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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.

Overview & Highlights

Level
Elementary School
Number of Lessons
25
Grade
5th, 6th

Overview of Lessons

Quest for the Rosetta Stone

KA2.1.1a- Rosetta Stone: Pick Up the Hat 1

Students will be able to use if/else statements to run code if a specific condition is either true or false. Students use code blocks with the option for text-based coding.

KA2.1.1b- Rosetta Stone: Pick Up the Hat 2

Students will be able to use a while loop to repeat code as long as a condition is true. Students use code blocks with the option for text-based coding.

KA2.1.1c- Rosetta Stone: Travel to Egypt

Students will be able to use a while loop to repeat code as long as a condition is true. Students use code blocks with the option for text-based coding.

KA2.1.2a- Rosetta Stone: Approach the Entrance

Students will use a while loop and an if/else if/else statement to program Karel’s walk from the left of the world to the temple entrance. Students use code blocks with the option for text-based coding.

KA2.1.2b- Rosetta Stone: Uncover the Hieroglyph

Students will use while loops and if/else if/else statements to brush away the sand one row at a time. Students use code blocks with the option for text-based coding.

KA2.1.3a- Rosetta Stone: Light the Torches 1

Students will use a for loop to help Karel light the torches. Students use code blocks with the option for text-based coding.

KA2.1.3b- Rosetta Stone: Light the Torches 2

Students will use a for loop to have Karel move down each section of the tunnel. Students use code blocks with the option for text-based coding.

KA2.1.4a- Rosetta Stone: Leave Without a Trace

Students will use a loop and a nested if statement in their program to move Karel all the way across the hallway. Students use code blocks with the option for text-based coding.

KA2.1.4b- Rosetta Stone: Which Way?

Students will use a loop and a nested if statement in their program to help Karel find a way out of the Maat room. Students use code blocks with the option for text-based coding.

KA2.1.5a- Rosetta Stone: Snakes!

Students should use multiple control structures to complete the tasks. Students use code blocks with the option for text-based coding.

KA2.1.5b- Rosetta Stone: Escape the Scarab Room

Students should use multiple control structures to complete the tasks. Students use code blocks with the option for text-based coding.

KA2.1.6- Rosetta Stone: Challenge: Draw a Hieroglyph

In this challenge, students will create a hidden hieroglyph and write the code to uncover it! Students use code blocks with the option for text-based coding.
A Day at the Park

KA2.2.1a - A Day at the Park: Karel Clean Up

Students will be able to combine if statements with while loops to check a condition multiple times while a program runs. Students use code blocks with the option for text-based coding.

KA2.2.1b - A Day at the Park: Find the Exit

Students will be able to combine if statements with while loops to check a condition multiple times while a program runs. Students use code blocks with the option for text-based coding.

KA2.2.1c - A Day at the Park: Escape the Bedroom

Students will be able to combine if statements with loops to check a condition multiple times while a program runs. Students use code blocks with the option for text-based coding.

KA2.2.2a - A Day at the Park: Fetch Karel

Students will be able to create functions to help their program run efficiently. Students use code blocks with the option for text-based coding.

KA2.2.2b - A Day at the Park: Get Down the Hallway

Students will be able to create functions to help their program run efficiently. Students use code blocks with the option for text-based coding.

KA2.2.2c - A Day at the Park: Escape the Building

Students will be able to create functions to help their program run efficiently. Students use code blocks with the option for text-based coding.

KA2.2.3a - A Day at the Park: Building Towers

Students will be able to use top-down decomposition to plan a solution using functions. Students use code blocks with the option for text-based coding.

KA2.2.3b - A Day at the Park: Get Around the Cars

Students will be able to use top-down decomposition to plan a solution using functions. Students use code blocks with the option for text-based coding.

KA2.2.3c - A Day at the Park: Find the Park

Students will be able to use top-down decomposition to plan a solution using functions. Students use code blocks with the option for text-based coding.

KA2.2.4a - A Day at the Park: Making Custom Colors

Students will be able to create custom colors to paint with in a program. Students use code blocks with the option for text-based coding.

KA2.2.4b - A Day at the Park: Make a Tree

Students will be able to use custom colors to paint an object in a program. Students use code blocks with the option for text-based coding.

KA2.2.4c - A Day at the Park: Set Up the Scavenger Hunt

Students will be able to design a park scene using loops, conditionals, top-down design, and custom colors. Students use code blocks with the option for text-based coding.
Karel Adventures 2: Evaluation

KA2.3.1- Evaluation: Collect the Tennis Balls

Students will use for loops, while loops, and if statements to write a program that has Karel pick up all of the tennis balls.
25
Exercises
2
Challenges
2
Offline Handouts