Lesson 9: Loops in Collector

Loop | Collector


Building on the concept of repeating instructions from "Happy Loops," this stage will have students using loops to collect treasure more efficiently on Code.org.


In this lesson, students will be learning more about loops and how to implement them in Blockly code. Using loops is an important skill in programming because manually repeating commands is tedious and inefficient. With the Code.org puzzles, students will learn to add instructions to existing loops, gather repeated code into loops, and recognize patterns that need to be looped.


Warm Up (10 min)

Bridging Activity - Loops (10 min)

Main Activity (30 min)

Wrap Up (5 - 10 min)

Extended Learning


Students will be able to:

  • Identify the benefits of using a loop structure instead of manual repetition.
  • Break down a long sequence of instructions into the smallest repeatable sequence possible.
  • Create a program for a given task which loops a sequence of commands.
  • Employ a combination of sequential and looped commands to reach the end of a maze.



Heads Up! Please make a copy of any documents you plan to share with students.

For the Teacher


  • Loop - The action of doing something over and over again.
  • Repeat - Do something again


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Teaching Guide

Warm Up (10 min)


Review the Happy Loops activity with your students:

  • What are loops?
  • Why do we use them?

Bridging Activity - Loops (10 min)

Choose one of the following to do with your class:

Unplugged Activity Using Paper Blocks

Select an empty Flurb map from the Happy Map Cards - Worksheet and give students Unplugged Blockly Blocks (Grades 1 - 2) - Manipulatives prefilled with the collect command, a repeat loop, and the cardinal commands like E → (East) and W ← (West). Now, have the students program the Flurb from their desks using the paper Blockly blocks to get the Flurbs to collect the fruit. Make sure that they understand that the blocks need to go from top to bottom and they all need to touch!

Previewing Online Puzzles as a Class

Pull a puzzle from the corresponding online puzzles. We recommend puzzle 7. Using arrows from the Happy Map Game Pieces - Manipulatives and Happy Map Game Pieces Bonus Pack - Manipulatives, have students lay out a pattern that they think will get Laurel the Adventurer to collect all the treasure. Ask the students to share. See how many other students had the same answer!

Main Activity (30 min)

Teacher Demonstration

We've included some multiple choice prediction levels that are difficult for non-readers. These levels are optional for you to review with your class to help prepare for the puzzles to come. Alternatively, these could be used after finishing the stage as a review for the class.

Prediction Levels:

Course A Online Puzzles - Website

As students work through the puzzles, see if they can figure out how many blocks they use with a loop vs. without a loop.

Wrap Up (5 - 10 min)


Having students write about what they learned, why it’s useful, and how they feel about it can help solidify any knowledge they obtained today and build a review sheet for them to look to in the future.

Journal Prompts:

  • What was today’s lesson about?
  • How did you feel during today’s lesson?
  • How did loops make your program easier to write?
  • Draw something that uses loops.

Extended Learning

So Moving

  • Give the students pictures of actions or dance moves that they can do.
    • Have students arrange moves and add loops to choreograph their own dance.
  • Share the dances with the rest of the class.

Connect It Back

  • Find some YouTube videos of popular dances that repeat themselves.
  • Can your class find the loops?
  • Try the same thing with songs!

Standards Alignment

View full course alignment

CSTA K-12 Computer Science Standards

AP - Algorithms & Programming
  • 1A-AP-09 - Model the way programs store and manipulate data by using numbers or other symbols to represent information.
  • 1A-AP-10 - Develop programs with sequences and simple loops, to express ideas or address a problem.
  • 1A-AP-11 - Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions.
  • 1A-AP-14 - Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops.