Yeti Academy allows you to create your own custom coding curriculum for your students. This is a great way to ensure proficiency in code mechanisms for your students, even outside of the yeti algorithms.

As a school administrator, you can create this curriculum for your students to type whatever material you deem necessary or fit.

First, you'll want to head to the Curriculum tab from your Dashboard.

Now, the first option you will see is the Code category. Open it with the drop down arrow. Here, you'll select the blue + Custom Coding Curriculum button.

Here, you'll fill in the details about your curriculum:

Title: The title will be what the students (and your teachers) will see the curriculum as.
Details: This is a short description of your curriculum.
Sequential Lessons: This will ensure that your students are doing the lessons in order.
Grade Level: This is where you will determine which grade(s) this curriculum will be assigned to. (Note: For kindergarten, you'll want to enter 0.)
Type: This is where you will determine if only your classes will be able to access this curriculum, or your entire school.

When you're finished entering in those details, you'll see a new tile with your keyboarding curriculum on it. To copy the lessons from the curriculum to assign to additional classes, select the three dots, then the icon with the two pieces of paper. To edit the form you just filled out, click the three dots, then the pencil and paper icon. To delete your curriculum, select the three dots, then the x icon.

Now, we get to the fun part - adding in the lessons! To do this, click the 0 Lessons button. (*Note: It won't stay "0" after you've added lessons. This is just the button you click to access all your lessons, and it tells you how many you've made thus far.)

Here, we'll start creating units for your lessons. To create a unit, select the blue + Custom Unit button.

Now, you'll get to title your unit. You'll then decide if it's Single or Multiplayer, which means that students can play alone or play together. You can also choose to Lock the lessons, meaning it won't appear for your students to use until you unlock it. When you're finished, hit Create.

Then, you'll see your unit you've made. When you click the three dots, you'll find a few options of editing or deleting. To edit the title, click the pencil and paper icon. To delete your unit, select the x icon. To start adding lessons, go ahead and click on the tile.

There's a lot to see on this page, so let's go over all of our options:

Teacher Resources: This is where you'll enter in any information your teachers may need to know in this curriculum. It's also a good place for any notes you may want to make for yourself.
Standards: If you wish to include them, this is where you can credit the standards your curriculum meets - for example, it may meet ISTE educational standards. If so, this is the place to write that down.

To start creating lessons for your unit, press the blue + Custom Lesson button. When you're finished, hit Create.

Then, you'll see your lesson you've made. To edit the lesson, click the pencil and paper icon. To delete your lesson, select the x icon. You can add as many as you'd like.

Now, here you will enter the content. Select View next to your lesson title.

Here is where you will edit in the code for your lesson. There's a lot to see here, so let's go through each part step-by-step:

Level Info:

Title: This is where you set the title of this lesson.
Width/Height: This is where you can set the grid to be a custom width/height. To finalize this, select the loop arrow.
Terrain: Here, you can adjust the background imagery between valley, plateau, and mountain. To finalize this, select the loop arrow.
Multiplayer: This is where you can select the multiplayer option.
Daytime: This is where you can adjust whether your code board appears with dark mode or light mode.
Command Pallet: This is where you can select whether or not your students can see the command pallet.
Intro: This is where you can add a message that your lesson will open with to your students.
Code: This is where you can write out what code will make the Yeti move, if you choose to manually input the code.
Skill Check: This is where you will choose the skill that is focal to your lesson.
Length Check: This is where you will adjust a character limit for your students' code. This can be useful in teaching concepts like parameters, such as making sure a student uses move(2); instead of move(); , move();.
Hints: Here, you can add in hints for your students to see if they choose to see a hint.

Object Pallet:
Player: Places a Yeti on the board.
Opponent: Places an automatic opponent on the board.
Goal: Places a star on the board. In order to complete the lesson, the player will need to reach the goal.
Crate: Places a crate, an obstacle, on the board.
Tree: Places a tree, an obstacle, on the board.
Tunnel: Places a tunnel on the board for a player to "warp" from one area of the grid to another.
Tent: Places a tent, an obstacle, on the board.
Table: Places a table, an obstacle, on the board.
Stump: Places a stump, an obstacle, on the board.
Campfire: Places a campfire, an obstacle, on the board.
Fence: Places a fence, an obstacle, on the board.
Brokenbridge: Places a broken bridge, an obstacle, on the board.
Igloo: Places an igloo, an obstacle, on the board.
Pond: Places a pond, an obstacle, on the board.
Sled: Places a sled, an obstacle, on the board.
Snowman: Places a snowman, an obstacle, on the board.
Void: Void is what you will use to identify where the tunnel warps out to.
Spacer: Spacer is an invisible block that your player can't pass. It's good for setting limits within your level, but please do note that the student cannot see where these spacers are.
Hazardfield: Hazard does the same thing as spacer. Unlike Spacer, Hazard will flash for one second so the player can see where it is.

###Play Area

On the left hand side of the screen, you'll see the visuals of the level you've created. You can select Play Test to test this as a student. You can choose New to start over and revert all to default. Finally, you can select Save to save this to your custom lessons.

As you continue to create lessons, you may want to switch up the order. Simply drag and drop the lessons in the order you'd like them to appear in for your students. When you're done, hit the blue Save Order button.

Now, you'll want to assign the curriculum to your students. To do this, select your Classestab.

Then, select the classroom you'd like to assign the curriculum to.

Then, select the checkbox(es) next to all students in that classroom who you'd like to have the curriculum. When you're finished, select the curriculum you've created from the drop-down menu.

When you've got it, hit Assign.

Now, when one of your students log in, they'll see the curriculum, and be able to code with their new lessons!

Here's a short video to better explain the process:

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