Transcription

Creative ComputingThe Kano Curriculum

ContentsIntroduction to the KanoWhy Kano?Who Uses Kano?Why Is Kano Valuable for Learners?STEM, STEAM, STEAMED.!21st-Century SkillsDifferentiatedPedagogyLearning ObjectivesHow to Use Worksheets with KanoWhat Is in This Lesson Plan Packet?Lesson 1: Build a ComputerLesson 2: Explore Kano!Lesson 3: Intro to Make ArtLesson 4: Pixel Hack Scavenger HuntLesson 5: Pattern PerfectionLesson 6: Intro to ScratchLesson 7: Programmed to DanceLesson 8: Intro to Kano Code Pt. 1Lesson 9: Intro to Kano Code Pt. 2Lesson 10: Kano Code Challenge!Lesson 11: Intro to Terminal QuestLesson 12: Intro to Hack MinecraftLesson 13: Terraform with Minecraft2

Lesson 14: Minecraft ChallengeLesson 15: Design ThinkingLesson 16: Building a Better WorldLesson 17: Celebrate CreationAppendixKano Implementation TipsCurriculum Standard AlignmentStudent Engineering LogSurveys KanoKANO Student SurveyTeacher Reflection GuideLessons 1 - 17 Answer Keys3

Introduction to the Kano CurriculumEvery day, Kano Educators all over the globe empower young people to build technology andcreate with code. Kano is being used to teach computer science and coding in classrooms, inLearnerspaces to develop a DIY mindset, in libraries to enhance digital literacy, and more! Inthoselearning spaces, educators and facilitators are helping young people demystify the hardware andsoftware that makes computers work and we’ve seen some amazing creations.With help from our champion educator community, we’ve put together the Kano Curriculum tohelp you integrate computing and coding in your learning space. The lesson plans in this bookarea mixture of teacher-led structure and student-led learning, designed to enable your learners toprogress in their understanding of technology, while inspiring them to create with it. You don’thave to be a computer science teacher, or have any background in computer science, to teachwith Kano. These lessons are designed to help you get started with creative computing, nomatter your level of experience.Each lesson comes with an accompanying worksheet to help check what learners understandand to celebrate their successes with them, their peers, and their family.Why Kano?Kano is focused on bringing a creativeapproach to computer and coding education.We are creating a world where anyone,anywhere, can learn make and play withtechnology, not just consume it. From kids inSierra Leone who have never had a computerto young learners in the UK and US - all arepart of the new creative generation.Who Uses Kano?Over 1,000 classrooms, clubs, camps, and community programs are using Kano to engagelearners in understanding and participating in the digital world. With Kano, you’re truly part of aglobal community; 150,000 Kano Kits have been shipped to young people in over 86 countries.Our aim with Kano for classrooms is to make computing education accessible not only tolearners but also to teachers.4

Why Is Kano Valuable for Learners?Kano is designed to build a generation of creators, not just consumers. Our education programsare part of this movement, to empower the innovators and designers that will address someof the grand challenges we face as a global society. Kano is the best tool for programs at theintersection of STEM education, 21st century skill development, and differentiated learning.STEM, STEAM, STEAMED ! EducationIn recent years, there has been a push to promote STEM (Science, Technology, Engineering, andMathematics) Education. You may have also seen the acronym with the “A” included for “Arts,”and even with an “‘ED” at the end to include Entrepreneurship and Design! The objective in anycase is clear: we know that developing learners able to solve problems with technology is criticalfor the jobs of the future. Kano believes that developing STEM skills is not limited to thesesubjects, but as a cross-curricular movement.Kano’s projects and challenges push learners to develop STEM skills in a fun and engagingenvironment. Kano develops challenges that are available online for free, so learners can selectprojects they find fun and relevant.21st-Century SkillsHow we teach must reflect how our learners learn. It must also reflect the world they will emergeinto and shape–a world that is rapidly changing and is increasingly connected. Kano’s style andapproach to teaching must emphasize acquiring basic digital literacy necessary for succeedingin the 21st century, with both teachers and learners at the core. Kano’s hardware and softwareweave creativity, technology, and coding across subject areas, to promote deeper learning in anengaging and hands-on way.Kano’s technology, along with our guided lesson plans, ensure that we weave the 4Cs intoteaching and learning:Creativity and InnovationCritical Thinking and Problem-SolvingCommunicationCollaboration5

Our lesson plans and student-led approach help to build life and career skills, including:Flexibility and AdaptabilityInitiative and Self-DirectionSocial and Cross-Cultural SkillsProductivity and AccountabilityLeadership and ResponsibilityDifferentiated LearningKano offers immediate differentiated learning in its operating system. When you log into Kano, you can accessall of the apps and go through walkthrough tutorials to learn about different coding languages. All of the appshave challenges that range from basic, to medium, to advance. Each app also includes “playground mode,”where anyone can explore coding and make creations all their own! Some of our most advanced coders liketo explore what others have created and remix the code to make their own piece of art, game, or song; thepossibilities are endless!6

Lesson Plan PedagogyAll lesson plans in this packet are designed with structure in mind. Below is a guide to help youunderstand the structure and adapt it to your learning environment.We use scaffolding to help learners acquire new knowledge. As with other subjects, withcomputer science, the scaffold provides a temporary framework that is put up for support andaccess to meaning and is then taken away as needed, when the learner secures control ofsuccess with a task.In this framework, learners are explicitly taught andinstructed in the following way:1.Linking to prior knowledge2. Teacher Connection (“I Do”): Modeling a new concept or topic either through lecture orexamples on the board. This is the explain time where teachers talk 80% and learners talk 20%(more listening).3. Engage (“We Do”): This is the point where the educator works with the learners to learn anew concept. The teacher talks 40% of time and learners talk 60%.4. Practice/Exploration time (“You Do”): The learners run free. They are actively exploring anew concept or building things on their own. The majority of class time should be spent with thelearners actively engaged in the material. 90% of talking is from learners, 10% from teachers.5. Evaluate (“What can you do?”): How can we check for understanding? Is this in the formof remodeling what was explored by rethinking in new ways? Is it with some type of formalevaluation?6. Closing: Wrap up the day in some type of closure. Is it giving a homework assignment? Is itreflecting in their engineering logs?These 6 steps can help organize lesson plans and projects for Kano.The key areas are:1.2.3.4.5.6.LinkingEngageExploration: ChallengesSharingEvaluationClosing7

Within each section, there are guiding questions thatcan be incorporated:1.2.3.4.5.6.8Linkinga. What is the objective of your lesson, and how can you get learners interested in it?Activate their prior knowledge!b. Get learners involved and thinking by presenting a problem, brainstorming, playing agame. Energize the learners.Engagea. What is the specific knowledge you are trying to get across? Is it the goal for the day–for example Exploring Make Art? Is it designing a logo?i.Name the logo, explain what it is and how it is used.b. Get feedback from learners and play off of each other’s ideasExploration: Challengesa. This is the time where learners explore, and it should be the bulk of activity time.When you are making lessons, make sure that the activity in some way:i.Links to your greater objectiveii. Helps learners focus and work toward the objectiveiii. Helps learners think of new and creative ways to explore and createb. There are multiple challenges in each lesson. If a learner finishes one challenge, allowthem to move on to the next challenge in the lesson.Sharinga. Always give your learners the opportunity to share their thoughts with the community,be it with their partners or the larger Kano community on Kano World.Evaluationa. What questions, processes, or steps can you use to help learners evaluate themselves?b. What can you do to push learners to rethink what they created?Closinga. This is the last remark you make for the day. What is the closing thought you want toget across?b. This section will also connect to homework examples.

How to Use Worksheets with KanoAll lesson plans in this packet will have a worksheet that can be used during or after the Kano session. Eachlesson is divided into three parts: Explorer, Programmer, and Creator.Explorer:This section can be done during the Kano session or after. It is typically an activity where learners have to findor remember key elements of the lesson. For example, the “Explorer” section in “Intro to Kano Code” would be toidentify what blocks live under which category in Kano Code.Programmer:This section should be done after the Kano session and be used as a formative assessment on the learner’s useof Kano for the day. Typically, the Programmer Section is 1-2 exercises that ask probing questions on what thelearners learned. For example, in the “Intro to Scratch” lesson, the learner may be given a code block sequence,and they have to explain what the code would do.Creator:This section can be after the Kano session. In the “Creator” section, learners are asked to be creative and thinkof new ideas for a design or code. For example, learners may be asked from the “Make Art Pattern Perfection”lesson to design a new pattern and explain how they think they could code this new pattern in Make Art!Worksheets can be found at the end of each lesson with an answer key for the lesson in the appendix.9

Learning ObjectivesWhile your learners use Kano they will be having fun exploring and learning at the same time!Although each lesson has its own set of learning objectives that connects cross curricularly, thepacket has core concepts and objectives embedded throughout. These concepts include: HardwareSoftwareProgram DevelopmentControlAlgorithmsVariablesThe curriculum objectives include: 10Learners will develop skills to engage in creative coding.Learners will be able to articulate the difference between hardware and software.Learners will be able to identify programming languages and how they are used onKano.Learners will be able to navigate the Kano computer and understand thecomponents of Kano Apps.Learners will be able to work collaboratively on projects.Learners will be able to communicate ideas articulately to their peers.Learners will be able to identify community needs and think of innovative solutionsto address them.Learners will be able to use Kano to create innovative projects.

What Is in This Lesson Plan Packet?In this curriculum packet, you will find each lesson plan along with a student worksheet. Allanswer keys for the worksheets can be found in the appendix.The lessons include the following:1.2.3.4.5.6.7.Building Kano Lesson Plan (2 lesson plans)a. Build a Computerb. Explore KanoMake Art Challenges (3 lessons)a. Intro to Make Artb. Pixel Hack Scavenger Huntc. Pattern PerfectionIntro to Scratch (2 lessons)a. Intro Scratchb. Programmed to DanceKano Code Challenges (3 lessons)a. Intro to Kano Code Pt. 1b. Intro to Kano Code Pt. 2c. Kano Code ChallengeIntro to Terminal Quest (1 lesson)Hack Minecraft Challenges (3 lessons)a. Intro Lessonb. Terraform with Minecraftc. Minecraft ChallengeCommunity Challenge (2 lessons)a. Design Thinkingb. Create a Better World8. Celebration Lesson (1 lesson)9. Engineering Log Template/Handout10. Sample Survey for Teacher Learners11

LESSON 1Build a Computer!Beginner1 hr 10 minLearners will discuss ahead of time what the components of a computer are and then use thatknowledge to BUILD one.OBJECTIVESLearners can describe the components of a computer system, including hardware,operating systems, and applications.Learners can give examples of how computers are used in the real world.Learners build computers and write lines of code.STANDARDSK12 CS: Computing Systems.Devices, Computing Systems.Hardware and SoftwareCSTA: K - 2: 1A-CS-01, 1A-CS-02,3 - 5: 1B-CS-01, 1B-CS-02Common Core: CCSS.MATH.PRACTICE.MP112MATERIALS NEEDEDPrint out a diagram of the Raspberry Pi and talk through each component.

Introduction10 minsLinkingToday, learners will build a computer! Before they do, challenge them. Ask them to write downas many parts of a computer (mouse, speaker, etc) as they can in 2 minutes. After the time is uphave them compare with their partner. As a group, share out your answers and the leader shouldwrite them down so the class can see the parts. Discuss the difference between hardware andsoftware.EngageWe were able to name a lot of parts for a computer, and today we will focus on these hardwarepieces. Some we always knew, some we just learned. Today, we are going to see how all theseparts interact and make a computer. We will have our own components, and by the end of theday we will build, and have a computer that works!Exploration ActivitiesChallenge 1: What Can Computers Do?5 minsAsk learners what they think computers can do. As they discuss write their responses down. What are they used for?What is code?What is a Raspberry Pi?Challenge 2: Build a Computer!30 minsPass out the Kano kits. Ask learners whether any of them have built their own computers beforeto get them excited.Build! Learners build their Kanos. Clap and cheer as learners get powered up and type “cdrabbithole.”13

Challenge 3: Explore Kano10 minsIf you have a little time, let the learners play around and move into different apps on Kano. Directthem to Make Art so they can start coding art! If you have a lot of time left to explore then moveon to the Explore Kano lesson.ClosingEvaluation5 minsOnce the computers are picked up, ask learners to fill out their engineering log. Also, in the inclass reflection section answer these questions: What was your favorite part about today’s session?What was your least favorite part about today’s session? What are three things you learned today?Why is it important to create, not just consume, technology?Call on four people to answer 1 of the 4 questions above.Extension5 minsBefore everyone leaves, ask the learners to go home tonight and draw or write what it was like tobuild a Kano Computer. Did they enjoy it? Were they excited? What was the computer like?Also, pass out the “Build Worksheet” to be completed at home. You can find the worksheet in theappendix section of this packet.Kano Clean-up10 minsAs you start using Kano in class, how you clean up will become important. Take a substantialamount of time (10 - 15 minutes) to practice your clean-up routine with your learners.14

Build KanoName:Date:Explorer QuestionsDirections: Under each image, write the name and what each part is used for on the Kano!15

Build Kano16

Build KanoBelow is an image of the Raspberry Pi. Can you label each part correctly?41231233Programmer QuestionsIn the sections below answer the questions to the best of your ability. If needed, draw examples to support yourstatements!1. Today you built and coded your Kano Computer! Can you name the components that were hardware of theKano? Can you name the components that were software on the Kano?HardwareSoftware17

Build Kano2. While you were using the Kano there were components you used that were inputs (you putting informationinto the Kano) and there were things that were outputs (the Kano showed you something). What do you thinkwas an input device of the Kano hardware? What do you think was an output device?Creator QuestionYou just built your own computer! Now how about you design your own computer? Below, draw the perfectcomputer! What components would it need to turn on? What would make it unique? Be creative!Impact QuestionHow has technology changed in your life? What was it like when you were 5? What was it like 3 months ago?What new technologies have you heard about or seen?18

LESSON 2Explore KanoBeginner1 hrLearners, after building their Kanos, will take time to understand the software inside the Kanooperating system and explore some of the features to get to know it!OBJECTIVESLearners will grasp the difference between hardware and softwareLearners will understand how Kano’s Operating System (OS) worksLearners will gain an understanding of the different uses of codeLearners will be able to use code to make basic creationsSTANDARDSK12 CS: Computing Systems.Devices, Computing Systems.Hardware and SoftwareCSTA: K-2: 1A-AP-09, 1A-CS-01, 1A-CS-02, 1A-CS-03Common Core: CCSS.MATH.PRACTICE.MP119

Introduction10 minsLinkingRemember building our computers and learning about hardware and software?Remind learners that a way to help you remember the difference is to think of hardware as aphysical device. Something you can touch and put in your hands. With software, you can’t do thesame thing. It lives inside your computer or in another device.Today, we’re going to dive into software and start coding. Ask learners what they have heardabout code - what is it? What are some coding languages they’ve heard of? List a few on theboard - including: ScratchCoffeeScript (Make Art)Python (Make Snake)Kano Blocks (Make Minecraft, Make Pong)HTMLJavaScriptCSSYou can use these resources to help you discuss code with your learners. When they powered upthe Kano, they saw something called “binary code.” Computers think in 1s and 0s. Humans don’t!In order to speak to computers, we need code!EngageGet excited! We want to use code to be creative - you can do all sorts of things with code!Watch this video on coding at Pixar.Collect KanosRetrieve Computers, Turn On, Log In205 mins

Exploration ActivitiesChallenge 1: Become a Creative Remix Master!5 minsWe have built a Kano, but now we want to think about how we can be CREATIVE with Kano. Forall of our sessions we will be learning how to code in a lot of different environments. We will begiven a lot of step-by-step instructions on how to create magnificent creations in art, games, andsound! What we want to do when we finish these challenges is to think creatively!Once you finish a challenge, don’t just click next and move on! After each challenge try to changethe code. Maybe you can change the numbers for a code block or you can change the color. Tryit out and see what you can do and what you can uniquely create! Become a Remix Master!When you code something super cool try sharing in on Kano World or recording in yourengineering log what you did so you can tell the whole group how awesome your code is!Even though you told them to become remix masters, it is helpful to show them at least how toremix or “hack” each challenge.Challenge 2: Explore Make Art!15 minsOnce Kanos are powered on have the learners go to Make Art. For Make Art, work with themthrough the first Basic challenge (Sunny Day) and show them how they can be the remix master.The easiest remix you can make for Sunny Day is to change the background color or radius ofthe circle!Have them work on at least 3 challenges in Make Art and remix each challenge. Again,encourage learners to share their work via Kano World or record their remix in their engineeringlogs!Challenge 3: Explore Make Snake!10 minsThere are a lot of different apps on the Kano computer. But can you hack a game? Yes! Now, let’sexit out of Make Art and go to Make Snake. If your group is young, tell them that snake was awildly popular game on phones where you were a snake moving around the board eating applesor little dots. It was very basic, but now they get to hack it and make it challenging with code!In Make Snake, learners should remember to try and remix the challenges after learning how tomodify the game. Don’t forget to share your game with Kano World!21

Challenge 3: Explore Make Pong!10 minsHow about one more game? This time let’s hack Pong! Again, this was a very popular game(the first video game) and we can hack it to be AWESOME now! This platform is a little differentthan Make Snake. Instead of just using lines of code we can use block code similar to Scratch tocustomize the game! Remember to remix each challenge and don’t forget to share your gamewith Kano World!ClosingEvaluation5 minsTell the learners to get into pairs and talk about which of the three games they liked the best. Ifthey haven’t already, ask them to share what they’ve created via Kano World! Each pair can sharewhat they liked best and what was most difficult.Come up with a class definition for “code,” and list a few things that you can create using code.Have learners write down this definition in their engineering log.ExtensionBefore leaving, pass out the “Explore Kano Worksheet” to be completed at home. You can find theworksheet in the appendix section of this packet.Kano Clean-upPower down and put away Kanos225 mins

Explore KanoName:Date:Explorer QuestionsDirections: Under each image write the name of the Kano App, how you code (blocks or text), and a briefdescription of the app.Programmer QuestionWhere there any other apps that you discovered? Is so write their name, provide a description of the app,and draw what the app’s logo looks like below!23

Explore KanoCreator QuestionIf you could design an app for the Kano what would it be? What would its features be? What would the logobe? Draw the app below!24

LESSON 3Intro to Make ArtBeginner1 hrHave your creators gets used to Make Art and begin creating unique creations to share!OBJECTIVESLearners will understand how to access Make ArtLearners will be able to identify the features of Mark Art and use them to create their ownpieces of artSTANDARDSK12 CS:Computing Systems.Troubleshooting;Algorithms and Programming.Control;Algorithms and Programming.AlgorithmsAlgorithms and Programming.Program DevelopmentCSTA:K-2: 1A-AP-10, 1A-AP-11, 1A-AP-12 , 1A-AP-153-5: 1B-AP-10, 1B-AP-11, 1B-AP-12, 1B-AP-16, 1B-AP-176-8: 2-AP-12, 2-AP-13, 2-AP-169-10: 3A-AP-18MATERIALS NEEDEDVisit http://art.kano.me/challenges to find all our Make Art challenges25

Introduction10 minsLinkingAsk your learners to draw anything, using a pen and paper. It can be as simple or as complex asthey want but they only have 5 minutes. Put a countdown up to get them energized to go!EngageTell your learners to turn and talk to each other for 1 minute each. What is your favorite programyou have used to edit images (Paint, Photoshop, Code)? Do they think they can transfer theirdrawings to the computer with one of those softwares? If you can how? After they are finishedwith the 2-minute turn and talk discuss how computers are becoming used more often inartwork, from Disney films, to 3D printed jewelery, to laser cut wood prints, to art made fromcode! Art is changing and using technology to create this change. Today, they will learn oneplatform to use code to create art and share it with the world!Collect Kanos5 minsRetrieve Computers, Turn On, Log InExploration Activities35-45 minsChallenge 1: Get to know Make Art!Briefly go over the features of Make Art and how you access the app.Click this icon to launch Make Art!Once the app is open, they will have the option to work on ”challenges” or hang out in the“playground.” Challenges are exactly that, challenges, that the Kano team creates to help creatorsget used to the environment and start learning code. They are walkthroughs that provide specificinstructions to move forward and you can customize your creations afterward!The playground is a little different. There are no walkthroughs, it is a playground for yourimagination! Take the skills you learned in the walkthroughs or tinker around to see what you cancreate!When you open up Make Art in “challenges” or “playground” you will see a screen like the one26

below. The left side is where you will code, and the right side is where you will see your creationsstart to grow and be built!Try hitting enter a few times in the dark left side. You will notice numbers appear. This is anumber system to help you create individual lines of code.Now on the right side move your cursor around. You should notice that in the bottom left cornerof the white screen you will see the “x” and the “y” move positions. In Make Art you are creatingmasterpieces on a grid that corresponds to a coordinate plane. You can use your cursor to helpyou identify where on the grid you need to draw!On the left side you will notice seven gray boxes. These are buttons to different windows thatgive you information on Make Art!Code: This will be where you will usually have your left screen working on. Hereyou type in the code that will help build your creations on the right side.Shapes: Do you want to create objects? You can create shapes: circle, ellipse,square, rectangle, and polygon in this section with the example code shown.27

Lines: With this button you can draw lines! These include drawing a line of acertain size, and drawing a line to a certain point.Position: We want to create in different spaces on our digital canvas. To do thiswe need to learn how to move around on the board. You can see example tomove the cursor a certain distance away and move the cursor to a particularposition.Text: Maybe you want to say something in words. Use the text box to learnexamples to: write a message, set size and/or font, sets bold text on (true) or off(false), sets italic text on (true) or off (false).General: This button explains a few things that don’t fit in the other categories.Such as: repeat code or get a random number in a range.Colors: What is a piece of art without color? In the color button you will seeexamples to: set the background color, change the color in use, change the widthand color of the stroke (border, set a color’s brightness, set a color’s saturation,rotate a color’s hue angle by a given amount, set how see through a color is.Challenge 2Get used to Make Art! Have your learners click on Make Art and explore the beginner challenges.Remind them to remix each challenge and don’t forget to tell them to share their art pieces onKano World!Challenge 3Are your learners ready for a challenge? Have them open up the playground and attempt thefollowing scenarios:Scenario 1: Can you draw an example of a drink you would have in the current weather?For example, if it is cold you may drink hot chocolate! If it is hot you may drink iced tea.Scenario 2: Let’s make something more extensive. Can you draw your name in differentcolors? Stylize it and make it your own!**Note: it may be helpful to let each learner have a piece of paper and pencil to draw out theirpicture. Encourage learners to draw simple shapes that make up a larger picture!28

Challenge 4Challenge a classmate! Pair up your learners. Have each student write a challenge on a pieceof paper. Tell them to make it reasonable and something that can be created in Make Artonly. Make sure their partner doesn’t see! Once they have their challenge thought out they willexchange with their partner. Can each person finish the challenge before they run out of time?Challenge 5Wow, your creators have gotten far super fast! Now, can they take their drawing from the start ofclass and do the impossible? Can they turn their paper drawing into CODE?Save your work and share to Kano World!ClosingSharing and Evaluation15 minsYour learners should have finished Challenge 3. Ask the challenger to critique the challenge -y’sartwork. Did it make the grade? Ask the challenger to grade them! If they did, give them a 3, if itwas okay a 2, if not that much a 1. Ask the challenger to give two lines of feedback, one helpfulcomment to make it better and one positive comment!Educator Note: It is recommended you model this to the learners to make sure they fullyunderstand the task.Tell the learners you hope they enjoyed this introduction lesson and that they will be doing moreexciting work with Make Art. While learners leave, tell them to turn in their post-it notes with theirgrade for their challenge partner’s work. Also, have learners complete their daily engineering log!ExtensionBefore leaving, pass out the “Intro to Make Art Worksheet” to be completed at home. You can find theworksheet in the appendix section of this packet.Kano Clean-up5 minsPower down and put away Kanos29

Intro to MakeArtName:Date:Explorer QuestionsDirections: Under each image ,write a brief description about each MakeArt feature. Think about what youcan code with each feature.30

Intro to MakeArtProgrammer QuestionsWhat does Syntax error mean? How do you fix it?In the challenge “Sunny Day” you have the completed code below. In the below code, explain which words canbe changed to modify the outcome and which things have to stay the same.Creator QuestionYou created on Make Art today, but challenge yourself now! Draw a simple drawing using only three shapes(rectangles, circles, and/or triangles). Try to code this drawing tonight or in class later!31

LESSON 4Pixel Hack Scavenger Hunt!Beginner1 hr 15 minLearners will complete the Pixel Hack challenges and identify geometric shapes and propertiesin a scavenger hunt!OBJECTIVESLearners will be able to code complex images with CoffeeScript codeLearners will be able to identify and define geometric shapes and properties appropriate totheir age level.STANDARDSK12 CS:Computing Systems. Troubleshooting;Algorithms and Programming.Control;Algorithms and Programm

Lesson 3: Intro to Make Art Lesson 4: Pixel Hack Scavenger Hunt Lesson 5: Pattern Perfection Lesson 6: Intro to Scratch Lesson 7: Programmed to Dance Lesson 8: Intro to Kano Code Pt. 1 Lesson 9: Intro to Kano Code Pt. 2 Lesson 10: Kano Code Challenge! Lesson 11: Intro to Terminal Quest Lesson 12: Intro to