First Steps
Meet your turtle and draw a simple path with forward and right turns.
Complete each problem to draw a full square.
2 sections · 8 problems
Learn step by step
Pick a lesson, then code in the notebook. Each lesson loads starter cells so you can run, change, and experiment.
Meet your turtle and draw a simple path with forward and right turns.
Complete each problem to draw a full square.
2 sections · 8 problems
Turn left, climb a staircase, then paint the steps with color.
Draw a staircase, color the steps, then rebuild it using only left turns.
3 sections · 10 problems
Lift the pen to jump, use repeat for patterns, then invent a colorful multi-shape picture.
Jump between shapes, loop patterns with repeat, then create your own picture.
3 sections · 9 problems
Change the turn size to make triangles, hexagons, and more — always with repeat.
Discover that turn size changes the shape; draw polygons with repeat; invent a colorful angle picture.
3 sections · 9 problems
Change line thickness and paint the background, then build a scene with bold outlines and fine details.
Change line thickness and background, then invent a framed colorful picture.
3 sections · 7 problems
Use random turns and distances, pick lucky colors, then invent a surprise picture that changes every Run.
Use random turns/distances and random colors, then invent a surprise picture.
3 sections · 7 problems
Store numbers with make, reuse them with :name, then invent a picture you can resize by changing one line.
Store numbers with make, reuse them with :name, then invent a picture that uses variables.
3 sections · 7 problems
Define your own commands with to … end, give them inputs, then invent a picture from reusable stamps.
Teach the turtle new commands with to … end, use inputs, then build a picture from your procedures.
3 sections · 7 problems
Make decisions with if and ifelse, then return values from procedures with output (op).
Branch with if/ifelse (elseif), and return numbers from procedures with output/op.
3 sections · 7 problems
Make procedures call themselves, stop safely, and grow spirals, plants, and branching patterns.
Teach a procedure to call itself, stop with a base case, shrink the input, and draw branching pictures.
4 sections · 8 problems