Students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.
Introduce students to Karel and explain the commands she can be given.
Students will learn about Karel’s ‘World’ and the ways that Karel can interact with it.
To introduce students to Karel’s world and more of the commands that we can teach Karel
Karel can learn new words or commands through the use of functions. This is called defining a functions. Defining functions has syntax rules.
Use Karel and commands to introduce students to functions.
When was the first computer made? What did it look like, and what was it used for? In this lesson, students will learn about the creation and evolution of computing machines that now permeate our day-to-day life.
Students will be able to…
* Discuss the question “What is a Computer?” with their peers
* Identify important historical events in the development of modern computers
* Describe the role computers play in their lives
Functions are used to teach Karel a word or command. Using functions allow us to break down our program into smaller pieces and make it easier to understand.
Help students understand what functions are for and how using them improves programs.
Functions are used to teach Karel a word or command. Using functions allow us to break down our program into smaller pieces and make it easier to understand.
Students will be able to…
* Create their own functions
* Utilize functions to create higher order programs that go beyond the basic toolbox of Karel commands
* Debug programs that use functions incorrectly
All programs start by ?calling? the start function.
Students gain a deeper understanding of functions. Students can explain the importance of writing readable code, and can analyze and compare the readability of different programs. Students can use the start function to make their programs more readable.
Top down design and Decomposition are the processes of breaking down a program into functions into smaller parts to avoid repeated code and make our program more readable.
Students will be able to…
* Break a large problem down into smaller pieces
* Write methods to solve each smaller problem
* Solve a complicated problem using Top Down Design
* Identify good and poor decomposition
Comments give notes to the reader to explain what your code is doing. Two types of comments that can utilized are preconditions and postconditions. Preconditions are assumptions we make about what is true before a function is called in our program. Postconditions are what should be true after a function is called in our program.
Students will be able to…
* Explain the preconditions and postconditions of a function
* Create clear and readable comments in their code that help the reader understand the code
* Explain the purpose of comments
Introducing Super Karel! Since commands like turnRight()
and turnAround()
are so commonly used, we shouldn’t have to define them in every single program. They should come prepackaged with the Karel library. This is where SuperKarel comes in. SuperKarel is just like Karel, except SuperKarel already knows how to turnRight and turnAround, so we don’t have to define those methods ourselves anymore.
Students will be able to…
* Write programs that use SuperKarel instead of Karel
* Utilize the new toolbox of commands that SuperKarel provides over Karel
* Read documentation to understand how to use a library (SuperKarel is an example of this)
This lesson teaches students how to use for loops in their programs. The for loop allows you to repeat a specific part of code a fixed number of times.
We write for loops like this:
for(var i = 0; i < 4; i++)
{
// Code to be repeated 4 times
}
Students will be able to…
* Create for loops to repeat code a fixed number of times
* Explain when a for loop would be a useful tool
* Utilize for loops to write programs that would be difficult / impossible without loops
This lesson gives students more practice creating and debugging for loops. The for loop allows you to repeat a specific part of code a fixed number of times.
Students will be able to…
* Create for loops to repeat code a fixed number of times
* Debug programs with incorrect for loop usage
* Explain when a for loop should be used
Students will be able to…
* Use conditions to gather information about Karel’s world (is the front clear, is Karel facing north, etc)
* Create if statements to only execute code if a certain condition is true
If and if/else statements allow Karel to handle different types of worlds and allow us to solve more general problems.
Students will be able to understand when to execute code if a condition is true or otherwise
While loops allow us to repeat a section of code as long some condition is true.
Students will be able to
Control structures (like loops and if statements) are useful in building programs that can be applied in various Karel worlds. This lesson is designed to test students? knowledge of control structures in preparation for the upcoming Karel challenges.
Indentation is especially important when using multiple loops, functions, and if statements to show the structure of the code. The indentation gives you a good visual way to see what commands are inside vs. outside of a loop or if statement.