Elementari

Choose Your Own Ocean Mystery 🌊

Designed by:

Introduction

What if a sea creature went missing—and you had to solve the mystery? In this interactive storytelling lesson, students become ocean explorers. They research real animals, write a branching story, and use Elementari to code choices, clues, and kind actions that earn Friendship Points.

Subjects:
Grades: 3-8
Estimated Time For Completion: 5 classes (each 45 minutes)

Objectives

Students will:

  • Research two real ocean creatures (one missing, one needing help)
  • Write an original story with a mystery, clue, and underwater setting
  • Design one real choice and one fake choice with different reader outcomes
  • Code interactive logic using a variable (Friendship Points), buttons, and navigation blocks in Elementari

Code Stories and Games with Elementari

Elementari helps students turn stories into interactive adventures. In this project, students use code blocks to create branching paths based on reader choices. They design a simple scoring system with a Friendship Points variable, code choices that affect what happens, and add an illusion of choice for complexity. All the while, they combine storytelling with interactive design—adding sounds, animations, and clickable clues to make their ocean mystery immersive and meaningful. It's storytelling with logic, empathy, and creativity all in one.

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

In this lesson, students create a 7-page interactive ocean mystery using Elementari. They research real ocean animals, write a branching story, and code choices, variables, and clues using simple blocks.

Before Coding:

After Building:

  • Students test all story paths and polish visuals and sounds
  • Use the Assessment Rubric to evaluate story and game design
  • Optionally use the Peer Review Checklist to provide peer feedback and support revisions

Lesson Resources

Coding Concepts Covered

Number Variable Increment User Navigation Functions in Sequence

Student Instructions

1. Choose Your Mystery 📋 (90 mins)

Pick one ocean creature that’s missing and one that needs help. Use the Ocean Research Choice Board to research their habitat and problems.

Complete your Ocean Mystery Writing Organizer

2. Create Your Title Page (Page 1) 🖼️ (10 mins)

Write the title of your story.

Code Overview: Use the Play Text Effect block to animate your title and Create Number Variables block to create a variable named points

3. Write the Mystery (Page 2) 🌊 (10 mins)

Describe what the player sees. What’s strange? What’s missing? Set the scene and create suspense.

Code Overview: Use the Fade block to make your creature fade out or disappear when clicked.

4. Write a Real Choice (Page 3) 🐠 (10 mins)

Let the reader choose to help an animal or ignore the situation.

5. Code a Real Choice (Page 3) 🐠 (10 mins)

Use Increment Variable to add 5 points for the kind choice. Start coding the navigation for the buttons with Go To Page.

6. The Kind Outcome (Page 4) 🌟 (10 mins)

What happens if the reader helps? Is the creature saved? Include facts from your research.

7. The Unkind Outcome (Page 5)❌ (10 mins)

Describe what happens if the player chooses not to help. How does it feel?

Code Overview: Update the Go To Page block on page 3 to go to the kind or the neutral/unkind pages.

8. Create a Fake Choice (Page 6) 🌀 (10 mins)

Write a decision point — the choice feels important but doesn’t change the story.

Code Overview: Update the Go To Page block on page 4 and page 5 to go go to this page.

9. Add a Hidden Clue (Page 6) 🔎 (10 mins)

Place a clue object on the page.

Code Overview: When the player clicks the clue, reveal a hidden message using the Fade block.

10. Code the Navigation (Page 6) 🧭 (10 mins)

Now it’s time to connect your buttons to your last page with the Go To Page blocks.

11. Write the Rescue & Ending 💬 (10 mins)

Describe where the player finds the missing animal and what happens next.

Ending message: “You earned {{points}} Friendship Points!”

12. Final Touches & Extensions 🎨 (35 mins)

Now it’s time to add those extra creative details!

🖼️ Add characters and background images

🎙️ Use the Play Record Sound block to play recorded voiceovers for characters or clues

🎶 Use the Play Music block to set the mood

📄 Copy and paste Page 3 to create another kind choice — this will copy the page and the code, so you can award more Friendship Points again!

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-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-11 - Create clearly named variables that represent different data types and perform operations on their values.

  • 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.

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