In this lesson, students will learn how to print messages out onto the console using the Javascript command println
.
Students will be able to:
start
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.
Students will be able to…
In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.
Students will be able to…
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.
Students will be able to…
In this lesson, students will learn the basics of creating graphics objects. Graphic creation relies on setting the type, shape, size, position, and color on the artist?s canvas before adding to the screen. Using the geometric concepts, and the concept of getWidth()
and getHeight()
, multiple graphic objects can be created in JavaScript.
Students will be able to…
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.
Students will be able to…
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.
Students will be able to…
In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.
Students will be able to…
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.
Students will be able to…
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.
Students will be able to…
i
inside the for loop code to do something different on each iterationIn 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.
Students will be able to…
In this lesson, students learn about functions and parameters in the context of JavaScript, which builds on their prior knowledge of working with functions in Karel. This lesson focuses specifically on defining and calling functions, and passing simple, single parameters to functions.
Students will be able to…
In this lesson, students learn about return values so they can write functions that do some work and send the result back or use later in the program.
Students will be able to:
In this lesson, students will explore the scoping of a variable, which is where the variable is ?defined? or where it exists.
Students will be able to:
In this lesson, students will be introduced to the concept of using timers for animation. Now instead of having graphics programs that stay the same, the content changes every time the timer runs. The first program students will see is a moving ball, so discussing this with the class as a demo on the projector is very useful.
Students will be able to:
setTimer
functionIn this lesson, we’ll look at more examples with timers and start making more interesting animations. Students will use timers and the Randomizer to create animations on the canvas.
Students will be able to:
In this lesson, students are introduced to a way input can be taken from the user’s mouse using the mouse clicked method.
Students will be able to:
In this lesson, students learn how to extend mouse events to make interactive animations using the dragging motion of the mouse.
Students will be able to:
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.
Students will be able to: