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.
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
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?
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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.
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turnRight()
functionIn 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.
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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();
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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.
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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
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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!
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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
}
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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
}
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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
}
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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.
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In this lesson, students review how they should indent their code to make it easier to read.
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In this lesson, students learn how to combine and incorporate the different control structures they’ve learned to create more complex programs.
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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.
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In this lesson, students review content with a 25 question Unit Quiz.
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In this module, students will synthesize all of the skills and concepts learned in the Karel module to solve increasingly challenging Karel puzzles.
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In this lesson, students will learn how to print messages out onto the console using the Javascript command console.log()
.
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main
functionIn 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.
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In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.
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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.
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In this lesson, students will learn what pair programming is, why it is used, and the appropriate behaviors of a driver and navigator.
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In this lesson, students will learn how randomization can enhance a program.
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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.
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main
functionIn this lesson, students review content with a 15-question Unit Quiz.
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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.
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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.
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WebImage
setSize
In this lesson, students will further explore the positioning of their graphics and the importance of the order in which functions are called.
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In this unit, students will synthesize all of the skills and concepts learned in the JavaScript and Graphics unit to solve increasingly challenging puzzles.
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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.
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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.
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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.
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In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.
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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.
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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.
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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.
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In this lesson, students will apply their understanding of while loops to graphics programs.
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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.
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i
inside the for loop code to do something different on each iterationIn this lesson, students will apply what they have learned about for loops to graphics programs.
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i
to position graphics objects and change the size of graphics objectsIn this lesson, students review content with a 15 question Unit Quiz.
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In this unit, students will synthesize all of the skills and concepts learned in the Control Structures unit to solve increasingly challenging puzzles.
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In this lesson, students will expand their use of functions by learning about and implementing parameters.
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In this lesson, students learn about return statements and how to use them to send information between functions.
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In this lesson, students learn how to set default values for their function’s parameters.
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In this lesson, students will explore the scoping of a variable, which is where the variable is “defined” or where it exists.
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In this lesson, students review content with a 15 question Unit Quiz.
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In this lesson, students will synthesize all of the skills and concepts learned in the Functions module to solve increasingly challenging puzzles.
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In this lesson, students will be introduced to the concept of using timers to animate their graphics.
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setTimer
functionIn this lesson, students will get more time practicing with timers as they learn how to stop their timers when a specific condition is met.
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stopTimer()
functionIn this lesson, students learn about the logic required to implement their own collision detection functionality in their graphics animations.
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In this lesson, students learn how to detect and take action upon a mouse click event.
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In this lesson, students learn how to extend mouse events to make interactive animations using the movement and dragging motion of the mouse.
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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.
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In this lesson, students review content with a 25 question End-of-Unit Quiz.
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In this unit, students will synthesize all of the skills and concepts learned in the Animations unit to solve increasingly challenging puzzles.
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In this unit, students will bring together everything they have learned in the course to create a fully functional game.
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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.
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