Code Crew Grade 2
Code Crew Grade 2 introduces memory boxes (variables), counted loops, checks (if, then, otherwise) and named jobs (functions). Kids read every program line and answer by tapping, with zero typing required. The mystery: the fleet's auto-pilot makes every test ship drop at the same spot. Over 12 weeks kids collect clues, learn a real bug-hunt method, find the one wrong word, and ship the fix.
- Use a memory box (variable) to store and change a number
- Use a counted loop, including one counted by a box
- Compare a box with a number and choose a path (if, then, otherwise)
- Name a job (function) and run it again with do
- Read an 8 to 10 line program and predict what it will do
- Find a bug step by step with a logbook
No card, ever, while every course is free.
What's inside
- Week 1 Memory and the Missing Bug
- Week 2 Two Boxes, One Ship
- Week 3 Count With a Box
- Week 4 Loop Logbooks
- Week 5 Is It Over?
- Week 6 This Way or That Way
- Week 7 Name a Job
- Week 8 Jobs That Use Boxes
- Week 9 Read Ten Lines
- Week 10 The Bug-Hunt Method
- Week 11 Find the Auto-pilot Bug
- Week 12 Ship the Fix
How a daily session works
Every day runs through the same four short phases. 10 to 15 minutes, audio on every screen, built so a five-year-old can run it without grown-up help.
- 1
Welcome (Hi)
Rocket and Raven say hi and call out the big idea for the day.
- 2
Watch a tiny story (Watch)
Two or three short illustrated screens, each with audio.
- 3
Try it yourself (Try)
A big-tap-target puzzle: sort steps, plot a path, or predict what is next.
- 4
Done. High five. (Done)
A celebration screen, a one-line recap, and Next to the next day.