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Introduction to Computer Science in JavaScript (Golden)


Unit Description
Programming With Karel: Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. Students will learn to give Karel these commands to instruct him to do certain things. In doing so, students will discover what it means to program and hone their problem solving skills.
Karel Challenges: Students will apply all the foundational concepts from Intro to Karel to solve some programming challenges.
JavaScript and Graphics: Students learn the basics of JavaScript, including variables, user input, mathematics, and basic graphics.
Graphics Challenges: Students will learn how to pair program while tackling more challenging tasks with JavaScript graphics.
JavaScript Control Structures: Students will learn how to use control structures such as if/else statements and loops to make more advanced programs in JavaScript.
Control Structures Challenges: Students will take all the foundational concepts from the Control Structures unit to solve some programming challenges.
Functions and Parameters: Students will learn to write reusable code with functions and parameters.
Functions Challenges: Students will use what they have learned in the Functions module to solve challenges.
Animation and Games: Now graphics will come to life! Students will learn how to make objects move around the screen. They will also learn how to let the user interact with your program with the mouse. At the end of this section, they will program their very own video game.
Animation Challenges: In this module students will take all the foundational concepts from the Animations unit to solve some programming challenges.
Project: Breakout: Students will learn to make the game invented by Steve Jobs and Steve Wozniak! In this module, they will build their very own breakout game from scratch using JavaScript.
Final Project: In this module students will take all the skills they've learned throughout the course to create a final program with a partner!
Final Exam: This course ends with a 25 question multiple choice exam.

Unit Description
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.
Extra Console Challenges: A bunch of fun console programs to get practice with JavaScript.
More Graphics and Animation: A bunch of fun graphics programs to get practice with JavaScript.
Data Structures Challenge Problems: Learn to code Conway's Game of Life and your own Connect Four game using your skills in data structures.
Evolution Simulation:
Demo Problems:
Extra Quiz Questions:
Visualizing Music: Learn how to create your own music visualizer!
Data Structures: We introduce lists/arrays, maps/objects, sets, and grids. These are the essential basic data structures that any program will use.
Project: Tic Tac Toe: Did you know that Tic Tac Toe may have been played in Ancient Egypt? Now, students get to make their own game of tic tac toe on the computer! In this module, students will take what they have learned about data structures and make a two player tic tac toe game.
Project: Helicopter Game: Students now have the tools to make amazing games. This module walks them through the creation of the classic Helicopter game one step at a time.