Lesson library / Public curriculum

One idea, ninety minutes, something visible to explain.

These public lesson pages show the educational rhythm and checkpoints behind School of Code projects. They are useful outlines, not private classroom administration or promises about a published schedule.

  1. Story
  2. Theory
  3. Guided build
  4. Modification
  5. Demonstration

Scratch & Game Design

Seven active-first lesson outlines.

Scratch program
90-minute lesson Public lesson

What Makes a Program Start?

Scratch & Game Design / Events and Commands

A robot hamster receives five commands, but nobody tells it when to begin. Is the command list broken, or is the missing event the real problem?

Open lesson
90-minute lesson Public lesson

How Does the Screen Know Where You Are?

Scratch & Game Design / Coordinates and Movement

A giant pigeon is chasing your character across Calgary. The computer cannot see the chase the way a person does. How does it know where the player is, where the pigeon is, or whether they have collided?

Open lesson
90-minute lesson Public lesson

How Many Times Should the Snowballs Attack?

Scratch & Game Design / Loops and Repetition

A snowball attack works once. Copying it fifty times works too, but nobody wants to repair fifty copies when the timing changes. What should repeat, and what should stop it?

Open lesson
90-minute lesson Public lesson

How Does a Game Decide?

Scratch & Game Design / Conditions and Decisions

The Quiz of Questionable Knowledge accepts 'moon cheese' as an answer. Should it celebrate, object politely, or ask another question? The program needs rules it can actually test.

Open lesson
90-minute lesson Public lesson

Where Does the Score Live?

Scratch & Game Design / Variables and State

A space pet insists it was fed, but the program has forgotten. What information must the game remember, when should it change, and when should a new run reset it?

Open lesson
90-minute lesson Public lesson

How Does the Game Know You Touched the Lava?

Scratch & Game Design / Sensing and Collision

The floor looks extremely lava-like, but the computer does not care about appearances. What exactly counts as touching danger, and how often should the game check?

Open lesson
90-minute lesson Public lesson

What Is the Bug Trying to Tell You?

Scratch & Game Design / Debugging

The game works unless the player wins while being caught near the right edge. Random repairs make it stranger. Can we reproduce the bug and make one useful test?

Open lesson

Introductory Robotics

Three lessons from commands to feedback.

Robotics program
90-minute lesson Public lesson

Can a Robot Follow Your Instructions?

Robotics / Input and Output

A delivery robot receives 'go around the chair' as one command. A person understands; the robot does not. How can we replace vague intent with a sequence that can be tested on paper or in simulation?

Open lesson
90-minute lesson Public lesson

What Question Is the Sensor Answering?

Robotics / Sensors

A machine reports 347. Is that bright, close, tilted, pressed, or meaningless? A sensor reading becomes useful only when we know what was measured and how the program interprets it.

Open lesson
The lesson introduces the idea.

The guided project develops it. Computer Lab projects let it change form. Parent explanations make the hidden work observable without reducing the class to a list of software features.

Read the teaching method