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We created a wide range of standards-based materials to help you teach coding, including in-class activities, app-based puzzles, and discussion topics. Here’s a quick preview of the curriculum for teaching Swift on iPad.
Young learners choreograph their own crazy dance steps and teach other students how to perform them. In the process, they learn how important it is to correctly sequence their instructions and then practice coding.
With the Hide and Seek activity, students hide an object and record a video of themselves giving specific directions (commands) in a certain order (sequence) to help another student find it. This hands-on activity shows the class how literally computers take directions.
In the Who’s the Tallest? activity, students learn to create algorithms that figure out who the tallest person in the class is. This teaches students to formulate step-by-step rules to accomplish a goal, much the way code tells a computer what to do.
Students take pictures of items in the classroom and create photo collages centered around a single condition, like a shape or color. Then they share the collages with other groups, who guess what the condition is. This gives students a chance to see if the conditions they create are clear, an essential part of writing effective code.
Students can use the Swift code they’ve learned so far to create their own worlds and puzzles in Swift Playgrounds. They’ll practice customizing their worlds by changing gems, portals, and characters, and use arrays to keep track of them all. Then they can share their finished creations with friends.
Get Started with Code 1 helps you use visual apps like codeSpark and Tynker to teach K–2 students to think like coders. The guide includes lessons for applying concepts like sequences, debugging, and conditional statements in everyday contexts. It also comes with unplugged activities, journal topics, and puzzles.
Download the teacher guide for Get Started with Code 1
Students in grades 3 to 5 can continue their coding journey by refining their skills. Activities include solving real coding problems, testing classmates’ code, designing programs for a range of bots, and exploring user interface design. They’ll also be able to apply their understanding to solve puzzles using visual apps like Tynker.
Download the teacher guide for Get Started with Code 2
Learn to Code 1 & 2 is designed to help you bring Swift Playgrounds into the classroom, no matter what your level of experience with coding. The lessons highlight key coding concepts while demonstrating how coding is a way of thinking that can be applied to other subjects and everyday life.
Download the teacher guide for Learn to Code 1 & 2
In Learn to Code 3, your students will expand their coding skills to start thinking more like app developers. They’ll build a set of creative tools by exploring powerful coding concepts that professional developers use. And they’ll learn how to place and manipulate images to create new worlds.
Download the teacher guide for Learn to Code 3