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NH: 3A-AP-13

CodeHS Lessons

Create prototypes that use algorithms to solve computational problems by leveraging prior student knowledge and personal interests.

Standard
9.1 Functions Challenges
10.2 Stopping Timers
10.3 Collisions
12.1 Breakout
19.1 Snake Game
25.1 Conway's Game of Life
25.2 Connect Four
24.1 Visualizing Music
26.1 Tic Tac Toe
27.1 Game Design: Helicopter
19.3 Animation Practice
19.4 Crazy Ball Game
21.1 Intro to Objects
Standard
19.1 Project: Who Said It?
24.21 Putting Together Control Structures
Standard
29.1 Project: Who Said It?
Standard
19.15 Your First Website
Standard
14.15 Your First Website
Standard
8.1 Functions Challenges
9.2 Stopping Timers
9.3 Collisions
11.1 Breakout
12.1 Snake Game
14.1 Intro to Objects
15.1 Tic Tac Toe
16.1 Game Design: Helicopter
27.1 Conway's Game of Life
20.1 Connect Four
29.1 Visualizing Music
26.2 Animation Practice
26.3 Crazy Ball Game
Standard
9.1 Functions Challenges
10.2 Stopping Timers
10.3 Collisions
12.1 Breakout
14.1 Intro to Objects
15.1 Tic Tac Toe
16.1 Game Design: Helicopter
24.1 Snake Game
27.1 Conway's Game of Life
27.2 Connect Four
26.1 Visualizing Music
24.3 Animation Practice
24.4 Crazy Ball Game
Standard
9.1 Functions Challenges
11.2 Stopping Timers
11.3 Collisions
13.1 Breakout
17.1 Snake Game
23.1 Conway's Game of Life
23.2 Connect Four
18.1 Visualizing Music
24.1 Tic Tac Toe
25.1 Game Design: Helicopter
17.3 Animation Practice
17.4 Crazy Ball Game
21.1 Intro to Objects
Standard
8.1 Putting Together Control Structures
Standard
8.1 Putting Together Control Structures
Standard
1.16 Karel Challenges
6.7 Image Manipulation
13.19 Putting Together Control Structures
Standard
2.16 Karel Challenges
3.19 Putting Together Control Structures
11.7 Image Manipulation
6.5 Project
Standard
2.16 Karel Challenges
11.7 Image Manipulation
6.19 Putting Together Control Structures
Standard
1.16 Karel Challenges
Standard
7.1 Writing BlackJack
8.1 Mad Libs
Standard
1.19 Putting Together Control Structures
Standard
9.1 Functions Challenges
11.2 Random Circles
11.3 Random Ghosts
11.4 Bouncing Ball
11.9 Crazy Ball Game
13.1 Breakout
22.1 Game Design: Helicopter
21.1 Tic Tac Toe
Standard
8.1 Putting Together Control Structures
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
7.1 Pokemon Simulation
9.1 Java Outside of CodeHS
8.1 Mad Libs
Standard
1.1 Introduction to Programming With Karel
1.2 More Basic Karel
1.3 Java Programs and the Run Method
1.4 Karel Can't Turn Right
1.5 Methods in Karel
1.6 Top Down Design and Decomposition in Karel
1.7 Commenting Your Code
1.8 Super Karel
1.9 For Loops
1.10 While Loops in Karel
1.11 If Statements
1.12 If/Else Statements
1.13 Control Structures Example
1.14 More Karel Examples and Testing
1.15 How to Indent Your Code
1.16 Karel Challenges
2.1 Printing in Java
2.2 Variables and Types
2.3 User Input
2.4 Arithmetic Expressions
2.5 Casting
2.6 Booleans
2.7 Logical Operators
2.8 Comparison Operators
2.9 For Loops
2.10 While Loops
2.11 If Statements
2.12 Loop-and-a-Half
2.13 Short-Circuit Evaluation
2.14 De Morgan's Laws
2.15 Strings
3.1 Java Methods
3.2 Methods and Parameters
3.3 Methods and Return Values
3.4 Javadocs and More Methods
3.5 Strings Methods
3.6 Strings and Characters
3.7 Exceptions
3.8 String Processing
4.1 Introduction to Classes and Objects
4.2 Classes vs. Objects
4.3 Using a Class as a Client
4.4 Writing Classes
4.5 Writing Classes and Instance Methods
4.6 Getter and Setter Methods
4.7 Class Methods and Class Variables
4.9 Method Overloading
4.10 Local Variables and Scope
4.11 Key Terms for Classes
4.12 Objects vs Primitives
4.13 Inheritance
4.14 Class Design and Abstract Classes
4.15 Polymorphism
4.17 Interfaces
5.1 What are Data Structures?
5.2 Introduction to Arrays
5.3 Using Arrays
5.5 ArrayList Methods
5.6 Arrays vs ArrayLists
5.8 The List Interface
5.9 2D Arrays (Matrices or Grids)
5.11 HashMaps
5.12 Binary
6.1 Writing BlackJack
8.1 What is an Algorithm?
8.2 Linear Search
8.3 Binary Search
8.4 Selection Sort
8.5 Insertion Sort
8.6 Advanced: Recursion
8.7 Mergesort
10.1 Final Project
11.1 Pokemon Simulation
13.1 Java Outside of CodeHS
12.1 Mad Libs
Standard
8.1 Functions Challenges
9.2 Random Circles
9.3 Random Ghosts
9.4 Bouncing Ball
9.9 Crazy Ball Game
11.1 Breakout
25.8 Intro to Objects/Maps
25.11 When Do I Use an Object?
27.1 Game Design: Helicopter
26.1 Tic Tac Toe
24.1 Visualizing Music
21.1 Evolution Simulation
20.1 Conway's Game of Life
20.2 Connect Four
19.1 Fun Snake
Standard
8.1 Functions Challenges
9.2 Random Circles
9.3 Random Ghosts
9.4 Bouncing Ball
9.9 Crazy Ball Game
11.1 Breakout
12.8 Intro to Objects/Maps
12.11 When Do I Use an Object?
13.1 Tic Tac Toe
14.1 Game Design: Helicopter
28.1 Visualizing Music
24.1 Evolution Simulation
23.1 Conway's Game of Life
23.2 Connect Four
22.1 Fun Snake
Standard
9.1 Functions Challenges
9.1 Functions Challenges
21.8 Intro to Objects/Maps
21.11 When Do I Use an Object?
23.1 Game Design: Helicopter
22.1 Tic Tac Toe
20.1 Visualizing Music
16.1 Evolution Simulation
15.1 Conway's Game of Life
15.2 Connect Four
14.1 Fun Snake
Standard
6.1 Putting Together Control Structures
Standard
2.19 Putting Together Control Structures
16.1 Project: Who Said It?
Standard
9.1 What are Data Structures?
9.2 Introduction to Arrays
9.3 Using Arrays
9.5 ArrayList Methods
9.6 Arrays vs ArrayLists
9.8 The List Interface
9.9 2D Arrays
9.11 HashMaps
9.12 Binary
10.1 What is an Algorithm?
10.2 Linear Search
10.3 Binary Search
10.4 Selection Sort
10.5 Insertion Sort
10.7 Mergesort
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
10.8 Random Circles
10.9 Random Ghosts
10.10 Bouncing Ball
18.4 Crazy Ball Game
14.1 Intro to Objects/Maps
14.4 When Do I Use an Object?
Standard
2.22 Putting Together Control Structures
18.1 Project: Who Said It?
Standard
10.7 Random Circles
10.8 Random Ghosts
10.9 Bouncing Ball
16.4 Crazy Ball Game
18.1 Intro to Objects/Maps
18.4 When Do I Use an Object?
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
11.7 Random Circles
11.8 Random Ghosts
11.9 Bouncing Ball
17.4 Crazy Ball Game
19.1 Intro to Objects/Maps
19.4 When Do I Use an Object?
Standard
3.19 Putting Together Control Structures
Standard
17.7 Random Circles
17.8 Random Ghosts
17.9 Bouncing Ball
16.4 Crazy Ball Game
20.1 Intro to Objects/Maps
20.4 When Do I Use an Object?
Standard
18.19 Putting Together Control Structures
17.1 Project: Who Said It?
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
6.16 Karel Challenges
Standard
6.2 Stopping Timers
6.3 Collisions
25.1 Functions Challenges
27.1 Breakout
21.1 Snake Game
30.1 Conway's Game of Life
30.2 Connect Four
28.1 Visualizing Music
29.8 Intro to Objects/Maps
29.11 When Do I Use an Object?
31.1 Tic Tac Toe
32.1 Game Design: Helicopter
21.3 Animation Practice
21.4 Crazy Ball Game
Standard
13.1 Functions Challenges
21.2 Random Circles
21.3 Random Ghosts
21.4 Bouncing Ball
21.9 Crazy Ball Game
23.1 Breakout
33.8 Intro to Objects/Maps
33.11 When Do I Use an Object?
35.1 Game Design: Helicopter
34.1 Tic Tac Toe
32.1 Visualizing Music
29.1 Evolution Simulation
28.1 Conway's Game of Life
28.2 Connect Four
27.1 Fun Snake
Standard
13.1 Functions Challenges
21.2 Random Circles
21.3 Random Ghosts
21.4 Bouncing Ball
21.9 Crazy Ball Game
23.1 Breakout
33.8 Intro to Objects/Maps
33.11 When Do I Use an Object?
35.1 Game Design: Helicopter
34.1 Tic Tac Toe
32.1 Visualizing Music
29.1 Evolution Simulation
28.1 Conway's Game of Life
28.2 Connect Four
27.1 Fun Snake
Standard
1.6 Stopping Timers
1.7 Collisions
Standard
9.1 Functions Challenges
10.2 Random Circles
10.3 Random Ghosts
10.4 Bouncing Ball
10.9 Crazy Ball Game
12.1 Breakout
26.8 Intro to Objects/Maps
26.11 When Do I Use an Object?
28.1 Game Design: Helicopter
27.1 Tic Tac Toe
25.1 Visualizing Music
22.1 Evolution Simulation
21.1 Conway's Game of Life
21.2 Connect Four
20.1 Fun Snake
Standard
18.15 Your First Website
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
1.19 Putting Together Control Structures
14.16 Karel Challenges
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
3.19 Putting Together Control Structures
8.16 Karel Challenges
9.7 Image Manipulation
Standard
3.20 Putting Together Control Structures
Standard
3.1 Introduction to Programming With Karel
3.2 More Basic Karel
3.3 Java Programs and the Run Method
3.4 Karel Can't Turn Right
3.5 Methods in Karel
3.6 Top Down Design and Decomposition in Karel
3.7 Commenting Your Code
3.8 Super Karel
3.9 For Loops
3.10 While Loops in Karel
3.11 If Statements
3.12 If/Else Statements
3.13 Control Structures Example
3.14 More Karel Examples and Testing
3.15 How to Indent Your Code
3.16 Karel Challenges
4.2 Printing in Java
4.3 Variables and Types
4.4 User Input
4.5 Arithmetic Expressions
4.6 Casting
4.7 Booleans
4.8 Logical Operators
4.9 Comparison Operators
4.10 For Loops
4.11 While Loops
4.12 If Statements
4.13 Loop-and-a-Half
4.14 Short-Circuit Evaluation
4.15 De Morgan's Laws
4.16 Strings
5.1 Java Methods
5.2 Methods and Parameters
5.3 Methods and Return Values
5.4 Javadocs and More Methods
5.5 Strings Methods
5.6 Strings and Characters
5.7 Exceptions
5.8 String Processing
6.1 Introduction to Classes and Objects
6.2 Classes vs. Objects
6.3 Using a Class as a Client
6.4 Writing Classes
6.5 Writing Classes and Instance Methods
6.6 Getter and Setter Methods
6.7 Class Methods and Class Variables
6.9 Method Overloading
6.10 Local Variables and Scope
6.11 Key Terms for Classes
6.12 Objects vs Primitives
6.13 Inheritance
6.14 Class Design and Abstract Classes
6.15 Polymorphism
6.17 Interfaces
7.1 What are Data Structures?
7.2 Introduction to Arrays
7.3 Using Arrays
7.5 ArrayList Methods
7.6 Arrays vs ArrayLists
7.8 The List Interface
7.9 2D Arrays
7.11 HashMaps
7.12 Binary
9.1 What is an Algorithm?
9.2 Linear Search
9.3 Binary Search
9.4 Selection Sort
9.5 Insertion Sort
9.6 Advanced: Recursion
9.7 Mergesort
12.1 Pokemon Simulation
13.1 Mad Libs
Standard
11.1 What is an Algorithm?
13.2 Stopping Timers
13.3 Collisions
Standard
8.2 Stopping Timers
8.3 Collisions
21.1 Functions Challenges
23.1 Breakout
17.1 Snake Game
17.3 Animation Practice
17.4 Crazy Ball Game
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
12.16 Karel Challenges
Standard
16.21 Putting Together Control Structures
Standard
13.1 Project: Who Said It?
Standard
16.21 Putting Together Control Structures
Standard
13.1 Project: Who Said It?
Standard
12.7 Random Circles
12.8 Random Ghosts
12.9 Bouncing Ball
17.4 Crazy Ball Game
19.1 Intro to Objects/Maps
19.4 When Do I Use an Object?
Standard
23.15 Your First Website
Standard
7.7 Random Circles
7.8 Random Ghosts
7.9 Bouncing Ball
Standard
5.7 Image Manipulation
Standard
11.2 Stopping Timers
11.3 Collisions
12.1 Breakout
Standard
5.14 Your First Website
Standard
24.15 Your First Website
Standard
6.1 Putting Together Control Structures
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
21.15 Your First Website
Standard
9.7 Random Circles
9.8 Random Ghosts
9.9 Bouncing Ball
15.4 Crazy Ball Game
17.1 Intro to Objects/Maps
17.4 When Do I Use an Object?
Standard
1.19 Putting Together Control Structures
11.16 Karel Challenges
Standard
1.1 Introduction to Programming With Karel
1.2 More Basic Karel
1.3 Java Programs and the Run Method
1.4 Karel Can't Turn Right
1.5 Methods in Karel
1.6 Top Down Design and Decomposition in Karel
1.7 Commenting Your Code
1.9 Super Karel
1.10 For Loops
1.11 While Loops in Karel
1.12 If Statements
1.13 If/Else Statements
1.14 Control Structures Example
1.15 More Karel Examples and Testing
1.16 How to Indent Your Code
1.19 Karel Challenges
12.1 Introduction to Classes and Objects
12.2 Classes vs. Objects
12.3 Using a Class as a Client
12.4 Writing Classes
12.5 Writing Classes and Instance Methods
12.6 Getter and Setter Methods
12.7 Class Methods and Class Variables
12.9 Method Overloading
12.10 Local Variables and Scope
12.11 Key Terms for Classes
12.12 Objects vs Primitives
12.13 Inheritance
12.14 Class Design and Abstract Classes
12.15 Polymorphism
12.17 Interfaces
Standard
1.1 Introduction to Programming With Karel
1.2 More Basic Karel
1.3 Java Programs and the Run Method
1.4 Karel Can't Turn Right
1.5 Methods in Karel
1.6 Top Down Design and Decomposition in Karel
1.7 Commenting Your Code
1.9 Super Karel
1.10 For Loops
1.11 While Loops in Karel
1.12 If Statements
1.13 If/Else Statements
1.14 Control Structures Example
1.15 More Karel Examples and Testing
1.16 How to Indent Your Code
1.19 Karel Challenges
18.1 Introduction to Classes and Objects
18.2 Classes vs. Objects
18.3 Using a Class as a Client
18.4 Writing Classes
18.5 Writing Classes and Instance Methods
18.6 Getter and Setter Methods
18.7 Class Methods and Class Variables
18.9 Method Overloading
18.10 Local Variables and Scope
18.11 Key Terms for Classes
18.12 Objects vs Primitives
18.13 Inheritance
18.14 Class Design and Abstract Classes
18.15 Polymorphism
18.17 Interfaces
Standard
7.7 Image Manipulation
Standard
8.1 Putting Together Control Structures
Standard
8.1 Putting Together Control Structures
Standard
11.21 Putting Together Control Structures
Standard
13.1 Project: Who Said It?
Standard
3.1 Introduction to Programming With Karel
3.2 More Basic Karel
3.3 Java Programs and the Run Method
3.4 Karel Can't Turn Right
3.5 Methods in Karel
3.6 Top Down Design and Decomposition in Karel
3.7 Commenting Your Code
3.8 Super Karel
3.9 For Loops
3.10 While Loops in Karel
3.11 If Statements
3.12 If/Else Statements
3.13 Control Structures Example
3.14 More Karel Examples and Testing
3.15 How to Indent Your Code
3.16 Karel Challenges
4.2 Printing in Java
4.3 Variables and Types
4.4 User Input
4.5 Arithmetic Expressions
4.6 Casting
4.7 Booleans
4.8 Logical Operators
4.9 Comparison Operators
4.10 For Loops
4.11 While Loops
4.12 If Statements
4.13 Loop-and-a-Half
4.14 Short-Circuit Evaluation
4.15 De Morgan's Laws
4.16 Strings
5.1 Java Methods
5.2 Methods and Parameters
5.3 Methods and Return Values
5.4 Javadocs and More Methods
5.5 Strings Methods
5.6 Strings and Characters
5.7 Exceptions
5.8 String Processing
6.1 Introduction to Classes and Objects
6.2 Classes vs. Objects
6.3 Using a Class as a Client
6.4 Writing Classes
6.5 Writing Classes and Instance Methods
6.6 Getter and Setter Methods
6.7 Class Methods and Class Variables
6.9 Method Overloading
6.10 Local Variables and Scope
6.11 Key Terms for Classes
6.12 Objects vs Primitives
6.13 Inheritance
6.14 Class Design and Abstract Classes
6.15 Polymorphism
6.17 Interfaces
7.1 What are Data Structures?
7.2 Introduction to Arrays
7.3 Using Arrays
7.5 ArrayList Methods
7.6 Arrays vs ArrayLists
7.8 The List Interface
7.9 2D Arrays (Matrices or Grids)
7.11 HashMaps
7.12 Binary
9.1 What is an Algorithm?
9.2 Linear Search
9.3 Binary Search
9.4 Selection Sort
9.5 Insertion Sort
9.6 Advanced: Recursion
9.7 Mergesort
Standard
11.2 Random Circles
11.3 Random Ghosts
11.4 Bouncing Ball