Skip to content
FRACTAL

Coding to Create · Lesson 3

Coding Abstraction

Students apply computational thinking — abstraction, debugging, pattern recognition — to a deck of coding challenges in the Algorithmic Art tool, tracking progress in their Coder Handbook.

Students explore how algorithms and abstraction help artists and programmers create visual art. After exploring what computational thinking is and how artists and programmers use it, students select a series of coding challenges from a deck. Each card provides a sample digital artwork and code blocks to re-create, debug, or modify to create simple digital artwork with basic geometric shapes. Students track their progress and learning for the day in their Coder Handbook.

Learning targets

  • Explain how algorithms and abstraction are used to create art.
  • Use a block-based programming tool to modify or create algorithmic artwork.
  • Apply computational thinking strategies such as abstraction, debugging, and pattern recognition to solve coding challenges.

Standards at a glance

Full Expedition standards, by grade and lesson

Grade 6
6.CR.1.1, 6.CN.2.2, 6.RE.1.1
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 2–4

    • Invite students to think about which computational thinking skills feel most natural to them as artists, then have them write the term and create a quick sketch that represents its meaning. It is OK if the ideas are new — there is no right or wrong answer.
    • Wrap up by explaining that artists and computer scientists use these same ways of thinking to solve problems and create new ideas, and that today's lesson will explore how these practices connect.
  2. Whole class instruction

    10–15 minutes · Slides 5–6

    • Introduce examples of artwork by Josef Albers, Roy Lichtenstein, and pixel artists, and ask students what the images have in common.
    • Facilitate a short discussion about how artists can create complex images using simple geometric shapes, patterns, and colors. Model how to break a picture into basic geometric shapes such as circles, squares, rectangles, triangles, and important lines.
    • Compare a realistic image with Roy Lichtenstein's abstracted Bull Head and ask students which version would be easier to recreate and why. Introduce abstraction by explaining that artists and programmers simplify complex ideas into their most important parts.
    • Have students practice identifying and sketching the key shapes they see in an example image before transitioning to the coding activity.
  3. Activity: coding challenge cards

    25 minutes · Slides 7–11

    • Introduce the coding challenge station activity and explain that students will use the Fractal Algorithmic Art tool to recreate digital artwork using block-based code, similar to their work yesterday.
    • Review the activity expectations, including selecting a challenge card, completing at least three challenges, recording their progress, or switching to a different challenge if needed.
    • Model how to read a challenge card by examining the target artwork, interpreting the code blocks, and identifying what needs to be added, changed, or debugged.
    • Circulate throughout the room to ask probing questions, provide feedback, and support students who need assistance. Encourage students who are stuck to use the Answer Deck to compare, reflect, and revise their code rather than simply copying the solution.
  4. Closing

    5 minutes · Slides 12–14

    • Remind students to complete their sentence frames at the bottom of the Coder Handbook.
    • Facilitate a brief share-out by inviting students to demonstrate different approaches to solving the same challenge and discussing how multiple algorithms can produce similar artistic results.

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 Materials Expedition 2 — Coding Abstraction
Hidden in the student deck — teacher reference

Quick Links to Materials Expedition 2

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 14

Materials & preparation

Print or share digitally

Learner variability

Students can access the coding challenges in multiple ways to match their readiness and interests. The challenge deck contains activities with varying levels of complexity, allowing students to select appropriate entry points and switch challenges as needed.

Students may collaborate with a partner, use the Answer Key as a scaffold to compare and revise their thinking, and record their learning in the Coder Handbook using sentence starters and reflection prompts. These supports provide multiple pathways for students to engage with computational thinking while working toward the same learning goals.

How these options connect to UDL →

Background for the teacher

Abstraction
Identifying the most important features of a problem, object, or idea while intentionally ignoring unnecessary details — simplifying a complex image into basic geometric shapes, or creating a representation that captures the key idea without every detail.
Algorithmic thinking
Developing a logical, organized sequence of steps to solve a problem or complete a task — writing step-by-step directions, following a sequence of instructions to create artwork, or organizing a design process so it can be repeated consistently.
Debugging
Identifying, analyzing, and correcting errors or unexpected outcomes in a design, algorithm, or program — revising a design when shapes do not fit, spotting instructions that are unclear or out of order, and testing and improving a project after finding mistakes.
Pattern recognition
Identifying similarities, repetitions, or regularities within information, objects, or processes — recognizing repeating shapes in artwork or repeated sequences in code, and using repetition to solve new problems.

How these ideas connect

  • Artists and programmers both simplify complex ideas into basic shapes or steps to create something new.
  • Students use abstraction to break artwork into simple geometric shapes that can be recreated with code.
  • Coding uses algorithms to generate digital art, just as artists use design principles to create visual compositions.

Artists referenced in this lesson

Artist Artwork referenced Computational thinking connection
Josef Albers Homage to the Square Abstraction, geometric simplification, repeated shapes.
Roy Lichtenstein Bull Head III Abstraction, decomposition, pattern recognition, geometric analysis.
Wassily Kandinsky Concentric circle compositions (inspired activity) Repeat blocks and loops, repetition, algorithms, pattern recognition.
Wikimedia pixel art Wikipe-tan (example, not artist) Pixel representation, digital abstraction.