Friday, 5 December 2014

Getting Started: The Hour of Code in Your Classroom or School has a wide variety of resources for getting started with coding and learning computer science. Read and print a PDF copy of the steps for Getting Started with the Hour of Code.

Step 1: Read the Hour of Code How to Guide

Step 2: Determine your technology needs - Computers are Optional
  • Will you have access to computers? iPads? BYOD?
  • Do you have enough for 1:1? If not, use pair programming. When students partner up, they help each other and see that computer science is social and collaborative.
  • If you don’t have access to devices, try the offline unplugged activities.

Step 3: Select your Tutorial or Activity to try one hour of coding.
  • Having a go before your students will  build your own knowledge and give you an idea of what they will experience. 
Our recommended activities sorted by device and grade:
Grade Level
Completely visual and picture based, this course allows student to match pictures without reading.
K, 1, 2
Yes (through a web browser)

K, 1, 2


Scratch Jr App (it is also available on Android for your BYOD students). When you open the app it is not clear what to do. Learn how to use the app here and find activities and assessment ideas on the Scratch Jr website.  
K, 1, 2


K - 8

Yes’s Hour of Code Activity for beginners and Teacher Guide Reading and applying the given feedback is important especially if students are working independently. Having students work collaboratively in partners on one computer helps them to work through the challenging puzzles. When students have completed their Hour of Code print a certificate.
2 - 8
Yes (through a web browser)

Course 2 - Reading required. Designed for students that can read with no prior programming experience.
3 - 8
Yes (through a web browser)

This course is long, and include many of the activities. More appropriate for upper junior or intermediate students who work quickly and will move through several stages to the more advanced levels.
4 - 8
Yes (through a web browser)

Try a lesson created and tested in the classroom by our Coding Collaborators team: Kindergarten, Primary, Junior, Intermediate, Secondary or try one of the unplugged activities.

Step 4: Start your Hour of Code
  • Direct Students to the chosen activity.
    • If your students run into difficulties try these strategies from
      • Tell students, “Ask 3 then me.” Ask 3 classmates, and if they don’t have the answer, then ask the teacher.
      • Encourage students and offer positive reinforcement: “You’re doing great, so keep trying.”
      • It’s okay to respond: “I don’t know. Let’s figure this out together.” If you can’t figure out a problem, use it as a good learning lesson for the class: “Technology doesn’t always work out the way we want. Together, we’re a community of learners.” And: “Learning to program is like learning a new language; you won’t be fluent right away.“
  • If students finish early have them try another activity:
    • Frozen - Use code to make Elsa skate, and watch the pattern she creates.
    • Play Lab- Use code to make the dog speak and move.
    • Flappy Bird- Use code to make flappy fly towards the target.