A Modular Coding Curriculum for Libraries and After-School Programs

Libraries and after-school programs face a unique challenge: you need a curriculum that works when attendance fluctuates, age groups are mixed, skill levels vary widely, and the facilitator may not have a computer science background.

The answer is a modular curriculum -- a set of independent units that can be taught in any order, skipped, repeated, or rearranged based on what your group needs on any given day.

Here is a concrete modular structure you can start using right away with codeguppy.com, a free browser-based JavaScript coding platform that needs no installation and works on any device.

Why Modular?

Traditional curricula are sequential. Lesson 5 depends on Lesson 4, which depends on Lesson 3. Miss one session and you are lost. A modular curriculum is different:

  • Each module is self-contained and does not require knowledge from other modules
  • Modules can be taught in any order
  • New participants can join at any module without feeling behind
  • Facilitators can choose modules based on group interest, age range, or available time
  • Each module produces a finished, shareable project

The Platform

All modules below use codeguppy.com. It is 100% free, runs in any web browser, and requires no installation or special setup. The platform provides a ready-to-use 800x600 canvas, built-in sprites and backgrounds, and instant visual feedback. Students open the website and start coding.

The Modules

Each module is designed for 1-2 sessions of approximately 45-60 minutes each. They are listed in a suggested order, but feel free to rearrange them.

Module 1: Drawing with Code (1 session)

Students learn that code is a set of instructions by drawing shapes on screen using circle(), rect(), line(), and triangle(), with fill() and stroke() for color. Project: Draw a scene -- a house, a face, a robot -- using only code. Concepts: Coordinates, shapes, colors, sequential instructions.

Module 2: Color and Pattern (1 session)

Students explore the RGB color model and use loops to create repeating patterns, grids, and mosaics with background(), fill(), and random(). Project: A generative pattern or mosaic that looks different every time. Concepts: RGB colors, repetition, loops, randomness.

Module 3: Sprite Scenes (1 session)

Students use the built-in sprite library to place characters and objects on screen with sprite("name", x, y) and arrange them into scenes, stories, or digital dioramas. Project: A complete scene with multiple sprites -- a forest, a space station, an underwater world. Concepts: Sprites, positioning, layering, creative composition.

Module 4: Animation Basics (1-2 sessions)

Students animate objects using the loop() function, discovering how clear() redraws the background each frame and how changing x and y values creates motion. Project: An animated scene -- bouncing balls, falling snow, a walking character. Concepts: Animation loop, frame-by-frame updates, variables, motion.

Module 5: Interactive Drawing (1 session)

Students create programs that respond to mouse input, drawing at the mouse position, creating trails, or building a simple drawing tool. Project: An interactive drawing application or mouse-following animation. Concepts: Mouse input (mouseX, mouseY), interactivity, conditionals.

Module 6: Simple Games (2 sessions)

Students build a simple game -- click-the-target, a catching game, or an obstacle dodger -- combining sprites, animation, and input. Project: A complete, playable mini-game. Concepts: Game logic, collision detection, scoring, win/lose conditions.

Module 7: Storytelling with Code (1-2 sessions)

Students create interactive stories or choose-your-own-adventure narratives using multiple scenes with showScene(), adding sprites and backgrounds to illustrate each page. Project: A multi-scene interactive story with illustrations and choices. Concepts: Scenes, narrative structure, user choices, text display.

Module 8: Sound and Music (1 session)

Students explore the built-in sound library, triggering sounds with code to create musical instruments, sound boards, or programs that play notes based on user input. Project: A virtual instrument or sound-reactive visual display. Concepts: Sound playback, event triggers, timing.

Module 9: Math Art (1-2 sessions)

Students use sine, cosine, and loops to create spirals, symmetrical designs, and animated geometric patterns. Project: A mathematical art piece -- spirograph patterns, fractal-like designs, or animated shapes. Concepts: Trigonometry, mathematical functions, algorithmic art.

Module 10: Capstone Project (2 sessions)

Students choose their own project and build it from scratch, combining techniques from any previous modules. The facilitator acts as a consultant. Project: A student-designed original project, presented to the group. Concepts: Project planning, independent problem-solving, creative expression.

Adapting to Mixed Ages and Skill Levels

  • Ages 10-12: Focus on Modules 1, 2, 3, and 5. These are visual, creative, and produce immediate results
  • Ages 13-15: Any module works. Modules 4, 6, and 7 tend to be especially popular
  • Ages 16+: Modules 6, 9, and 10 offer more depth and challenge

Within any single session, offer tiered challenges. Level 1: follow the basic project. Level 2: add one extra feature. Level 3: remix the project into something entirely different.

Managing Without CS Expertise

You do not need to be a programmer to facilitate these modules. Each one is built around codeguppy.com's built-in examples and straightforward commands. Your role is to set up the session, walk students through the first steps, encourage experimentation, and facilitate the end-of-session showcase.

The codeguppy.com website itself is full of resources you can use to build your own modular curriculum — built-in example projects, code samples, and tutorials that cover drawing, animation, sprites, games, and more. Browse the platform, pick the examples that fit your group, and organize them into your own sequence of sessions.

If you prefer a ready-made, professionally produced course, codeguppy.com also offers an optional illustrated JavaScript curriculum with 23 lessons, 700+ slides, and 300+ mini-projects. It comes in PowerPoint format ($200 for classroom use) so you can customize it, or as a PDF ($17.50) for home use. This curriculum is designed as a comprehensive, sequential course for grades 8-12 — it is not modular by design, but its PowerPoint format means you can pull individual lessons or activities from it and rearrange them to fit a modular approach.

Getting Started

Pick any module from the list above. Open codeguppy.com in a browser. Try the activity yourself for 20 minutes. That is your preparation.

Then open the door, welcome whoever walks in, and start building. The modular design means every session is a fresh start, every participant is welcome, and every meeting ends with something worth showing off.

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