Experience a sample Tynker Lesson. To complete each lesson, campers typically go through a concept review, solve a puzzle, run through a tutorial, build their own project, and take a quiz. They create interactive stories, animations, and mini-games during each lesson and apply the programming concepts that they have learned. Each camp or after-school course has several lessons packaged together to support a wide variety of camps and after-school schedule formats.

After completing a lesson plan, students will be able to build a wide variety of simple programs with events, loops, and conditional logic. They will leave the camp with their own account and a portfolio of apps and games that they build during camp to share with friends and family.

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Lesson Plan

Lesson: Welcome to Tynker

Time: 60+ mins


Welcome! In this lesson, campers are introduced to simple commands in a sequence to help Gus the astronaut reach an object. Additionally, campers will create two space-themed projects. Below are code blocks you will run across in this lesson. Read through them before getting started.

New Code Blocks

  • : Move the Actor one step forward.
  • : Make the Actor jump over an object.
  • : Repeat blocks inside this loop a specified number of times.
  • : Run code attached to this block when you press a specified key.
  • : Point the Actor at a specified degree.
  • : Move the Actor a specified number of units.
  • : Start program when the Actor is clicked.
  • : Change the picture on the Stage.
  • : Start program when the start button is clicked.
  • : Keep repeating the blocks inside this loop over and over until the program ends.
  • : Play a sound effect or a short tune.
  • : Pause the program for a specific number of seconds.


  • Code: The language that tells the computer what to do
  • Sequence: The order in which steps or events happen
  • Actor: Tynker characters and objects that can talk and interact with each other
  • Stage: The background of the project, where you can see a live feed from your camera and where the Actors are placed
  • Command: A specific action or instruction that tells the computer to do something
  • Loop: An action that repeats one or more commands over and over
  • Counting Loop: A loop that repeats one or more commands a specific number of times
  • Infinite Loop: A loop that repeats forever and does not end until the program stops


Campers will…
  • Identify and order steps to solve puzzles
  • Use new code blocks to create animated projects


  • Computers (1 per camper) with student account access to

Warm-Up (15 minutes)

1. Explain to campers that a sequence is the order in which things happen. Ask, “Who can tell me the steps to clean your hands with hand sanitizer?” Write your campers’ steps on the board. For example:
  • Place one hand (palm side up) under the hand sanitizer nozzle
  • With your other hand, press down once on the hand sanitizer nozzle
  • Rub both hands together for about 10 seconds
2. Follow the steps in order. If you do not have hand sanitizer, use a different object to provide a visual for campers and follow the steps.
3. Now complete the steps out of order. As a class, discuss the importance of completing steps in the right order.
4. Explain that identifying and sequencing steps is how we tell a computer what to do, so it’s important to give the computer instructions in the right order.

Getting Started (10 minutes)

1. Use your projector to display "Module 1: Introduction."
2. Read the captions to the class as you click through the video. Once you get to the end of the module, your device will automatically continue onto "Module 2: Intro Video."
3. Play "Module 2: Intro Video" and make sure the volume is loud enough for campers to hear. After the video finishes playing, click the Continue button at the top right of your screen. After clicking the Continue button, your device will automatically continue onto "Module 3: Puzzle Intro."
4. While you’re on "Module 3: Puzzle Intro," model how to use Tynker and tell campers how to…
  • Grab a code block: Select a code block and drag it to the center coding area. Release the block to drop it.
  • Remove unwanted code blocks: Select a code block from the center coding area and drag it to the far left to make it disappear.
  • Attach code blocks: Say, "Blocks are used to create code in Tynker, and they attach like jigsaw puzzle pieces." For example, if you put the "turn video on" block above or to the side of the "when actor clicked" block, they will not attach.

Activities (35 minutes)

Facilitate as campers complete all Welcome to Tynker modules on their own:
1. Introduction (Video)
  • This short video introduces the course and the Tynker Workshop. Campers will learn how to connect code blocks, create games/projects, and more!
2. Puzzles Intro (Video)
  • This short video introduces the puzzle module.
3. Collect the Tablet (Puzzle)
  • This puzzle module contains three different puzzles:
    • Puzzle 1: Use the "walk" block to help Gus reach the tablet.
    • Puzzle 2: Use the "walk" and "jump" blocks to help Gus reach the medkit.
    • Puzzle 3: Use the "walk" and "jump" blocks to jump over aliens and help Gus reach the medkit. Using the "repeat" block is optional.
  • Encourage campers to count the number of spaces in front of Gus to figure out how many "walk" blocks are needed.
4. Move Gus (DIY)
  • In this DIY (do-it-yourself) module, campers will use the arrow keys on their keyboard to move Gus.
  • Tell campers to follow the step-by-step instructions and drag blocks from the tutorial tab to the center coding area.
  • Tell campers to continually press the arrow keys on their keyboard OR hold down the arrow keys to move Gus.
  • This DIY includes a bonus challenge on the last step. Encourage campers to experiment with their code and make Gus move faster. Give a hint: Change the number inside the "move" block.
5. Alien Sounds (DIY)
  • In this DIY module, campers will create a space-themed project with characters and sounds.
  • Remind campers to follow the step-by-step instructions and drag blocks from the tutorial tab to the center coding area.
  • Steps 3/4 introduces campers to a "forever" loop. Remind campers that a forever loop repeats one or more commands over and over until the program stops.
  • Tell campers to click the Stage, Earth Actor, and Alien Actor. What happens?
6. Quiz (Multiple-Choice)
  • Campers will be asked 5 questions to review concepts from this lesson.

Optional Activities (20 minutes each)

Sequencing Practice: Cereal and Milk Please!
1. Pair up campers and tell each team to take out one piece of paper and a pencil.
2. Tell campers to work with their partner and list steps on how to pour cereal and milk into a bowl. Explain that this activity is similar to the warm-up; they will need to be specific and identify the correct order.
3. Discuss your campers’ sequencing lists and expected outcomes.

Discuss the following with campers:
  • What is code? (the language that tells a computer what to do)
  • What is repetition? What is another name for it? (loop)
  • What was the most challenging puzzle for you?
  • What was your favorite activity? Why?
  • Who can name and describe one of the code blocks you used today?
  • Why it important to give the computer instructions in the right order? (Because a computer follows instructions in the order it is given--even if the order does not make sense)


  • CCSS-ELA: W.1.5, SL.1.1, SL.1.3, RF.1.4.A, W.2.5, SL.2.1, SL.2.3, RF.2.4.A, SL.3.1, SL.3.3, RF.3.4.A, SL.4.1, SL.4.1.C, RF.4.4.A, SL.5.1, RF.5.4.A
  • CCSS-Math: MP.1, K.CC.B.4, K.CC.B.5
  • CSTA: 1A-AP-09, 1A-AP-10, 1A-AP-11, 1A-AP-14, 1B-AP-10, 1B-AP-11, 1B-AP-12, 1B-AP-15
  • CS CA: K-2.AP.10, K-2.AP.12, K-2.AP.13, K-2.AP.14, K-2.AP.16, 3-5.AP.10, 3-5.AP.12, 3-5.AP.13, 3-5.AP.17
  • ISTE: 1.c, 1.d, 4.d, 5.c, 5.d, 6.b, 7.c

Class Presentations

These student-facing slide presentations help educators seamlessly run Tynker lessons in a virtual or physical classroom setting. Each lesson has its own set of slides that introduce the big ideas, suggest unplugged activities, and include a section for each activity module. While running lesson slides, you can switch back and forth between the activity, the slides, answer keys and other lesson materials.
A sample slide presentation is available for your review. Please log in to view all the class presentations available with your plan..
Lesson 1
Welcome to Tynker
24 Slides