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Intro to Programming with Karel the Dog (Ace)

Description

In this lesson, students review how they should indent their code to make it easier to read.

Objective

Students will be able to:

  • Explain why it is important to indent code
  • Identify proper indentation
  • Modify a program to have proper indentation
  • Write programs with proper indentation
Description

In this lesson, students learn how to combine and incorporate the different control structures they’ve learned to create more complex programs.

Objective

Students will be able to:

  • Identify the different control structures we can use to modify the flow of control through a program
  • Combine control structures to solve complicated problems
  • Choose the proper control structure for a given problem
Description

In this lesson, students get extra practice with control structures. Students will continue to see different ways that the if, if/else, while, and for loops affect their code and what Karel can do.

Objective

Students will be able to:

  • Debug common errors in code
  • Use control structures to create general solutions that work on all Karel worlds
Description

In this lesson, students are introduced to Ultra Karel! Ultra Karel has all the abilities of Super Karel, plus two new functions (paint and isColor) added to the API. Students also learn about function parameters and how to use them when calling the new functions.

Objective

Students will be able to:

  • Explain the difference between Karel, Super Karel, and Ultra Karel.
  • Use the paint command to color a location.
  • Use the isColor condition to check the color of a location.
  • Explain what a parameter is and be able to use it with the new paint command.