Hour of Code: Monster Maker! Lesson Plan

Overview

In this coding activity, students use drag-and-drop blocks to write their own programs, learn about sequence and ordering, and create fun monster characters!


Learning Objectives

Students will:

  • write programs to solve simple problems
  • understand programs as a sequence of instructions to be followed in order
  • understand that changing the order of instructions may change the outcome

Extended Activities

Unplugged ideas

Watch the Exact Instructions Challenge, then have students try it out for themselves. E.g.:

  • Write step-by-step instructions for a common activity, such as making a sandwich or brushing teeth.
  • Create an obstacle course and have students write instructions to get from one end to the other. Students can test out the instructions by having one student read the instructions and another student try to follow them.

More Monsters!

For more Monster Maker coding activities, take a look at our full-length courses Monster Maker and More Monster Maker. These courses introduce students to more complex algorithms, including programs with decisions and user input.

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Or pick one of our other fun activities. Suitable for Grades 3-12.

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