Khan Academy
Challenge: My Favorite Foods
Create a list of your favorite foods while you practice writing text in JavaScript. Use fill, textSize, and text functions. This is a quick activity that helps solidify basic skills. Expand with additional challenges...
Khan Academy
Practice: Using While Loops
Test your knowledge of loops with this short online quiz about using the while statement in JavaScript code. Get five questions correct in a row and you're done!
Khan Academy
Challenge: Favorite Fruits
Creating a list of favorite fruits is the perfect use of an array in coding. Practice defining and using arrays in this simple activity of creating an array and printing out each element in the array.
Khan Academy
Practice: Using Variables
A quick check of understanding is the focus in this short online quiz. Questions ask users to check out a short two- to four- line program and answer a question about the value of a variable. Get five questions correct in row to pass to...
Khan Academy
Challenge: Favorite Animals
I'm not scared of lions & tigers & bears; in fact, they are on my favorites list! Have your young coders practice creating arrays and using loops. First they define the array as a list of favorite animals, then print them out...
Khan Academy
Challenge: Simple Shapes!
Now practice drawing a rectangle, ellipse, circle, and line by writing your own JavaScript code. Don't know where to start? No problem, you will be guided through creating every line of code. Getting an error message? Again, no problem,...
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User Input and Strings
Pupils learn to apply strings in computer science. They master two new user interface elements and also use string type data to represent ASCII characters. Finally, individuals create an app for Mad Libs in the eighth lesson of the series.
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Canvas and Arrays in Apps
Scholars learn how to make a digital canvas and fill it with artwork by creating a drawing app using the canvas element. The activity requires learners to previous knowledge of arrays and return commands to draw images.
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Compound Conditional Logic
Scholars explore compound conditional logic and learn to use the Boolean operators AND, OR, and NOT within conditional statements by incorporating these operators to improve a previously created app.
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Introducing Design Mode
Move beyond buttons when designing user interfaces. In the fourth installment of a 21-part unit, young computer scientists learn to apply design mode, which gives users options for colors, fonts, etc. They learn to incorporate these...
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Multi-screen Apps
Scholars continue their study of event-driven programming by creating a multi-screen app in the fifth lesson of the series. They incorporate previously learned elements and events in the mini-project.
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Controlling Memory with Variables
Not all variables are created equal. Discover how variables in computer science are different from variables in math class. Scholars learn to work with variables in computer programming by developing a mental model for how variables...
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Using Variables in Apps
Investigate the benefits of using global variables. The seventh installment of a 21-part unit continues the study of variables from the previous lesson. Young computer scientists modify two existing apps by adding variables and learn how...
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Introduction to Digital Assistant Project
How does a computer recognize voice commands? Scholars learn about digital assistants and natural language processing (NLP) algorithms in the ninth instructional activity of the series. They begin building a simple digital assistant and...
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Understanding Program Flow and Logic
Explore decision-making logic in programming computer games. The 10th installment of a 21-part unit teaches scholars how to apply conditional statements and Boolean expressions. They use these concepts to create a "Guess My Number" game...
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Introduction to Conditional Logic
On one condition ... explore how to use conditionals within conditionals. Scholars apply conditional statements to improve upon the app they built during a previous lesson. They also learn about nested conditionals in the 11th lesson of...
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Processing Arrays
Scholars use a playing card activity to help them develop a program to find the minimum value of a list. They learn to use for loops to write code that will process lists.
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Functions with Return Values
Young computer scientists explore how to use the return command in computer programing by playing Go Fish. They learn about functions that return values and then write a turtle driver app using the return function.
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Practice PT – Improve Your App
The last installment of a 21-part unit is a practice performance task that asks class members to design an app using skills from the unit. Scholars take one of the previous apps from the unit and modify it by adding elements and making...
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Event-Driven Programming and Debugging
Start programming in event-driven style. Scholars learn to place buttons on the user interface and use event handlers. They also learn to recognize errors in code and debug as necessary. This is the second lesson in the series of 21.
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Image Scroller with Key Events
Discover how to embed images in lists. Scholars modify an existing app to include an image scroller in the 17th lesson of the series. They learn to refactor code and remove redundancies after modifying code.
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Beyond Buttons Towards Apps
Explore how people use event-driven programming in games with a lesson plan that teaches scholars to use new screen elements and events. They apply these new elements to create a simple chaser game.
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While Loops
Bring your pupils in the loop with while loops. Scholars learn how to modify conditional statements to produce while loops in the 14th instructional activity of the series. They use flowcharts to understand loops and then program...
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Looping and Simulation
Young computer scientists continue programming with while loops by creating a program to simulate coins flipping.