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