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FRACTAL

Coding to Create · Lesson 2

Coding Kandinsky

Students learn that an algorithm is a sequence of steps, then code Kandinsky- and Albers-inspired digital artwork with a partner in Fractal Studio's Algorithmic Art tool.

Students connect geometric abstraction to algorithmic thinking by exploring how a visual artwork can be broken into a sequence of steps. They begin by comparing different ways to draw the same square, reinforcing that the same outcome can be reached through different processes. After revisiting Kandinsky’s geometric abstract artwork, students learn that an algorithm is a sequence of steps used to accomplish a goal and that algorithmic art can be created either by hand or with code. Students then work with a partner in Fractal Studio’s Algorithmic Art tool to begin coding digital artwork inspired by Kandinsky’s or Albers’ geometric compositions.

Learning targets

  • Explain how geometric abstract art can be broken into a sequence of steps.
  • Define an algorithm and explain how algorithms are used in art and computer programming.
  • Describe how different algorithms can produce the same or similar visual outcomes.
  • Use the Fractal Algorithmic Art tool to create digital artwork with code.
  • Connect artistic decisions about shape, color, size, and placement to instructions in a computer program.

Standards at a glance

Full Expedition standards, by grade and lesson

Grade 6
6.CR.1.1, 6.CN.2.2, 6.RE.1.2
Grade 7
7.CR.1.1, 7.CN.2.2, 7.RE.1.2
Grade 8
8.CR.1.1, 8.CN.2.2, 8.RE.1.1

Steps in the lesson

  1. Warm up

    5 minutes · Slides 3–5

    • Ask students to look at the four dots on Slide 3 and decide how they would connect them to create a square, then have students draw the square and write the steps they followed.
    • Invite students to compare their process with a neighbor.
    • Use Slide 4 to emphasize that there are many possible sequences for producing the same square, depending on their process. Close the warm up by reviewing the lesson goals and agenda, highlighting the big idea: the same goal can often be accomplished through different sequences of steps — important in both artmaking and computer programming.
  2. Whole class instruction

    13 minutes · Slides 6–12

    • Review geometric abstract art using Kandinsky's Colour Study: Squares with Concentric Circles. Ask students to imagine the steps Kandinsky might have followed to create one section of the artwork: choose a location, choose a color, make a shape, change its size, add another shape, repeat or revise.
    • Introduce Kandinsky's On White II as another example of geometric abstraction using lines, shapes, color, and placement.
    • Define an algorithm as a sequence of step-by-step instructions used to accomplish a task or goal. Ask students where they use algorithms in everyday life — recipes, directions, games, routines, or art processes.
    • Explain that computer programs rely on algorithms because computers need precise instructions for what to do and in what order. Introduce algorithmic art as visual art generated through a system or sequence of steps — made digitally or by hand, as long as the artwork follows an organized process.
    • Demonstrate how students log in to Fractal Studio, select Algorithmic Art, and launch the tool.
    • Use Slide 14 to demonstrate how a section of Kandinsky's Squares with Concentric Circles can be translated into digital instructions. Model live or with the animated slides how code blocks control artistic properties: shape, size, color, location, direction, and placement. Reinforce that the blocks are an algorithm, where each block is a step or set of instructions.
  3. Activity: coding challenge

    25 minutes · Slides 13

    • In pairs, students log into Fractal Studio and open the Algorithmic Art tool.
    • Introduce the coding challenge and have students begin recreating or adapting geometric artwork using the available code blocks.
    • Encourage partners to talk through the algorithm before or while building it and work incrementally. If the output does not match what they intended, prompt students to identify which instruction they might change.
    • Circulate and reinforce that there may be more than one algorithm that can produce a similar piece of artwork.
  4. Closing

    5 minutes · Slides 14

    • Review the key ideas of the lesson: an algorithm is a sequence of steps; artists and programmers both make decisions about order, shape, color, size, and placement; different algorithms can sometimes create the same or similar outcome.
    • Use the closing question for a quick turn-and-talk or whole-class share: Would you rather follow directions to create a piece of art, or create your own directions and steps? Why?

Slide-by-slide guide

The lesson deck with its speaker notes — what to say and what to do on each slide, with suggested timing. Slide numbers match the deck in Google Slides.

Slide 1: Quick Links to Expedition 2 Materials — Coding Kandinsky
Hidden in the student deck — teacher reference

Quick Links to Expedition 2 Materials

Do

Teacher-facing slide. Use before class to open any lesson materials you will need. This slide can be skipped when presenting to students.

Notes

This slide includes quick links to today’s lesson materials.

Slide 1 of 15

Materials & preparation

Print or share digitally

  • Coding Hints & Challenges  Print challenge cards laminated or in plastic sleeves, 1 copy per table or group of 4 students.
  • Fractal Algorithmic Art tutorial  Walkthrough of the Algorithmic Art tool in Fractal Studio.
  • Fractal Studio login names (reuse from Expedition 1) link soon  Print and cut out student login names, or share via your LMS or school email.

Learner variability

The three coding challenges provide a built-in progression from more structured to more independent work. Students can enter the activity at different levels of support while practicing the same core ideas of algorithms, geometric abstraction, and digital art.

Challenge 1 provides the most scaffolding: students are given the full sequence of code blocks needed to recreate an Albers-inspired square and can focus on understanding block order, shape size, and color choices, then personalize the result by changing colors.

Challenge 2 reduces the scaffold: students see the target artwork and receive only the first code block, then determine which additional blocks are needed to recreate Kandinsky-inspired concentric circles. Students can customize colors to connect the artwork to a chosen mood or "vibe."

Challenge 3 increases independence and creative decision-making: students reproduce an initial pattern, add a Move Brush block, and then decide where and how to add at least three additional circles.

Students are encouraged to work with a partner, talk through the sequence of blocks before coding, and compare their output with the provided examples as needed.

How these options connect to UDL →

Background for the teacher

Algorithm
An organized sequence of steps used to accomplish a task or reach a goal. In computer science, algorithms provide the logical instructions a computer follows; in art, an artist may follow a sequence of decisions or actions to produce an artwork.
Algorithmic art
Artwork created using a defined set of rules, instructions, or procedures. The process can be carried out by a person or by a computer.
Code
A way of communicating instructions to a computer using a programming language. Fractal Studio uses visual code blocks so students can create and organize instructions without typing traditional programming syntax.
Geometric abstract art
Art that uses shapes, lines, colors, and patterns rather than realistic representations. Artists such as Kandinsky experimented with these elements to communicate ideas and emotion through composition rather than realism.
Programming
The process of creating instructions that tell a computer what to do — organizing instructions, testing them, and revising them when the outcome is different from what was intended.
Sequence
The order in which instructions or actions occur. Sequence matters because changing the order of steps can change the final result — just as changing the order of paper layers changed the artwork in Lesson 1.

How these ideas connect

  • Artists and programmers both work through sequences of decisions and actions; an artistic process can be described as an algorithm when it is broken into clear steps.
  • Code allows a computer to carry out those steps and produce visual artwork, and the sequence of instructions affects the final image just as the order of artistic actions affects an analog artwork.
  • There can be multiple valid algorithms for producing the same or similar visual result.
  • Translating artwork into code requires students to identify essential features such as shape, color, size, and location — continuing their work with abstraction from Expedition 1.

Artists referenced in this lesson

Artist Artwork referenced Computational thinking connection
Wassily Kandinsky Colour Study: Squares with Concentric Circles (1913); On White II (1923); Circles in a Circle (1923) Students break the compositions into individual shapes, colors, sizes, and placements that can be represented as a sequence of instructions — connecting pattern recognition with algorithmic thinking.