Teacher & Family Guide for Pizza Pals!
What is this?
Pizza Pals! is a touch-friendly pizza-shop game for young learners (built for iPads and Chromebooks, works in any browser). A parade of ten silly customers — kids, a knight puppy, a robot, a monster, an alien, a pirate cat, a witch, a dinosaur, a grandma, and an octopus food critic — each ask for a pizza. Children listen to and read the order, then make the pizza step by step and serve it. Every customer speaks in their own voice, and a friendly narrator reads the steps aloud, so pre-readers can play independently.
Underneath the fun, children practice counting and one-to-one correspondence, listening and following multi-step directions, and their first taste of computational thinking — reading symbols, running a sequence of steps, and fixing mistakes. A built-in Teacher Settings panel (⚙️ on the title screen) lets you dial the challenge from a single topping up to memory and placement puzzles.
Standards alignment
Primary alignment is to the CSTA K–12 Computer Science Standards (2017), Level 1A (Grades K–2). The advanced difficulty levels reach into Level 1B (Grades 3–5). Each standard below is matched to a concrete action in the game.
| Code | Standard | How this game addresses it |
|---|---|---|
| 1A-AP-08 | Model daily processes by creating and following algorithms (sets of step-by-step instructions) to complete tasks. | Making every pizza follows a fixed algorithm — pat the dough → sauce → cheese → toppings → bake → serve. In “Make My Own!” children create and run their own sequence. |
| 1A-AP-11 | Decompose (break down) the steps needed to solve a problem into a precise sequence of instructions. | An order (“sauce, cheese, and 3 olives”) is broken into an ordered set of actions the child carries out in turn; the step hints name each step as it comes. |
| 1A-AP-09 | Model the way programs store and manipulate data by using numbers or other symbols to represent information. | Orders represent information with symbols — a numeral plus topping icons stand for “how many of what.” Children translate those symbols into actions on the pizza. |
| 1A-AP-14 | Debug (identify and fix) errors in an algorithm or program that includes sequences and simple loops. | The live checklist flags too-many, wrong, or wrong-side toppings; children identify the mismatch and fix it by tapping a topping to remove it before baking. |
| 1A-DA-05 | Store, copy, search, retrieve, modify, and delete information using a computing device and define the information stored as data. | In memory mode the order is stored and hidden while cooking, so children must retrieve it from memory; adding and removing toppings models modifying and deleting data. |
| 1A-DA-06 | Collect and present the same data in various visual formats. | The same order is presented three ways at once — spoken audio, written words, and a picture card — helping children see one piece of information in multiple representations. |
| 1A-CS-01 | Select and operate appropriate software to perform a variety of tasks, and recognize that users have different needs and preferences for the technology they use. | Teacher Settings let the same game be operated as listening-only, reading-only, with reduced animation, or with topping highlights — a concrete example that different users have different needs and preferences. |
| Code | Standard | How this game addresses it |
|---|---|---|
| 1B-AP-10 | Create programs that include sequences, events, loops, and conditionals. | Level 4 orders are governed by conditionals: “put pepperoni on the left,” and “no mushrooms.” Children execute a sequence with conditional rules and repeated (loop-like) placement. |
| 1B-AP-15 | Test and debug (identify and fix errors) a program or algorithm to ensure it runs as intended. | Before baking, children test their pizza against the order using the checklist and correction prompts, then fix errors — a full test-and-debug loop with immediate feedback. |
| Code | Standard | How this game addresses it |
|---|---|---|
| K.CC.B.4 | Understand the relationship between numbers and quantities; connect counting to cardinality. | The order shows a numeral and that many icons; the child places that many real toppings, connecting the number to a quantity. |
| K.CC.B.5 | Count to answer “how many?” questions about as many as 20 things … and count out that many objects. | Children count out the requested number of toppings one at a time onto the pizza. |
| K.CC.C.6 | Identify whether the number of objects in one group is greater than, less than, or equal to the number of objects in another group. | The checklist compares toppings placed to toppings requested (2 / 3) and signals when there are too many or too few. |
| K.MD.B.3 | Classify objects into given categories; count the numbers of objects in each category. | Toppings live in labeled category bins; children choose the right category and count how many belong on the pizza. |
| K.G.A.1 | …describe the relative positions of these objects using terms such as above, below, beside, in front of, behind, and next to. | Level 4 asks for toppings on the left or right side of the pizza, giving positional-language practice. |
| SL.K.2 | Confirm understanding of a text read aloud or information presented orally … by asking and answering questions … and requesting clarification if something is not understood. | Children listen to a spoken order and use the “Hear it” button to request clarification — especially in listening-only mode. |
Ready to run
Each is about 20–30 minutes. Open Teacher Settings (⚙️) before the lesson to set the level and instruction format named below. All three work on shared tablets or 1:1 devices.
Objective
Children read a number and place exactly that many toppings, connecting a numeral to a quantity (one-to-one correspondence).
Vocabulary
Steps
Discussion questions
Objective
Children follow a spoken multi-part order, making yes/no decisions about ingredients (sauce and cheese) and placing the right number of toppings.
Vocabulary
Steps
Discussion questions
Objective
Children hold a two-part order in memory, run the steps in the correct sequence, place toppings on the correct side, and leave out a forbidden topping — then test and fix their work before baking.
Vocabulary
Steps
Discussion questions
Talk about it
Use these while a child plays, or after they build a pizza in “Make My Own!” The goal is to get them explaining their thinking — the heart of computational thinking.
Capstone assessment
A simple, kid-friendly capstone: in “Make My Own!” mode, each child designs and bakes a pizza, then explains their recipe — the steps, the toppings, and how many of each. Use this 3-level rubric to observe. It is a snapshot for planning, not a grade.
| What to look for | 1 · Emerging | 2 · Developing | 3 · Confident |
|---|---|---|---|
| Follows a sequence | Needs prompting for each step; may skip or reorder steps. | Completes the dough → sauce → cheese → toppings → bake steps with a reminder or two. | Runs the full sequence independently and can name the steps “in order.” |
| Counting & quantity | Adds toppings without counting; unsure how many. | Counts out toppings with some miscounts; self-corrects when reminded. | Counts out an intended number accurately and can say “I put on ___.” |
| Explains the recipe | Names one topping or “I made pizza.” | Lists the toppings and a couple of steps. | Gives a clear, ordered recipe another child could follow. |
| Notices & fixes | Doesn’t notice mismatches without help. | Spots a problem when it’s pointed out and fixes it. | Independently checks the pizza and fixes mistakes before baking. |