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Introduction to Computer Science in JavaScript (Bulldog)

Lessons

  1. Programming with Karel

    1. 1.1 Introduction to Programming With Karel

    2. Description

      In this lesson, students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.

    3. Objective

      Students will be able to:

      • Write their first Karel program by typing out all of the Karel commands with proper syntax

      • Explain how giving commands to a computer is like giving commands to a dog

    4. 1.2 More About Karel

    5. Description

      In this lesson, students learn more about Karel and Karel’s world. Students learn about walls in Karel’s world, the directions Karel can face, and how to identify a location in Karel’s world using rows and columns. In these exercises, students will begin to see the limitations of Karel’s commands. Students will need to apply Karel’s limited set of commands to new situations. For example, how can they make Karel turn right, even though Karel does not know a turnRight command?

    6. Objective

      Students will be able to…

      • Identify the direction that Karel is facing
      • Predict what direction Karel will be facing after executing a series of commands
      • Identify a location in Karel’s world using Row, Column terminology
    7. 1.3 Karel Can't Turn Right

    8. Description

      In this lesson, students will learn how they can create their own commands for Karel by calling and defining functions. Functions allow programmers to create and reuse new commands that make code more readable and scalable.

    9. Objective

      Students will be able to:

      • Define a function, and successfully implement functions in their code.
      • Teach Karel a new command by creating a turnRight() function
    10. 1.4 Functions in Karel

    11. Description

      In this lesson, students learn in more detail about functions, and how they can use functions to break down their programs into smaller pieces and make them easier to understand.

    12. Objective

      Students will be able to:

      • Create functions to teach Karel new commands
      • Explain the difference between defining and calling a function
      • Utilize these functions to write higher level Karel programs that go beyond the basic toolbox of commands that Karel starts with
    13. 1.5 The Main Function

    14. Description

      In this lesson, students will deepen their understanding of functions by learning about the main function. The main function helps to organize the readability of code by creating a designated place where code that is going to be run in a program can be stored:

      function main(){
         turnRight();
      }
      
      function turnRight(){
         turnLeft();
         turnLeft();
         turnLeft();
      }
      
      main();
    15. Objective

      Students will be able to:

      • Explain the functionality of the main function
      • Use the main function appropriately in their programs
      • Improve the readability of their code
    16. 1.6 Top Down Design and Decomposition in Karel

    17. Description

      In this lesson, students learn about Top Down Design and Decomposition. Top Down Design is the process of breaking down a big problem into smaller parts.

    18. Objective

      Students will be able to:

      • Break a large problem down into smaller, simpler problems
      • Write methods that solve the simpler problems, and use them as building blocks to solve the larger problem
      • Compare programs and identify good vs poor decomposition
    19. 1.7 Commenting Your Code

    20. Description

      In this lesson, students learn how to style their programs by including comments. Comments allow students to leave notes on their program that makes it easier for other to read. Comments are written in plain English.

      Commenting Your Code Example:

      /*
       *  multi-line  comments
       */
      
      // single line comments
    21. Objective

      Students will be able to:

      • Explain the preconditions and postconditions of a function
      • Create clear and readable comments in their code that help the reader understand the code
      • Explain the purpose of comments
    22. 1.8 Super Karel

    23. Description

      In this lesson, students are introduced to Super Karel! Since commands like turnRight() and turnAround() are so commonly used, students shouldn’t have to define them in every single program. This is where SuperKarel comes in. SuperKarel is just like Karel, except SuperKarel already knows how to turnRight and turnAround, so students don’t have to define those functions anymore!

    24. Objective

      Students will be able to:

      • Write programs that use SuperKarel instead of Karel
      • Utilize the new toolbox of commands that SuperKarel provides over Karel
      • Read documentation to understand how to use a library (SuperKarel is an example of this)
    25. 1.9 For Loops

    26. Description

      In this lesson, students learn how to use for loops in their programs. The for loop allows students to repeat a specific part of code a fixed number of times.

      For loops are written like this:

      for(let i = 0; i < 4; i++)
      {
          // Code to be repeated 4 times
      }
    27. Objective

      Students will be able to:

      • Create for loops to repeat code a fixed number of times
      • Explain when a for loop should be a used
      • Utilize for loops to write programs that would be difficult / impossible without loops
    28. 1.10 If Statements and Conditionals

    29. Description

      In this lesson, students learn about the conditional statement “if”. Code within an “if statement” will only execute IF the condition is true.

      if (frontIsClear()) {
          // Code to be executed only if front is clear
      }
    30. Objective

      Students will be able to:

      • Use conditions to gather information about Karel’s world (is the front clear, is Karel facing north, etc)
      • Create if statements that only execute code if a certain condition is true
    31. 1.11 If/Else Statements

    32. Description

      In this lesson, students learn about an additional control structure, if/else statements. If/else statements let students do one thing if a condition is true, and something else otherwise.

      if/else statements are written like this:

      if (frontIsClear()) {
            // code to execute if front is clear
       } else {
            // code to execute otherwise
      }
      
    33. Objective

      Students will be able to:

      • Explain the purpose of an If/Else statement
      • Create If/Else statements to solve new types of problems
      • Identify when it is appropriate to use an If/Else statement
    34. 1.12 While Loops

    35. Description

      In this lesson, students are introduced a new type of loop: while loops. While loops allow Karel to repeat code while a certain condition is true. While loops allow students to create general solutions to problems that will work on multiple Karel worlds, rather than just one.

    36. Objective

      Students will be able to:

      • Explain the purpose of a while loop
      • Create while loops to repeat code while a condition is true
      • Utilize while loops to solve new types of problems
      • Test their solutions on different Karel worlds
    37. 1.13 How to Indent Your Code

    38. Description

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

    39. 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
    40. 1.14 Control Structures Example

    41. Description

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

    42. 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
    43. 1.15 More Karel Examples and Testing

    44. 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.

    45. Objective

      Students will be able to:

      • Debug common errors in code
      • Use control structures to create general solutions that work on all Karel worlds
    46. 1.16 Programming with Karel Quiz

    47. Description

      In this lesson, students review content with a 25 question Unit Quiz.

    48. Objective

      Students will be able to:

      • Prove their knowledge of basic coding concepts with Karel through a multiple choice quiz
  2. Karel Challenges

    1. 2.1 Challenge Problems

    2. Description

      In this module, students will synthesize all of the skills and concepts learned in the Karel module to solve increasingly challenging Karel puzzles.

    3. Objective

      Students will be able to:

      • Define a problem in their own words and plan out a solution to the problem
      • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
      • Utilize the proper control structures to create general solutions that solve multiple Karel worlds
      • Write clear and readable code using control structures, functions, decomposition, and comments
  3. JavaScript Basics

    1. 3.1 Hello World

    2. Description

      In this lesson, students will learn how to print messages out onto the console using the Javascript command console.log().

    3. Objective

      Students will be able to:

      • Write a JavaScript program by typing commands with proper syntax in the main function
      • Write a program that prints out a message to the user
    4. 3.2 Variables

    5. Description

      In this lesson, students learn how to assign values to variables, manipulate those variable values, and use them in program statements. This is the introductory lesson into how data can be stored in variables.

    6. Objective

      Students will be able to:

      • Explain what variables are and what they are used for
      • Create their own variables
      • Print out the values stored in variables
    7. 3.3 User Input

    8. Description

      In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.

    9. Objective

      Students will be able to:

      • Create programs that ask the user for input
      • Store user input in variables and print it back to the user
      • Choose the proper input function to use depending on the type of information needed
    10. 3.4 Basic Math

    11. Description

      In this lesson, students learn about the different mathematical operators they can use to perform mathematical computations and create useful programs that compute information for the user.

    12. Objective

      Students will be able to:

      • Describe the different mathematical operators we can use in programs
      • Create programs that use basic math to compute useful things
      • Create programs that take in user input, do simple computations with the input, and produce useful output
    13. 3.5 Collaborative Programming

    14. Description

      In this lesson, students will learn what pair programming is, why it is used, and the appropriate behaviors of a driver and navigator.

    15. Objective

      Students will be able to:

      • Effectively communicate their ideas to a partner
      • Successfully complete a coding exercise using pair programming
      • Identify the pros and cons of pair programming
    16. 3.6 Random Numbers

    17. Description

      In this lesson, students will learn how randomization can enhance a program.

    18. Objective

      Students will be able to:

      • Explain why random numbers are a useful part of computer programs.
      • Create random values in a program.
      • Utilize the DOCS for the Randomizer class in order to learn how to generate random values.
    19. 3.7 Basic Functions

    20. Description

      In this lesson, students will learn how to create basic functions using JavaScript and use them to improve the organization, readability, and flow of their programs.

    21. Objective

      Students will be able to:

      • Define JavaScript functions
      • Call JavaScript functions within the main function
      • Use functions in order to manage the flow of their programs
      • Increase the readability and organization of their code using functions
    22. 3.8 JavaScript Basics Quiz

    23. Description

      In this lesson, students review content with a 15-question Unit Quiz.

    24. Objective

      Students will be able to:

      • Prove their knowledge of basic coding concepts through a multiple choice quiz
  4. The Canvas and Graphics

    1. 4.1 Intro to the Canvas and Graphics

    2. Description

      In this lesson, students will learn about the graphics canvas and its coordinate system. Students will explore how to create and position shapes anywhere on the canvas. Graphic creation relies on setting the type of shape, size, position, and color on the artist’s canvas before adding it to the screen.

    3. Objective

      Students will be able to:

      • Understand the coordinate system of the canvas
      • Create basic shapes like circles and rectangles
      • Position shapes in specific locations on the canvas
      • Learn how to add color to shapes
      • Understand how the debug mode functions and how to turn it on or off
    4. 4.2 More Graphics Objects

    5. Description

      In this lesson, students will get more practice with graphics objects. They will also learn how to find images on the internet and use them in their projects. Web images can be loaded into a graphics project using the WebImage class and passing a web image address to it and they can be resized using the setSize method. Apart from loading images and resizing them, students will also learn how to add text objects to their canvas.

    6. Objective

      Students will be able to:

      • Add images to their graphics projects using WebImage
      • Resize image objects using setSize
      • Display text on the canvas
      • Break their code into functions based on objects to be rendered
    7. 4.3 Positioning Graphics Objects

    8. Description

      In this lesson, students will further explore the positioning of their graphics and the importance of the order in which functions are called.

    9. Objective

      Students will be able to:

      • Strategically position shapes anywhere on the canvas
      • Break their graphics projects into manageable functions
      • Order their function calls in the main function correctly
    10. 4.4 JavaScript Graphics Quiz

    11. Description
    12. Objective
  5. Graphics Challenges

    1. 5.1 Graphics Challenges

    2. Description

      In this unit, students will synthesize all of the skills and concepts learned in the JavaScript and Graphics unit to solve increasingly challenging puzzles.

    3. Objective

      Students will be able to:

      • Define a problem in their own words and plan out a solution to the problem
      • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
      • Write clear and readable graphics programs
  6. Control Structures

    1. 6.1 Booleans

    2. Description

      In this lesson, students will learn more about boolean values. Booleans refer to a value that is either true or false, and are used to test whether a specific condition is true or false.

    3. Objective

      Students will be able to:

      • Create boolean variables to represent meaningful yes/no values
      • Print out the value of a boolean variable
    4. 6.2 If/Else Statements

    5. Description

      In this lesson, students learn about if statements as a way to make decisions and execute specific code depending on the validity of a condition.

    6. Objective

      Students will be able to:

      • Explain the purpose of if statements
      • Create their own if statements to selective choose which code is executed in their programs
    7. 6.3 Logical Operators

    8. Description

      In this lesson, students will learn about logical operators. Logical operators allow students to connect or modify Boolean expressions. Three logical operators are the !, ||, && characters.

      • ! = NOT
      • || = OR
      • && = AND
    9. Objective

      Students will be able to:

      • Describe the meaning and usage of each logical operator: OR (||), AND (&&), and NOT (!)
      • Construct logical statements using boolean variables and logical operators
    10. 6.4 Comparison Operators

    11. Description

      In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.

    12. Objective

      Students will be able to:

      • Explain the meaning of each of the comparison operators (<, <=, >, >=, ==, !=)
      • Create programs using the comparison operators to compare values
      • Predict the boolean result of comparing two values
      • Print out the boolean result of comparing values
    13. 6.5 Graphics and Conditionals

    14. Description

      In this lesson, students will apply their understanding of if/else statements to graphics programs. Students will also learn how to use else if statements to check for multiple conditions.

    15. Objective

      Students will be able to:

      • Write graphics programs with conditionals
      • Use else if statements to check for multiple conditions
    16. 6.6 While Loops

    17. Description

      In this lesson, students will explore while loops and JavaScript variables. This combines the ideas of creating variables, updating variables throughout a loop, and determining the correct ending condition.

    18. Objective

      Students will be able to:

      • Explain the purpose of a while loop
      • Create while loops to repeat code while a condition is true
      • Utilize while loops to solve new types of problems
    19. 6.7 The Break Statement

    20. Description

      In this lesson, students will learn how to create a Loop and Half. A Loop and a Half is a specific way to write a while loop with the condition being true. Inside the loop, students use a break statement to break out of the loop whenever that condition is met, causing the loop to end.

    21. Objective

      Students will be able to:

      • Explain how the loop-and-a-half structure is different from a traditional while loop
      • Explain what an infinite loop is
      • Explain what the break statement does
    22. 6.8 While Loops and Graphics

    23. Description

      In this lesson, students will apply their understanding of while loops to graphics programs.

    24. Objective

      Students will be able to:

      • Write graphics programs that use while loops
      • Use variables to update the position and size of graphics objects within a while loop
    25. 6.9 For Loops

    26. Description

      In this lesson, students will learn in greater detail about for loops. For loops in Javascript are written and executed in the same manner as Karel exercises, except now students will explore modifying the initialization statement, test statement, and increment statements of the loops.

    27. Objective

      Students will be able to:

      • Create for loops in JavaScript
      • Explain the purpose of for loops
      • Utilize for loops to avoid typing out repeated code
      • Use the loop counter i inside the for loop code to do something different on each iteration
    28. 6.10 For Loops and Graphics

    29. Description

      In this lesson, students will apply what they have learned about for loops to graphics programs.

    30. Objective

      Students will be able to:

      • Create graphics programs with for loops
      • Use i to position graphics objects and change the size of graphics objects
      • Compare and contrast while loops and for loops
    31. 6.11 Javascript Control Structures Quiz

    32. Description

      In this lesson, students review content with a 15 question Unit Quiz.

    33. Objective

      Students will be able to:

      • Prove their knowledge of control structures through a multiple choice quiz
  7. Control Structures Challenges

    1. 7.1 Control Structures Challenges

    2. Description

      In this unit, students will synthesize all of the skills and concepts learned in the Control Structures unit to solve increasingly challenging puzzles.

    3. Objective

      Students will be able to:

      • Define a problem in their own words and plan out a solution to the problem
      • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
      • Utilize the proper control structures to create general solutions
      • Write clear and readable code using control structures, decomposition, and comments
  8. Functions

    1. 8.1 Parameters

    2. Description

      In this lesson, students will expand their use of functions by learning about and implementing parameters.

    3. Objective

      Students will be able to:

      • Explain the use of parameters and arguments
      • Create functions that take in parameters as input
      • Use parameters to generalize functions and reduce repeated code
    4. 8.2 Return Values

    5. Description

      In this lesson, students learn about return statements and how to use them to send information between functions.

    6. Objective

      Students will be able to:

      • Explain the purpose of returning a value from a function.
      • Create functions that return values.
      • Create programs that call functions with return values and store the result for later use.
    7. 8.3 Default Parameter Values

    8. Description

      In this lesson, students learn how to set default values for their function’s parameters.

    9. Objective

      Students will be able to:

      • Understand the role default values can have in a function.
      • Set default values for their parameters.
      • Properly set the order of parameters and the default values.
    10. 8.4 Variable Scopes

    11. Description

      In this lesson, students will explore the scoping of a variable, which is where the variable is “defined” or where it exists.

    12. Objective

      Students will be able to:

      • Identify the scope of a variable
      • Identify which variables are in scope at a given point in a program
    13. 8.5 Functions Quiz

    14. Description

      In this lesson, students review content with a 15 question Unit Quiz.

    15. Objective

      Students will be able to:

      • Prove their knowledge of functions and parameters through a multiple choice quiz
  9. Functions Challenges

    1. 9.1 Functions Challenges

    2. Description

      In this lesson, students will synthesize all of the skills and concepts learned in the Functions module to solve increasingly challenging puzzles.

    3. Objective

      Students will be able to:

      • Synthesize the skills and concepts from the The Canvas and Graphics, Control Structures, and the Functions modules to solve increasingly difficult programming challenges
      • Break down a large problem into smaller parts using Top Down Design, and solve each of these smaller parts using functions
      • Create helpful comments with preconditions and postconditions to help the reader understand the code
      • Find and fix bugs in large programs
  10. Animation and Games

    1. 10.1 Timers

    2. Description

      In this lesson, students will be introduced to the concept of using timers to animate their graphics.

    3. Objective

      Students will be able to:

      • Explain in their own words how animation works
      • Create animation in programs using the setTimer function
      • Explain what a callback function is
    4. 10.2 Stopping Timers

    5. Description

      In this lesson, students will get more time practicing with timers as they learn how to stop their timers when a specific condition is met.

    6. Objective

      Students will be able to:

      • Create programs with timers to create increasingly challenging animations
      • Stop animation timers when a condition is met using stopTimer() function
    7. 10.3 Collisions

    8. Description

      In this lesson, students learn about the logic required to implement their own collision detection functionality in their graphics animations.

    9. Objective

      Students will be able to:

      • Understand when objects “collide” with the canvas walls and other objects.
      • Write their own collision detection logic.
    10. 10.4 Mouse Click Events

    11. Description

      In this lesson, students learn how to detect and take action upon a mouse click event.

    12. Objective

      Students will be able to:

      • Describe how events are different than timers
      • Use mouse click events to create programs that respond to user clicks
    13. 10.5 More Mouse Events

    14. Description

      In this lesson, students learn how to extend mouse events to make interactive animations using the movement and dragging motion of the mouse.

    15. Objective

      Students will be able to:

      • Explain how events are different from timers.
      • Create interactive programs that use events to respond to the mouse moving
    16. 10.6 Key Events

    17. Description

      In this lesson, students will learn how to use keyboard keys to control events. Keyboard events capture when the user presses keys on the keyboard. This allows students to write programs that take input from the keyboard to change what is happening in the program.

    18. Objective

      Students will be able to:

      • Explain how events are different from timers.
      • Create interactive programs that use events to respond to the keyboard input.
    19. 10.7 Animation and Games Quiz

    20. Description

      In this lesson, students review content with a 25 question End-of-Unit Quiz.

    21. Objective

      Students will be able to:

      • Prove their knowledge of various concepts in animation through a multiple choice quiz
  11. Animation Challenges

    1. 11.1 Animation Challenges

    2. Description

      In this unit, students will synthesize all of the skills and concepts learned in the Animations unit to solve increasingly challenging puzzles.

    3. Objective

      Students will be able to:

      • Define a problem in their own words and plan out a solution to the problem
      • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
      • Utilize the proper control structures to create general solutions
      • Write clear and readable code using timers, events, control structures, functions, decomposition, and comments
  12. Project: Breakout

    1. 12.1 Breakout

    2. Description

      In this unit, students will bring together everything they have learned in the course to create a fully functional game.

    3. Objective

      Students will be able to:

      • Synthesize the skills and concepts from Control Structures, Functions, and Animation and Games to create their very own Breakout game from scratch!
      • Break down a large problem into smaller parts using Top Down Design, and solve each of these smaller parts using functions
      • Create helpful comments with preconditions and postconditions to help the reader understand the code
      • Find and fix bugs in large programs
  13. Data Structures: Arrays

    1. 13.1 Intro to Arrays

    2. Description

      In this lesson, students will be introduced to arrays – how to create them and access their elements.

    3. Objective

      Students will be able to:

      • Define an array
      • Access elements of an array with an index
    4. 13.2 Adding & Removing from an Array

    5. Description

      In this lesson, students will learn how to add and remove elements at the end of an array using the push and pop methods.

    6. Objective

      Students will be able to:

      • Add elements at the end of an array using the push method
      • Remove elements from the end of an array using the pop method
    7. 13.3 Iterating Through an Array

    8. Description

      In this lesson, students will be able to get the length of an array and learn how to loop through an array so they can have more functionality with arrays in their programs.

    9. Objective

      Students will be able to:

      • Determine the length of an array using the length property
      • Use the length of an array and a for loop to loop through the elements in an array
      • Use a for…of loop to access each element in the array without using their indices.
    10. 13.4 Array Iteration with Graphics

    11. Description

      In this lesson, students apply the array iteration techniques that they learned in the last lesson to a variety of graphics applications.

    12. Objective

      Students will be able to:

      • Explain why arrays and array iteration are very useful when creating graphics programs with many graphics elements.
      • Use array iteration to control the graphics elements in a program.
    13. 13.5 Array Methods

    14. Description

      In this lesson, students learn about and put into practice a variety of array methods.

    15. Objective

      Students will be able to:

      • Explain the purpose of array methods
      • Read array method documentation
      • Implement searching, iterating, modifying, and converting array methods
  14. Data Structures: Objects

    1. 14.1 Intro to Objects

    2. Description

      In this lesson, students will learn how to create objects and store key/value pairs of data.

    3. Objective

      Students will be able to…

      • Understand what objects are and how they store data.
      • Understand the difference between an object’s key and value.
      • Create an empty object and assign it a key/value pair.
    4. 14.2 Graphic Objects

    5. Description

      In this lesson, students will explore how to use objects to manage graphics in JavaScript. They will learn how objects store properties and how passing objects as function parameters affects program behavior. Students will apply these concepts in interactive coding exercises to create animations and simulations.

    6. Objective

      Students will be able to:
      - Define and manipulate objects that store graphic properties.
      - Pass objects as parameters and explain the difference between passing by value and passing by reference.
      - Use objects to create and manage animated elements on a canvas.

    7. 14.3 Object Methods

    8. Description

      In this lesson, students will explore the concept of object methods in JavaScript. They will learn how methods define the behaviors of objects and how to use them effectively. Students will apply these concepts through interactive coding exercises that incorporate object methods in animations and simulations.

    9. Objective

      Students will be able to:
      - Define and implement methods inside JavaScript objects.
      - Differentiate between object properties and methods.
      - Use object methods to manipulate and interact with objects.

    10. 14.4 Iterating Through an Object

    11. Description

      In this lesson, students will learn how to use a for…in loop to iterate over all of the keys in an object.

    12. Objective

      Students will be able to…

      • Iterate through the keys of an object
      • Better understand the difference between keys and values in an object
    13. 14.5 Object Constructors

    14. Description

      In this lesson, students will learn about object constructors in JavaScript and how they are used to create multiple instances of objects efficiently. They will explore the syntax of constructors, practice creating instances, and apply their knowledge to interactive coding challenges.

    15. Objective

      Students will be able to:
      - Define and implement an object constructor in JavaScript.
      - Differentiate between object literals and object constructors.
      - Use constructors to create multiple instances of an object with shared properties and methods.

  15. Project: Tic Tac Toe

    1. 15.1 Tic Tac Toe

    2. Description
    3. Objective
  16. Project: Helicopter Game

    1. 16.1 Game Design: Helicopter

    2. Description

      In this module students get to combine the ideas introduced in JavaScript, graphics, and data structures to create a fun and simple game.

    3. Objective
    4. 16.2 Basics

    5. Description
    6. Objective
    7. 16.3 Improvements

    8. Description

      Students continue to work on the helicopter game.

    9. Objective
    10. 16.4 Polish

    11. Description
    12. Objective
  17. Final Project

    1. 17.1 Project Prep and Development

    2. Description

      In this final programming module, students will put together all of the concepts learned throughout the course to create a program of their choice. They will work with partners or in groups to creatively develop a program of their choosing.

    3. Objective

      Students will be able to:

      • Synthesize concepts and skills learned in the course to create their own final project.
      • Scope their project (eliminate features that aren’t necessary) so that it fits in the timeframe allotted.
      • Present their project to their classmates and talk about how the project was developed.
  18. Final Exam

    1. 18.1 Final Exam

    2. Description
    3. Objective
  19. Midterm

    1. 19.1 Midterm

    2. Description
    3. Objective
  20. Extension: Additional Data Structures

    1. 20.1 Intro to Sets

    2. Description

      In this lesson, students are introduced to sets as a way to store an unordered, unique list of items.

    3. Objective

      Students will be able to…

      • Understand when to choose a set as the appropriate data structure.
      • Create a new set.
      • Populate a set, check if an element is in a set, and remove an item from a set.
    4. 20.2 Intro to Grids

    5. Description

      In this lesson, students learn how to store data in a table-like format using grids.

    6. Objective

      Students will be able to…

      • Conceptually understand and visualize how grids store data.
      • Create, populate, and retrieve data from grids.
    7. 20.3 Looping Over a Grid

    8. Description

      In this lesson, students will learn how to iterate through every element stored in a grid.

    9. Objective

      Students will be able to…

      • Iterate through all of the elements stored in a grid.
    10. 20.4 Grid Example: Get a Row

    11. Description

      In this lesson, students will practice looping through grids.

    12. Objective

      Students will be able to…

      • Confidently loop through the elements in a grid and output a single row.
  21. Practice: Karel

    1. 21.1 Karel Syntax, IDE, and Commands

    2. Description
    3. Objective
    4. 21.2 Debugging with Karel

    5. Description
    6. Objective
    7. 21.3 Extra Karel Practice

    8. Description
    9. Objective
    10. 21.4 Extra Karel Puzzles

    11. Description
    12. Objective
  22. Practice: Functions

    1. 22.1 Functions and Parameters Practice

    2. Description
    3. Objective
  23. Practice: Console Challenges

    1. 23.1 Prime Numbers

    2. Description
    3. Objective
  24. Practice: Graphics and Animation

    1. 24.1 Snake Game

    2. Description
    3. Objective
    4. 24.2 Fun Graphics Challenges

    5. Description
    6. Objective
    7. 24.3 Animation Practice

    8. Description

      In this lesson, students use timers in combination with the other ideas they have learned, including more graphics as well as coordinate math to create different objects. The random ghosts serves as a fun example to show how you can modify things once you have the basic building blocks in place to make them more readable and easier to alter.

    9. Objective

      Students will be able to:

      • Explain the general workflow of creating an animation program
      • Analyze animation programs and identify similarities and differences
      • Create increasingly challenging animations using timers, graphics, and the Randomizer
    10. 24.4 Crazy Ball Game

    11. Description

      In this lesson, students will create programs that combine multiple ideas from this unit.

    12. Objective

      Students will be able to:

      • Synthesize the skills and concepts learned in the Animation and Games unit to create advanced, interactive programs.
  25. Extra Quiz Questions

    1. 25.1 Basic Javascript and Graphics

    2. Description
    3. Objective
    4. 25.2 Animation and Games

    5. Description
    6. Objective
    7. 25.3 Basic Data Structures

    8. Description
    9. Objective
  26. Extension: Visualizing Music

    1. 26.1 Visualizing Music

    2. Description
    3. Objective
  27. Extension: Data Structures Challenges

    1. 27.1 Conway's Game of Life

    2. Description
    3. Objective
    4. 27.2 Connect Four

    5. Description
    6. Objective
  28. Intro to CS: JavaScript Pretest

    1. 28.1 Intro to CS: JavaScript Pretest

    2. Description
    3. Objective
  29. JavaScript Level 1 Certification Practice

    1. 29.1 JavaScript Syntax Update

    2. Description

      In this lesson, students will be introduced to the JavaScript code syntax they will be using for the Game Development content in this course.

    3. Objective

      Students will be able to:

      • Understand the differences between let vs var vs const, console.log vs print and println, start vs main
      • Write code using the updated syntax
    4. 29.2 Practice #1: JavaScript Basics

    5. Description
    6. Objective
    7. 29.3 Practice #2: JavaScript Control Structures

    8. Description
    9. Objective
    10. 29.4 Practice #3: JavaScript Functions and Objects

    11. Description

      In this lesson, students will be introduced to the JavaScript code syntax they will be encountering in the JavaScript Certification Exam.

    12. Objective

      Students will be able to:

      • Understand the differences between let vs var vs const, console.log vs print and println, start vs main
      • Write code using the updated syntax