Module one is programming with Karel. Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. You can give Karel these commands to instruct him to do certain things. We use Karel to show you what it means to program, and allow you to focus on problem solving.
Now, your graphics will come to life. You will learn how to make objects move around the screen. You will also learn how to let the user interact with your program with the mouse. At the end of this section, you will program your very own video game.
We introduce lists/arrays, maps/objects, sets, and grids. These are the essential basic data structures that any program will use.
You now have the tools to make amazing games. This module walks you through the creation of the classic Helicopter game one step at a time.
Functions and Parameters Practice
Functions are the critical building block of any program. To be able to use functions, you want to make sure you fully understand parameters, return values, and how to create your own functions. That is what this practice module is for.
It can take some time to learn all of Karel's tricks. Brush up here with some extra Karel practice problems. These reinforce all of the fundamental concepts introduced in Karel, including commands, functions, loops, conditions control structures, and problem decomposition.
A set of all the trickiest Karel puzzles for you to solve
More Graphics and Animation