|Programming with Karel: Students learn the basics of programming by giving Karel the Dog commands in a grid world.
|Karel Challenges: Students apply all the foundational concepts from Intro to Karel to solve new challenges.
|Control Structures Challenges: Students apply the foundational concepts from the Control Structures unit to solve new challenges.
|Functions and Parameters: Students learn to write reusable code with functions and parameters.
|Functions Challenges: Students use what they have learned in the Functions module to solve new challenges.
|Extra Karel Practice: 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.
|Extra Karel Puzzles: A set of all the trickiest Karel puzzles for you to solve
|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.
|Data Structures Challenge Problems: Learn to code Conway's Game of Life and your own Connect Four game using your skills in data structures.
|Extra Quiz Questions:
|Visualizing Music: Learn how to create your own music visualizer!
|Data Structures: Students learn about lists/arrays, maps/objects, sets, and grids. These are the essential basic data structures that any program will use.
|Project: Tic Tac Toe: Students create their own game of Tic Tac Toe! Students apply what they have learned about data structures and make a two player tic tac toe game.
|Project: Helicopter Game: Students demonstrate their programming prowess as they develop the classic Helicopter game one step at a time.
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