Introduction
In this quick, silly storytelling activity, students become game designers! They write a short story with two blanks — an adjective and a noun — that a player fills in. Students code their story using variables to store and show the player’s words. The final story is short, funny, and different every time.
Objectives
Students will...
- Write a short narrative with a clear beginning, middle, and end.
- Use descriptive words (adjectives + nouns) to add detail.
- Include transition words to connect ideas and events.
- Code text variables ({{adjective}} and {{noun}}) to make the story interactive.
- Test and peer review each other's games to make sure the blanks work and it stays silly or fun.
Code Stories and Games with Elementari
Elementari helps students bring simple stories to life with interactive coding. In this project, they use text input blocks to collect funny words from their teacher or peers, then display them using variables in different parts of the story. They can add images, sound, or effects to make each reading surprising and unique — all while practicing how coding and storytelling work together in a fun, easy way.
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Teacher Notes
In this lesson, students create a short, silly interactive story using Elementari. They plan their story with a Writing Organizer, write clear prompts for an adjective and noun, and code text variables so each read-through is unique.
Before Coding:
- Have students complete the Writing Organizer to plan their setting, character, and silly twist.
- Model how to write clear player prompts that always make sense.
- Show the Example Project to demonstrate how coding the blanks works in Elementari.
After Building:
- Students test their story with different inputs and play each other’s stories.
- Use the Peer Review Checklist to help students give helpful, positive feedback.
- Score final projects with the Rubric and encourage students to add visuals or sound if they finish early.
Lesson Resources
Coding Concepts Covered
Function in Parallel User Input Field Text VariableStudent Instructions
Use your Game Organizer to help plan and the Word Bank for inspiration!
- Pick a setting (e.g., park, school, jungle).
- Pick a main character (animal, kid, creature).
- Decide what silly thing happens!
✨ Example Idea: A turtle gets covered in {{adjective}} {{noun}}!
View the Example Project
Write and design short, catchy title for your story!
Code Overview: Use the Create Text Variables
block to create and name two variables (adjective and noun).
You will ask your player two questions and use text field boxes.
- One question should get a describing word (an adjective).
- One question should get a thing (a noun).
Keep your questions short and easy to understand.
Use On Text Input
and the Variable = Text Object
blocks to save what the player types into your text variables.
Write the beginning of your story and introduce the setting and the main character!
Use your blanks if you want!
Add to the chaos of your story! Write 2-3 sentences.
Make sure to use {{adjective}} and {{noun}} where you want the player’s answer to go.
Finish your story with a silly twist or happy ending.
Add characters, backgrounds, and props.
🎮Code some silly animations or music if you have time.
Interactive Project Example for Students
Play through this lesson's example project created on Elementari. Use this example to guide and motivate your students.
Standards
CSTA K-12 Computer Science Standards (2017)
Algorithms & Programming
1B-AP-10 - Create programs that include sequences, events, loops, and conditionals.
1B-AP-11 - Decompose (break down) problems into smaller, manageable subproblems to facilitate the program development process.
1B-AP-12 - Modify, remix, or incorporate portions of an existing program into one's own work, to develop something new or add more advanced features.
1B-AP-15 - Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended.
2-AP-10 - Use flowcharts and/or pseudocode to address complex problems as algorithms.
2-AP-13 - Decompose problems and subproblems into parts to facilitate the design, implementation, and review of programs.
2-AP-17 - Systematically test and refine programs using a range of test cases.
ISTE Student Standards
Creative Communicator
6b - Students create original works or responsibly repurpose or remix digital resources into new creations.
6d - Students publish or present content that customizes the message and medium for their intended audiences.
6c - Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
Computational Thinker
5a - Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
Innovative Designer
4a - Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
4d - Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.
4c - Students develop, test and refine prototypes as part of a cyclical design process.
4b - Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
AASL Standards
Inquire
I.A.2 - Recalling prior and background knowledge as context for new meaning
I.B.3 - Generating products that illustrate learning.
I.C.4 - Sharing products with an authentic audience.