Select Lesson
Quick Overview of Courses
Grade/Year Alignment
Grade 0 (Ages 5-6)
Grade 1 (Ages 6-7)
Grade 2 (Ages 7-8)
Grade 3 (Ages 8-9)
Grade 4 (Ages 9-10)
Grade 5 (Ages 10-11)
Grade 6 (Ages 11-12)
Grade 7 (Ages 12-13)
Grade 8 (Ages 13-14)
Grade 9 (Ages 14-15)
Grade 10 (Ages 15-16)
Grade 11 (Ages 16-17)
Grade 12 (Ages 17-18)
JR Course Delivery Advice
PRO Learning Pathways
PRO Course Delivery Advice
Past Units of Learning
Code Avengers Curriculum
Quick Overview of Courses
Grade/Year Alignment
Grade 0 (Ages 5-6)
Grade 1 (Ages 6-7)
Grade 2 (Ages 7-8)
Grade 3 (Ages 8-9)
Grade 4 (Ages 9-10)
Grade 5 (Ages 10-11)
Grade 6 (Ages 11-12)
Grade 7 (Ages 12-13)
Grade 8 (Ages 13-14)
Grade 9 (Ages 14-15)
Grade 10 (Ages 15-16)
Grade 11 (Ages 16-17)
Grade 12 (Ages 17-18)
JR Course Delivery Advice
PRO Learning Pathways
PRO Course Delivery Advice
Past Units of Learning
CA Curriculum Alignment
Code Avengers courses are organised into five age bands. The content has been developed to support the Computer Science curricula of these five countries: the United States, Canada, Australia, New Zealand, and the United Kingdom. The section below gives an overview of the recommended grade/year level for using each Code Avengers course. The band sections on the left-hand menu provide detailed descriptions of courses including country specific curriculum alignment via the teaching guide link.
Quick Overview of Courses
This table shows what courses are aligned with each grade. Further information can be found in the menu sections on the left. Click on the image below to enlarge it.
Grade/Year Alignment
Code Avengers content has been mapped to the Computer Science curriculum of these five countries: The United States, Canada, Australia, New Zealand and the United Kingdom. The table below indicates what age group is meant by CA GRADE 0 - GRADE 12.
1: Band 1 Courses
1.1: Grade 0 (Ages 5-6)
USA & CAN - Grade 0 | AUS - Year 0 | UK & NZ - Year 1
Sea Creature Sequences - Programming 100 (1:00 hours, JR)
Project Description
Meet Alex and Lonnie who are learning to write computer programs at school using coding blocks.
Their school trip to the beach is fast approaching and their teacher makes all the tasks ocean themed.
Join them and you will have the chance to explore Blockly, find out what each block can do, and create some amazing creatures with them.
Learning Outcomes
Combine blocks in the editor to make a simple output. They can debug block sequences to achieve the desired output. They will be able to make sprite blocks interactive with actions such as text and sound.
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Carnival Crisis - Data Representation 1 (7:20 hours, JR)
Project Description
Aunt Kate has a problem, she has to make sure that everything is ready for the grand opening of the carnival but she has fallen sick. Ava and Cody are ready, but they need your help to collect, sort, and display data.
Learning Outcomes
Mathematics and collecting, sorting, and displaying data.
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1.2: Grade 1 (Ages 6-7)
USA & CAN- Grade 1 | AUS - Year 1 | UK & NZ - Year 2
Camping Adventure - Computational Thinking 1 (6:40 hours, JR)
Project Description
Join Tilley, Charlie and their dad on an overnight camping trip to Pango Rangi Bush.
On the way you will learn about algorithms and how they give step by step instructions so that events happen in the right order. You'll discover how to read a map and give directions. You'll also find out about our solar system and some of the constellations that we can see in the night sky.
No wonder Tilley and Charlie are so excited!
Learning Outcomes
Solve problems by breaking tasks into steps and use logical thinking to explore space and technology.
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Code Crazy Creatures - Programming 0 (1:20 hours, JR)
Project Description
Alex and Lonnie are starting back at school soon and want to revise some programming skills. They watch some helpful videos and learn to use a program called Blockly.
They learn about a range of exciting blocks that they can drag into the editor to create crazy creatures. They can bring their scenes to life with animation and sound blocks.
Learning Outcomes
Sequence blocks and attach on click
and action blocks to sprites to make them interactive.
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1.3: Grade 2 (Ages 7-8)
USA & CAN- Grade 2 | AUS - Year 2 | UK & NZ - Year 3
Matariki: Māori New Year - Computational Thinking 200 (1:40 hours, JR)
Project Description
Matariki is a star cluster (Pleiades) which appears in the night sky during mid-winter. Across New Zealand, people come together to remember their ancestors, share food, sing, tell stories, and play music.
Maia tells Charlie about Matariki and asks him to join her whānau on her marae for this important Māori celebration. Join Charlie and Maia as they take part in star gazing, planting kūmara, creating star decorations and flying kites.
Learning Outcomes
Follow patterns and order algorithms.
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Stormy Day - Programming 1 (6:00 hours, JR)
Project Description
Join Alex and Lonnie on a class field trip to the beach. Find out what happened and why they’re friends again. Learn about programming instructions, animating pictures, and finding bugs as you help them to retell the story.
Learning Outcomes
Program an animated story with an ocean theme using Blockly.
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2: Band 2 Courses
2.1: Grade 3 (Ages 8-9)
USA & CAN - Grade 3 | AUS - Year 3 | UK & NZ - Year 4
Creature Feature Zoo - Computational Thinking 2 (6:20 hours, JR)
Project Description
Charlie is about to celebrate his eighth birthday. He and Tilley are involved in planning his party which will include a trip to the zoo with his friends. There is a lot to organise.
The zoo has a robot called Zippi, and very soon the children are programming the robot to perform various tasks around the zoo.
Fascinated by a "Restricted Area", the friends break in and are surprised by the experiment they discover taking place and challenged by problems they will have to overcome if they are going to escape the Restricted Area without getting caught.
Learning Outcomes
Learning to make decisions, detect mistakes and solve problems in a science context.
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2.2: Grade 4 (Ages 9-10)
USA & CAN- Grade 4 | AUS - Year 4 | UK & NZ - Year 5
Gear Up for Safety - Programming 2 (6:00 hours, JR)
Project Description
Alex and Lonnie are looking forward to going to Code Club again. They try to recruit their friends but Maia is busy practicing for her dance show and Tyrell wants to draw a design for the new school bike track competition.
Lonnie decides to use his skills with programming to design an interactive bike track with animation, sounds and pop up information. He wins the bike track competition and is presented with a cool bike helmet from the Helmet Heaven shop.
Now Tyrell decides to join the Code Club and the friends learn some new skills such as looping code blocks that they can use in their projects. They decide to work on bike safety apps to ensure people are using the new bike park safety.
Alex makes a quiz while Tyrell would like to create an interactive helmet design app, so he calls on Alex and Lonnie to help with some of the programming. He is very keen to win the Code Club competition this term as another helmet is up for grabs. At the prize giving they all discover a mystery prize that none of them expected!
Learning Outcomes
Creating and debugging interactive bike safety programs using Blockly.
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Museum Mystery - Data Representation 2 (6:20 hours, JR)
Project Description
Cody and Ava are visiting the Museum of Communication Technology with their class. They will visit lots of exhibits and learn about the different ways humans have communicated, the technology they invented, and the ways they represented their message over time. Cody and Ava use their tablet to collect information as they explore the exhibit and uncover hidden clues that reveal a mysterious secret.
Learning Outcomes
How humans have communicated using technology over time.
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2.3: Grade 5 (Ages 10-11)
USA & CAN- Grade 5 | AUS - Year 5 | UK & NZ - Year 6
Shield Design Showdown - Programming 300 (1:00 hours, JR)
Project Description
It's the summer holidays and Alex, her family, and Lonnie are going on holiday to Finland. Reuben, Alex's older brother, is creating an app about shield blazonry and shows Alex and Lonnie how to use it.
Join them as they learn how to use blockly to design some shields of their own.
Note: This is a short demo of lesson 1 of Programming 3.
Learning Outcomes
Sequence blocks into the correct order to create an intended output image.
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Larsson Castle Mystery - Programming 3 (6:00 hours, JR)
Project Description
Alex, her mum Leena, and friend Lonnie are on holiday in Finland visiting Alex’s brother Reuben. Reuben studies Computer Science and History at university in Finland, and lives with his dog Zelda. During their stay, they find out that Leena has inherited an old castle from her Great Aunt Valma.
Reuben studied Larsson Castle, so he tells them all about its history. Leena thinks the castle would make a great tourist attraction, and Alex and Lonnie decide they should make an app, with Reuben’s help, that will encourage people to learn about and visit the castle.
While they are creating features for the app, they meet the ghost of Lord Lucas Larsson, who mysteriously escaped Larsson Castle during a battle with Emperor Gustav and Empress Suvi’s army. The friends think there must be a secret tunnel that Lord Lucas used to escape from the castle, and they set off on an adventure to find it.
Students will find out whether Alex and Lonnie can face the dangers that lie hidden in the castle to solve the mystery, and get their app ready for opening day in this exciting course!
Learning Outcomes
Programming an animated story and interactive game with a medieval theme.
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Blockly Flags - JavaScript 123 (1:20 hours, PRO)
Project Description
Using Blockly to draw with JavaScript is easier than you might think. Learn about shapes, coordinates, colors, as well as the importance of sequence in coding as you draw 10 increasingly complex flags of the world.
Learning Outcomes
Build increasingly complex flags by creating overlapping shapes using block functions.
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3: Band 3 Courses
3.1: Grade 6 (Ages 11-12)
USA & CAN- Grade 6 | AUS - Year 6 | UK & NZ - Year 7
Robot Restaurant Designer - Computational Thinking 300 (1:00 hours, JR)
Project Description
Charlie and Tilley have decided that if they program Ross properly he will be able to help do some painting to make Food Avengers more attractive.
Make sure their algorithms are correct though - a misdirected robot with a paintbrush could do some serious damage!
Note: This is a short demo of lesson 5 of Computational Thinking 3.
Learning Outcomes
Students will create iterative algorithms to draw visually appealing patterns.
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Saving Food Avengers - Computational Thinking 3 (6:20 hours, JR)
Project Description
Charlie and Tilley's dad recently started a restaurant called Food Avengers. However, the restaurant is running at a loss, the bank is threatening legal action, and there are concerns that the restaurant's point of difference -- a waiter robot called Ross -- is actually a health and safety concern. Dad is talking about selling the restaurant, which really upsets Charlie, because he doesn't want to lose his robot.
While Dad is at a business conference, trying to find a buyer for the restaurant, Tilley comes up with an audacious plan to turn things around and make Food Avengers a big success. Together, Charlie and Tilley make many positive changes to the restaurant, such as better customer service, re-decorating the old building, improving safety on the drive way, and upgrading the menu. But will it be enough?
Learning Outcomes
Developing decomposition, algorithmic, and problem solving skills in a restaurant context.
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Your Pizza is Surv...eyed - Data and Analysisy 600 (3:00 hours, JR)
Project Description
Felix needs to gather some data about pizza preferences using a survey, and analyze it for a school assignment. He doesn't have much experience with spreadsheet software. Luckily he bumps into Ava who offers to help. She shows him how to use Google Forms to collect data and Google Sheets to analyze data, and present his findings.
Learning Outcomes
Collect, analyze and present data using Google Forms and Sheets.
Operation Cloud - Networks and Security 600 (1:00 hours, JR)
Project Description
Join Max and his friends at the skate park. Felix posts a seemingly innocent photo of Juno on social media, that she desperately wants to have removed. Max, who has a spy movie obsession, is quick to turn the situation into a secret mission. Join them as they learn about cloud computing and track down the photo on a server, stored in an ultra-secure data center. Is there any way to locate and destroy the photo?
Learning Outcomes
We can compare cloud computing with older data storage methods and recall facts about data centers, with a focus on physical security and careers.
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Security Seige - Impacts of Computing 300 (1:00 hours, JR)
Project Description
Join Niko and Sakura on their virtual reality journey to Tubrosos Castle. Be a gray-hat hacker and help Cyrena, the elfin wizard, capture the Crown of Knowledge. You will expose the castle's poor authentication systems and learn how to avoid being a victim of a social engineering scam.
Learning Outcomes
Describe the three methods of authentication and outline some of the risks attached to each method.
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AVATAR: Big Data & Digital Footprints - Impacts of Computing 600 (1:00 hours, JR)
Project Description
AVATAR is the latest interactive attraction at ThrillVille theme park. Sakura and Niko can't wait to visit it and experience the world of tomorrow! Join Sakura and Niko as they learn about data, digital footprints, the Internet of things, Big Data, and the implications these have for us as people, and our future.
Learning Outcomes
- Investigate how users generate data which is collected by apps and systems, and how that data contributes to a digital footprint.
- Describe the difference between data and big data.
- Identify some benefits and potential problems that come from the collection and use of big data in different contexts.
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Jumping Jam - Digital Media 300 (1:00 hours, JR)
Project Description
Charlie has a new piece of game making software and is keen to develop a game for his cousin Lucy.
Learning Outcomes
Develop and test a simple platform game.
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Data Rep DJ - Data Representation 200 (1:00 hours, JR)
Project Description
Cody and Ava learn to set up the Data Rep DJ device that displays text and colors, and play music based on a binary display. They discover computers can store data such words, images and sound as numbers. There is an opportunity for creative free play at the end of this project.
Learning Outcomes
List a range of data types that can be represented by numbers.
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Sequence Grid Challenge - JavaScript 101 (0:15 hours, PRO)
Project Description
Select the correct squares in each grid by following the sequential instructions.
Learning Outcomes
Navigate around a grid by following sequential algorithms.
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Drawing Flags - JavaScript 103 (1:00 hours, PRO)
Project Description
Use text-based coding to make rectangles, circles, triangles, and stars as you draw 10 flags of the world. The flag designs become increasingly complex over the 10 tasks.
Learning Outcomes
Build increasingly complex flags by creating overlapping shapes using JavaScript functions.
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Food Frenzy - JavaScript 105 (1:00 hours, PRO)
Project Description
Create a cat or dog player who eats as many tasty treats as they can before the time runs out.
Learning Outcomes
Correctly sequence text based code, edit filepaths and coordinates, and fix common errors.
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3.2: Grade 7 (Ages 12-13)
USA & CAN- Grade 7 | AUS - Year 7 | UK & NZ - Year 8
Digital Postcard - HTML/CSS 101 (1:00 hours, PRO)
Project Description
In this mini-project you will get to create a themed e-postcard using HTML. It's easy!
Which theme will you choose? A greetings theme e.g. birthday, halloween, valentines or a holiday theme e.g. beach, safari, theme park.
Learning Outcomes
Use HTML to build a simple postcard that you can share with your friends.
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Robot Restaurant Puzzler - Algorithms 0 (1:20 hours, PRO)
Project Description
Join Ross at the Food Avengers restaurant. Use your computational thinking skills to help Ross solve problems and serve dinner to 8 excited kids.
Learning Outcomes
Follow and write algorithms that use sequential, conditional, and iterative control structures.
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Intro to Graphics (Tangrams) - JavaScript 102 (0:30 hours, PRO)
Project Description
A tangram is a puzzle that uses small, often brightly colored, wooden blocks to form different shapes. In this project we will use coordinates to draw those small block shapes and create a picture.
Learning Outcomes
Draw basic shapes by connecting points described by coordinates.
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Introduction to JavaScript - JavaScript 0 (2:20 hours, PRO)
Project Description
This course will introduce you to a new programming language. You will begin with following coordinate commands on a grid and eventually develop the knowledge needed to create a basic quiz, in ten easy lessons.
Learning Outcomes
An introduction to programming using JavaScript.
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Professor Photon's Color Conundrum - Data Representation 400 (1:40 hours, JR)
Project Description
Professor Photon is a highly regarded physicist gone rogue. She has eliminated color from all digital devices! In this Escape Room style project, the learner joins Marlee and Tyrell as they learn about binary numbers, light, color, and more to unravel Professor Photon's Color Conundrum, and restore color to the world's devices.
Learning Outcomes
Explain how computers represent and display colors on the screen through light and pixels, and convert between binary, decimal, and color-wheel representations of 24-bit colors.
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Game Dev: Pixel Robbers - JavaScript 100 (1:00 hours, PRO)
Project Description
In this 30 minute introduction, you'll use JavaScript to build a game that you can share with your friends.
In this game, the 2 players race to collect coins while avoiding bombs and enemies.
Learning Outcomes
Learn to build a game!
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Intro to Python Turtle Graphics - Python 100 (1:00 hours, PRO)
Project Description
Create colorful and fun images on a drawing canvas using a drawing turtle. At the same time develop essential programming skills such as iteration and data structures.
Learning Outcomes
Draw images using turtle functions, lists, and for loops.
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Introduction to Python - Python 0 (3:00 hours, PRO)
Project Description
This course will introduce you to a new programming language. You will begin with writing a simple print
statement, develop the knowledge needed to create a basic quiz, and go on to using a 'turtle' to draw simple graphics, in five easy lessons.
Learning Outcomes
An introduction to programming using Python.
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3.3: Grade 8 (Ages 13-14)
USA & CAN- Grade 8 | AUS - Year 8 | UK & NZ - Year 9
Networks - Digital Infrastructure 4 (6:00 hours, JR)
Project Description
Max and Juno have a new teacher for their networks class. Max gets on the wrong side of her pretty quickly and his parents aren't happy.
Max needs to study hard for the end of term test so his parents will let him go to the Centennial Ball that everyone at school is talking about.
Luckily his cousin Juno is here to help and becomes his study buddy. Join them as they learn about the different types of networks including the internet and protocols which keep everything running smoothly.
Learning Outcomes
Learn how data is transmitted and routed through various networks.
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Mind vs. Machine - Programming 4 (6:00 hours, JR)
Project Description
Alex and Lonnie are getting ready for opening night of the school play, Mind vs. Machine, in which robot and human high school students battle it out to see who wins 5 rounds of activities. They discover that someone has spilled paint all over the backdrops and they're ruined! With only 2 days to go they have to think quickly. They decide they could use the skills they learned in Code Club to program digital scenes to project onto the stage screen.
While they are working on the scenes for the dance battle between the humans and robots, one of the human dance troupe gets sick. Then 3 of them are sick... Then the whole dance troupe! One of the school's helper robots, Link, suggests that Alex and Lonnie could program the helper robots to do the human dance moves as they can learn them instantly with the right program.
Alex and Lonnie program the dance moves, then it's sound, lighting, and show time! With the human kids dressed as robots, and the robots dressed as human kids, the show is a hit! But the helper robots pull off some dance moves that Alex and Lonnie are sure they didn't program...
Learning Outcomes
Program animated scenes, LED costumes, dancing robots, and other apps for a smart school production.
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Old McDonald Hacked a Farm, Ai, Ai, Drones! - Impacts of Computing 400 (1:40 hours, JR)
Project Description
Agriculture is entering a new revolution. It is the age of information and AI. Farmers now have access to huge amounts of data which can help them make smart decisions.
Join Niko and Sakura on their trip to a future focused farm. This farm has it all, drones, agribots, soil sensors!
Learning Outcomes
Describe a range of digital technologies used on farms and discuss the impacts of these technologies.
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Game Dev: Sneaky Ninja - JavaScript 110 (1:00 hours, PRO)
Project Description
This game project follows on from our Intro to Game Development and introduces several new objects in the Code Avengers game library.
In this game the player must avoid the enemy and use teleports to find the key and unlock the door in order to escape.
Learning Outcomes
Develop a game with variables
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Photo Booth - Web Development 100 (1:00 hours, PRO)
Project Description
This challenging and exciting project will teach you how to create a Photo Booth app. Using JavaScript, CSS and HTML you will connect buttons that let you use a camera, upload images and customize your photos by inserting stickers and applying filters.
Learning Outcomes
Modify HTML and JavaScript to create a Photo Booth App.
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Introduction to Web Development - Web Development 0 (3:00 hours, PRO)
Project Description
This course will support students as they use HTML, CSS, and JS code to build:
- a ringer app,
- a digital xylophone, and
- a multi-choice quiz
in five easy lessons.
Learning Outcomes
Build three different apps by combining HTML, CSS, and JavaScript.
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4: Band 4 Courses
4.1: Grade 9 (Ages 14-15)
USA & CAN- Grade 9 | AUS - Year 9 | UK & NZ - Year 10
Algorithms - Algorithms 1 (3:00 hours, PRO)
Project Description
Food Avengers is special restaurant because most of its workers are robots. You are one of Food Avengers' few human workers, in the role of Algorithm Designer. You have just arrived for your first day on the job.
By the end of this course, you'll have an excellent understanding of what an algorithm is, what a good algorithm looks like, and what designing a good algorithm requires you to do.
Learning Outcomes
Build algorithms with sequential, conditional, and iterative structures.
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How the Web Works - Digital Systems 1 (3:00 hours, PRO)
Project Description
Developing a website can be a lot of fun and doesn't require in depth coding skills. Planning and design considerations are just as important. There are lots of tools and resources available to help you develop and host a stunning website.
Learning Outcomes
Learn about how the internet and world wide work before you start the exciting journey of building and publishing a website.
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Introduction to HTML/CSS - HTML/CSS 0 (1:00 hours, PRO)
Project Description
Learn the absolute basics of creating a webpage with HTML5 and CSS3
Learning Outcomes
Build a very simple webpage with HTML5 and CSS3.
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Typography - Design 1 (9:45 hours, PRO)
Project Description
All over the world people are creating documents, websites, apps and games. Design is used in websites and apps to attract users to buy or use certain products or services.
Visual appeal as well as functionality can have a big impact on making the user’s experience memorable and enjoyable.
In our design courses, you'll learn all about typography and color, as well as the best practices involved in creating well designed layouts.
Learning Outcomes
Identify characteristics of the design behind typed words.
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Color Theory - Design 2 (9:30 hours, PRO)
Project Description
All over the world people are creating documents, websites, apps and games. Design is used in websites and apps to attract users to buy or use certain products or services.
Visual appeal as well as functionality can have a big impact on making the user’s experience memorable and enjoyable.
In our design courses, you'll learn all about typography and color, as well as the best practices involved in creating well designed layouts.
Learning Outcomes
Use color for print and screen media.
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Numbers Through Time - Data Representation 3 (6:00 hours, JR)
Project Description
Professor Smart has gone mad and plans to destroy all of the worlds technology. Join Cody and Ava as they travel the world exploring the history of numbers. But wait–something’s not right… Learn about file storage, encoding, compression, logic gates, and more as you help them uncover Professor Smart’s mystery.
Learning Outcomes
Convert between the decimal, binary, and hexadecimal number systems and describe how data is stored using bits.
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Human-Computer Interaction - HCI 1 (3:00 hours, PRO)
Project Description
Human–computer interaction (HCI) is all about making user interfaces easy for humans to use. We call this usability. Ross the Robot is fascinated by humans, join him as we learn a bit about how humans think, behave and understand things. Robots like following rules, so Ross introduces you to usability heuristics a way to evaluate if a user interface is good or not. Heuristics are a set of agreed upon guidelines that will achieve something most of the time if you follow them.
Learning Outcomes
Evaluate user interfaces by using usability heuristics.
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4.2: Grade 10 (Ages 15-16)
USA & CAN- Grade 10 | AUS - Year 10 | UK & NZ - Year 11
Planning for Programming - Software Engineering 1 (4:25 hours, PRO)
Project Description
Two common ways of planning programs are pseudocode and flowcharts. What’s that? You don’t know anything about pseudocode or flowcharts? Well, good news! Code Avengers now has a ‘Planning for Programming’ course that will teach you the fundamentals of good planning practice.
Learning Outcomes
Learn how to plan programs effectively with flowcharts and pseudocode.
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Variables, If Statements, Loops - JavaScript 1 (43:25 hours, PRO)
Project Description
Build a range of cool programs including a fitness checker, shopping calculator and screen time tracker as you learn the essentials of JavaScript with Code Avengers.
Learning Outcomes
Create a program using variables, conditional, and iterative structures that can handle invalid inputs, perform calculations and output data.
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Variables, If Statements, Loops - Python 1 (23:10 hours, PRO)
Project Description
Python is a great choice of language because it is easy to learn. Compared to other programming languages, it has much simpler commands that are easy to understand and remember, and you can do a lot more things by writing a lot less code. This means you can get further faster, and have more fun and less frustration. It doesn't get much better than that for learning!
The level 1 course will also start you off on the very basics, and you'll be fine even if you've never done any programming before. But don't worry if you have because the course is also great for learning Python syntax and conventions so that you can learn to write Python the right way. The course gives you lots of hands on practice so you can develop your programming skills even more.
Learning Outcomes
Learn about input and output, variables, if statements and loops in this course.
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Variables, If Statements, Loops - NCEA: Python 1 (23:10 hours, PRO)
Project Description
This Python course is aligned to the current NCEA Level 1 Programming standard for New Zealand students.
Learning Outcomes
Python course for New Zealand NCEA Level 1
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Build Single Column Websites - HTML/CSS 1 (17:45 hours, PRO)
Project Description
Web pages are made with two computer languages:
HTML defines the content of pages.
CSS defines how it looks.
Your web browser reads HTML and CSS code from the Internet and displays the pages on your screen.
In lessons 1-10, you'll create your own Code Avengers profile as you learn the basics of HTML.
In lessons 11-20 you'll build a business profile page as you learn the basics of CSS.
Learning Outcomes
Learn basic HTML and CSS
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JavaScript Interactivity - Web Development 1 (11:45 hours, PRO)
Project Description
In this 20 lesson course, you'll learn how to bring your webpages to life by combining JavaScript with HTML and CSS!
Before you start, there are a few important things you need to know...
If you're completely new to HTML and CSS, you should start off with our intro to HTML and CSS.
If you have no idea what JavaScript variables and if statements look like, check out our intro to JavaScript.
And if you've never written a JavaScript function before, try our intro to Web Development.
Think you're all set? Let's go!
Learning Outcomes
Combine basic JavaScript, HTML, and CSS
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ReconFigure of Speech - Programming Languages 100 (1:40 hours, PRO)
Project Description
Our story-telling app retells a fairytale, with weird and funny results!
But the program is poorly written. Writing good code is vital. Help refine this app into something amazing.
We will look at noun, adjective, and verb word classes in English, and use variables, consonants, lists, and functions to reconfigure this program.
If you have written a program before and want some style, this is for you.
Learning Outcomes
Systematically refactor a basic program and categorize words into word classes.
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Reality Bytes - Data Representation 4 (4:00 hours, JR)
Project Description
Video games are made up of many parts including messages, scores, character images, animation and music. All of these are represented in binary. Find out how a game actually works by visiting educational virtual reality world of Onismundo.
Cody and Ava are on a mission for Professor Smart. They must enter the virtual reality world of Onismundo and rescue his helpers Sandy and Sam.
Arlo helps them through the binary, sound, and color laboratories and the game arcade, where they get to design new video game sound tracks, video graphics and animations.
The kids are pretty good at learning about how all these types of data are represented in binary. But will they find Sam and Sandy?
Learning Outcomes
Discover how sound, text, and images are represented on digital devices and how AI deals with our big data.
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5: Band 5 Courses
5.1: Grade 11 (Ages 16-17)
USA & CAN- Grade 11 | AUS - Year 11 | UK & NZ - Year 12
High- & Low-Level Languages - Programming Languages 1 (3:30 hours, PRO)
Project Description
The level 1 course will also start you off on the very basics, and you'll be fine even if you've never done any programming before. But don't worry if you have because the course is also great for learning Python syntax and conventions so that you can learn to write Python the right way. The course gives you lots of hands on practice so you can develop your programming skills even more.
Learning Outcomes
Learn about input and output, variables, if statements and loops in this course.
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Lists & Functions - Python 2 (22:45 hours, PRO)
Project Description
This level 2 Python course will teach you about using collections such as lists and dictionaries, as well as how to write functions, in order to make your code more robust and versatile.
Learning Outcomes
Learn advanced Python programming
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Strings, Functions, Arrays, Math - JavaScript 2 (27:00 hours, PRO)
Project Description
S.C.R.I.P.T. training is hard work. Can you complete the 40 lesson challenge and become an elite member? The course has a variety of exciting tasks including:
- Programming robots to their destinations
- Drawing a plan for the S.C.R.I.P.T. headquarters
- Drawing a model of the Great Pyramid of Giza
- Developing a fortune telling app
- Refactoring a Chuck-a-luck game
- Building a Pig Latin translator
Learning Outcomes
Programs with strings, functions , math, and arrays.
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Build an Interactive Travel Guide - HTML/CSS 2 (16:00 hours, PRO)
Project Description
Ready to dive deeper into HTML and CSS? What better way to do it than by building a 5 page interactive travel guide, optimized for mobile devices?
In the first 10 lessons you will link an external stylesheet, apply linear-gradients, add audio-visuals, and use a browser prefix. Sound a little complicated? Don't worry, you'll find it a breeze after you finish this module!
In the final 10 lessons, plan a trip with an HTML table. Learn snazzy new types of CSS selectors to streamline your design process. Make a navigation bar, and get your page set up for printing.
Learning Outcomes
Learn advanced HTML and CSS
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Loops, Timers, and Dynamic Firebase Apps - Web Development 2 (17:00 hours, PRO)
Project Description
This courses teaches you how to use JavaScript and simple databases to make your web pages do all sorts of fancy things. The course includes 30 lessons, and the apps you build are all based around the context of nutrition and exercise.
The course assumes you have learned some basics like variables and if statements in our free intro to JavaScript, as well as the concepts covered in Level 1 Web Development.
Learning Outcomes
Used basic Firebase
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jQuery Basics - jQuery 1 (14:00 hours, PRO)
Project Description
jQuery is a small, fast, JavaScript library —(a collection of tools written with JavaScript code) that makes it easier for you to build interactive, dynamic websites and HTML5 applications.
jQuery is pretty cool because it is a cross‑browser library, which means the same code you write works on almost all browsers.
Learning Outcomes
Use jQuery to do HTML document traversal and manipulation , event handling , animation, and AJAX
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5.2: Grade 12 (Ages 17-18)
USA & CAN- Grade 12 | AUS - Year 12 | UK & NZ - Year 13
GUI & Object-Oriented Python - Python 3 (10:30 hours, PRO)
Project Description
Welcome to the level 3 Python course! In this course, you will learn how to build a graphical user interface, or GUI, using a built in Python module called tkinter. You will also learn about grouping related functionality into classes, in a method of programming called object-oriented programming or OOP.
Learning Outcomes
Learn complex Python programming
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Events, Animation, GUIs, Classes - JavaScript 3 (19:15 hours, PRO)
Project Description
Welcome to the JavaScript Level 3 course! In this course, you'll learn all about event handling, graphical user interfaces, and object-oriented programming while you build fun, interactive apps and games.
Learning Outcomes
Learn complex JavaScript programming
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Build a Responsive Blog Site - HTML/CSS 3 (12:30 hours, PRO)
Project Description
Build a blog site with a multi-panel layout as you learn responsive design and get a little intro to PHP.
Learning Outcomes
Learn complex HTML and CSS
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Build a Real-Time Chat App with Firebase - Web Development 3 (12:00 hours, PRO)
Project Description
Welcome to the Level 3 Web Development course! The focus of this course is going to be on creating apps for communication. First we'll create a teacher to student messaging system. It will let a teacher email any number of students in their class easily.
Learning Outcomes
Used advanced Firebase
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6: The Junior and Pro Libraries
Code Avengers has two separate course libraries: the JR library and the PRO library. The JR library has courses for ages 5 to 15. The PRO library has more advanced content that is better suited for ages 12 and up.
6.1: JR Course Delivery Advice
The naming conventions indicate what age each course is targeted at.
Junior courses:
- JR Level 1 - Ages 5-8
- JR Level 2 - Ages 7-11
- JR Level 3 - Ages 10-13
- JR Level 4 - Ages 12-14
- JR Level 5 - Ages 13-15
Further information
- BETA indicates that courses are new.
- DEMO indicates a short stand alone course that can be done in thirty minutes to one hour.
- At Level 1, use Code Avengers as a story time/mat activity with the whole class.
- At Junior Level 2 and beyond students can work in pairs on devices to support each other or can work independently.
- Look at the teaching guide before beginning a lesson and plan unplugged activities to reinforce concepts.
6.2: PRO Learning Pathways
Transcript
Code Avengers has many learning pathways to suit a range of different needs. The best pathway for your students will depend on factors such as class structure, curriculum requirements, and students' interests.
This video will look at 2 approaches to learning pathways: breadth and depth. It will also provide some documents to help with your planning.
Breadth of Learning Approach
An approach to planning a learning pathway that gives students a 'taste' of a range of different areas of the curriculum.To gain a foundation in a rage of topics, a breadth approach to planning a learning pathway can be a good choice. When planning for a year of learning, you might include several Level 1 courses. For example, students could try some design, web development, and programming. This approach would suit Grade 10 or Year 11 students, so students can see what interests them. Students can extend their skills with the relevant Level 2 and 3 courses in the following years.
Depth of Learning Approach
A depth approach is useful if students have specific interests or perhaps your class has a strong focus, like programming. In this case, students could work through more than one level of the Python track in one year to learn it in depth. The following year they may work through the JavaScript track to learn a second language. Then later, extend their knowledge with some computer science courses.
Depth Course Progression Example
6.3: PRO Course Delivery Advice
There are over 200 hours of work in the PRO library. Unlike the JR content, we suggest that regardless of age, beginners in a topic should start at Level 1.
At the senior level of High School, Code Avengers suggests a level for each year:
PRO courses:
- Ages 12-14 Introduction - PRO Level 0 - Useful as a lighter introduction, for younger high students, or as a recap for a level 1 course.
- Ages 15+ / Beginner - PRO Level 1
- Ages 16+/ Intermediate - PRO Level 2
- Ages 17+/ Advanced - PRO Level 3
More information on the Pro course topics can be found in the guides.
Notes
- No courses at level 1 have prerequisites, but Programming Languages 1 and Web Development 1 are easier to understand if you have done the Intro to JavaScript and Intro to HTML/CSS.
- We strongly encourage you, as a teacher, to do the courses before, or along side, your students so that you can best support their learning.
- CA courses are useful for professional development, complete a course in an area you are new to.
6.4: Past Units of Learning
These lesson plans group together small projects into larger units of learning.
Note: These pages are no longer maintained and therefore may break.
Resources
Guide
- download
- new file
- upload media
- rename
- delete
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Cut Ctrl+X
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Paste Ctrl+V
Find Ctrl+F
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