Introduction
In this creative lesson, students write a short poem that uses one simile and one metaphor, then add two fill-in-the-blank inputs to let the player personalize it. They’ll choose a mood, use vivid vocabulary, and code the blanks with variables in Elementari — so every read-through changes!
Objectives
Students will:
- Write a short poem of 5-6 lines with a clear tone and mood
- Use at least one simile and one metaphor correctly
- Choose vivid mood words to strengthen mood and tone
- Code two fill-in-the-blank prompts with variables
- Test the poem to make sure the blanks fit and mood stays consistent.
Code Stories and Games with Elementari
In this project, students turn a simple poem into a mini game by coding text inputs that a reader fills in. They use the On Text Input event and text variables so the poem changes each time. Students can add animations or sounds to match the mood — blending figurative language with coding in a unique way.
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Teacher Notes
In this lesson, students write a short poem with one simile and one metaphor, then make it interactive using two player inputs and variables.
Before Coding:
- Use the Poem Writing Organizer to help students brainstorm mood, figurative language, and prompts.
- Model how to write clear, simple prompts so the blanks always fit naturally.
- Show the Example Project so students see how the inputs and variables work in Elementari.
After Building:
- Have students test their poems with different player inputs to see how the mood and meaning change.
- Use the Peer Review and Rubric to support peer feedback and final scoring.
- Encourage students to add images, code animations, or mood music if they finish early.
Lesson Resources
Coding Concepts Covered
Function in Parallel User Input Field Text VariableStudent Instructions
Use your Poem Writing Organizer to help plan and the Word Bank for inspiration!
- Think of a topic or feeling you want your poem to explore.
- Jot down words, images, or short phrases that come to mind.
- Look at the Vocabulary Bank for inspiration!
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 (input1 and input2).
You will ask your player two clear prompts or questions and use text field boxes.
- One prompt should get the word to fill in your simile.
- One prompt should the word to fill in your metaphor
Use On Text Input
and the Variable = Text Object
blocks to save what the player types into your text variables.
Write a 5-6 line poem with one simile and one metaphor. Use {{input1}} and {{input2}} in the right places as blanks. Include vocab from the Mood & Vocabulary Bank.
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
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.