Introduction
What would you do in a moment that demanded courage? In this interactive storytelling lesson, students step into the shoes of a real historical figure and face a decision with real consequences. Using Elementari, they’ll combine research, writing, and coding to show how small actions can lead to big change—or allow injustice to continue.
Objectives
Students will:
- Research a real historical trailblazer and the injustice they challenged.
- Analyze a pivotal decision and explore its risks, consequences, and impact.
- Write a branching narrative that includes one real choice and one illusion of choice.
- Code interactive logic using variables, conditional endings, and button navigation in Elementari.
- Reflect on the real-life outcome and connect it to their own story's message.
Code Stories and Games with Elementari
Elementari brings your story to life with coding logic, choices, and interactive design. In this lesson, students build a branching narrative using real-time decision logic, a justice points variable, and conditional endings. By combining storytelling with code blocks, students see how action—or inaction—shapes a story’s direction. Visuals, sounds, and animations make the narrative immersive and meaningful.
New to Elementari? Click on the orange Start button to jump right into the lesson for free. Check out our Getting Started Guide for an overview of how Elementari works with your class. Get started for free for up to 35 student accounts.
Teacher Notes
- Students should complete all research and writing before opening Elementari using the Justice Simulator Organizer, which includes a self-checklist and vocabulary bank.
- Model the full example project (e.g., Katherine Johnson) to demonstrate how choices and outcomes are structured.
- Students should follow the interactive step-by-step instructions inside Elementari. Creative additions like visuals, sound, or extra choices should be added only after the core logic and story are complete.
- Optional resources:
- Suggested 6-Day Pacing:
- Days 1–2: Research and complete writing organizer (prewriting, revising, and feedback).
- Day 3: Transfer writing to Elementari, create pages, and set up basic structure.
- Day 4: Add logic blocks, variables, and test all choice paths.
- Day 5: Revise, add visual or audio elements, and polish the story.
- Day 6: Final testing, peer review (optional), publishing, and peer comments on published projects.
Lesson Resources
Coding Concepts Covered
Functions in Sequence User Navigation Increment Number Variable ConditionalsStudent Instructions
Choose a historical figure from the Justice Trailblazers List to research.
Identify the injustice they faced and pinpoint a key moment of decision.
Complete the Justice Simulator Organizer to view the project overview and fill out the details.
Include your story title and the trailblazer’s name.
Code Overview: Code a sequence of animations with the Play Text Effect
block.
Describe where and when this is happening, what injustice is unfolding, and why this moment matters to your trailblazer.
Code Overview: Use Create Number Variables
to create a number variable named points
. This will track courageous actions. Use Number Variable = Value
to set the value to 0.
Write a key decision where one option is courageous and risky, and the other is safer. Let the reader choose.
Use Increment Variable
to add 1 to points
on the bold choice. Use Go To Page
blocks to link each button.
Describe the cost and impact of taking a stand. Take information from your research to help support.
Write what happens when the reader avoids risk.
Code Overview: Update the Go To Page
blocks on Page 3 so each choice leads to the correct ending path.
Create a choice that feels different but leads to the same result. This shows how hard it is to know what to do.
Code Overview: Code the navigation with the Go To Page
blocks, so both choices lead to the next page.
Add short narration to build suspense.
Code Overview: Update the Go To Page
blocks on Page 4 and 5 so both buttons lead to the the next choice.
Describe the final ending if the reader gets all the justice points. Tell what really happened in history. Use your elements from your research (ex. quote or fact).
Describe what was lost by staying silent. What regrets or doubts might the character feel?
Use the logic block Compare Numbers
to check if points = 1 when the button is clicked and direct to the correct ending with Go To Page
block.
Review your story. Test all paths, logic, and endings. Make sure your message is clear and every choice works.
Code Overview: Double-check all buttons and logic.
Optional Extensions: Add images, background music, or more choices by duplicating slides (e.g. Page 3).
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
3A-AP-13 - Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.
3A-AP-16 - Design and iteratively develop computational artifacts for practical intent, personal expression, or to address a societal issue by using events to initiate instructions.
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
5c - Students break problems into component parts, extract key information, and develop descriptive models to understand complex systems or facilitate problem-solving.
5a - Students formulate problem definitions suited for technology-assisted methods such as data analysis, abstract models and algorithmic thinking in exploring and finding solutions.
5d - Students understand how automation works and use algorithmic thinking to develop a sequence of steps to create and test automated solutions.
Innovative Designer
4b - Students select and use digital tools to plan and manage a design process that considers design constraints and calculated risks.
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.
4a - Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.
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.