← Curriculum
Unit 5 · Grades K–8 · 6 lessons
Coding with Camo
📘 Teacher Guide
Unit overview
Students learn computational thinking by guiding Camo the chameleon through mazes. They start with arrow cards (no reading needed), move to code blocks with turns and loops, and finish by typing real code with forward(), turnLeft(), turnRight() and repeat().
Big ideas
- A program is a list of instructions in order (a sequence).
- Bugs are normal; debugging is part of coding.
- Loops repeat instructions and make programs shorter.
- Code is precise: computers do exactly what we say.
Before you teach
- Create a free class at keloskillracer.com/teacher and print the student code cards.
- Test one activity on a classroom computer before the lesson (sound on or off, screen size).
- Show students how to sign in at /join with the class code and their student code.
- Optional unplugged warm-up: tape a grid on the floor and 'program' a classmate with arrow cards.
Pacing
6 lessons of 40–45 minutes. Grades K–2: lessons 1–2. Grades 3–5: lessons 1–5. Grades 6–8: lessons 3–6.
Teaching tips
- Ask 'What did you expect? What happened?' when a program fails.
- Pair programming: one 'driver', one 'navigator', swap every puzzle.
- 3 stars means the shortest program; challenge fast finishers to earn 3 stars.
Standards alignment
- ISTE 1.5 Computational Thinker
- CSTA: Algorithms & Programming (sequences, loops, debugging)
📝 Lessons
✅ Assessment rubric
| Skill | 1 · Beginning | 2 · Developing | 3 · Proficient | 4 · Advanced |
|---|---|---|---|---|
| Sequencing | Random order | Partly correct | Correct sequence | Shortest correct sequence |
| Loops | Not used | Used with help | Used correctly | Nested loops used well |
| Debugging | Gives up | Starts over | Finds the bug with hints | Finds and fixes bugs alone |