coding Grade 2 Crew Pilot · Ages 7 to 9

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

Every week is free. No card, ever.

Code Crew Grade 2 cover

What's inside

  1. Week 1 Memory and the Missing Bug 6 days Free
  2. Week 2 Two Boxes, One Ship 6 days Free
  3. Week 3 Count With a Box 6 days Free
  4. Week 4 Loop Logbooks 6 days Free
  5. Week 5 Is It Over? 6 days Free
  6. Week 6 This Way or That Way 6 days Free
  7. Week 7 Name a Job 6 days Free
  8. Week 8 Jobs That Use Boxes 6 days Free
  9. Week 9 Read Ten Lines 6 days Free
  10. Week 10 The Bug-Hunt Method 6 days Free
  11. Week 11 Find the Auto-pilot Bug 6 days Free
  12. Week 12 Ship the Fix 6 days Free

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. 1

    Welcome (Hi)

    Rocket and Raven say hi and call out the big idea for the day.

  2. 2

    Watch a tiny story (Watch)

    Two or three short illustrated screens, each with audio.

  3. 3

    Try it yourself (Try)

    A big-tap-target puzzle: sort steps, plot a path, or predict what is next.

  4. 4

    Done. High five. (Done)

    A celebration screen, a one-line recap, and Next to the next day.