Python Arcade camp plan
Use this page when running Python Arcade as a 5-day summer camp.
Format
- 5 days x 3 hours/day.
- Day 5's last hour is the parent demo.
- Students work in one Trinket project all week.
- The default path is for mixed-ability campers. Stretch Challenges are for fast finishers.
At a glance
| Day | Blocks | Goal |
|---|---|---|
| 1 | Setup, Stage 1, Stage 2 | Everyone has a Trinket project and a moving cannon. |
| 2 | Stage 3, Stage 4, Stage 5 | Lasers fire, aliens spawn, aliens move. |
| 3 | Stage 6, Stage 7, Stage 8 | Score, lives, game over, timer, win state. |
| 4 | Stage 9, Stage 10, catch-up | Balance, polish, demo script. |
| 5 | Bug fixes, rehearsal, parent demo | Students show a playable arcade game. |
Day 1
| Time | Block | Minutes |
|---|---|---|
| 0:00 | Welcome + arcade game preview | 15 |
| 0:15 | Setup in Trinket | 30 |
| 0:45 | Stage 1: Build the Game Screen | 45 |
| 1:30 | Break | 10 |
| 1:40 | Stage 2: Move the Cannon | 45 |
| 2:25 | Playtest swap + cleanup | 35 |
Watch for students creating new Trinkets accidentally. The most important Day 1 habit is keeping one project.
Day 2
| Time | Block | Minutes |
|---|---|---|
| 0:00 | Warm-up run + bug check | 15 |
| 0:15 | Stage 3: Fire Lasers | 50 |
| 1:05 | Stage 4: Spawn Aliens | 40 |
| 1:45 | Break | 10 |
| 1:55 | Stage 5: Move the Aliens | 45 |
| 2:40 | Playtest: can you shoot and dodge? | 20 |
Fast students should tune laser limits or alien colors. Slow students only need a moving cannon, lasers, and at least one alien on screen by the end of Day 2.
Day 3
| Time | Block | Minutes |
|---|---|---|
| 0:00 | Reopen Trinkets + restore from last checkpoint | 15 |
| 0:15 | Stage 6: Detect Hits and Score Points | 55 |
| 1:10 | Stage 7: Add Lives and Game Over | 45 |
| 1:55 | Break | 10 |
| 2:05 | Stage 8: Add a Timer and Win State | 45 |
| 2:50 | Room test: win once or lose once | 10 |
Day 3 is the hardest logic day. Keep students moving in small changes: run after score, run after lives, run after timer.
Day 4
| Time | Block | Minutes |
|---|---|---|
| 0:00 | Full-room playtest | 20 |
| 0:20 | Stage 9: Tune the Difficulty | 45 |
| 1:05 | Stage 10: Polish and Demo | 55 |
| 2:00 | Break | 10 |
| 2:10 | Catch-up or signature feature | 35 |
| 2:45 | Save/share check | 15 |
Only let students add a signature feature after the base game can start, score, end, and show a result.
Day 5
| Time | Block | Minutes |
|---|---|---|
| 0:00 | Reopen project + final bug list | 10 |
| 0:10 | Polish and bug fixes | 50 |
| 1:00 | Demo rehearsal | 35 |
| 1:35 | Snack + reset room | 15 |
| 1:50 | Parents arrive | 10 |
| 2:00 | Parent demo | 60 |
Demo script:
My game is called ______.
The player controls ______ and tries to ______.
The hardest part to code was ______ because ______.
One design choice I made was ______.
Coach triage
- If a game will not run, recover from the latest stage checkpoint idea, not from memory.
- If a student is behind, skip Stretch Challenges and polish.
- If a student is ahead, send them to Stage 10's signature feature.
- If Trinket is slow, have the student run less often during typing, but still run after each finished step.