Message Driven Programming
Program the BeatBot to make different dance moves based on the type of message it receives.
7 Activities:
- Introduction
- BeatBot Dance Example
- BeatBot Dance
- Dance Moves
- Add Tempo Example
- Add Tempo
- Quiz
Pop the Balloon
A balloon popping game, more on random numbers and programming explosions.
8 Activities:
- Pop the Balloon Example
- Pop the Balloon
- Improve the Balloon Game
- Color Catch
- Get the Ghost Example
- Get the Ghost
- Bombs Away Example
- Bombs Away!
Animation with Movement
Program the BeatBot to moonwalk by combining animation with movement.
9 Activities:
- Introduction
- Moonwalk Example
- BeatBot Moonwalk
- Do the Moonwalk
- Music Loop Example
- Music Loop
- Beatbot Battle Example
- Finish Beatbot Battle
- Quiz
Obstacle Course
Learn to follow the mouse pointer as well as other actors. Create an obstacle course.
9 Activities:
- Bouncing Ship Example
- Bouncing Ship
- Crazy Ship Example
- Crazy Ship
- Follow the Leader
- Car Chase Example
- Car Chase
- Obstacle Course Example
- Create an Obstacle Course
Pen Drawing
Learn to draw using pen colors and have your racer follow the mouse.
7 Activities:
- Introduction
- Follow the Leader Example
- Follow the Leader Pointer
- Paint As You Move
- Draw on Your Own Example
- Draw on Your Own
- Quiz
Follow the Leader
Use pointing and turning blocks to track the racer and build "chase games".
9 Activities:
- Follow the Leader Example
- Follow the Leader
- Collect Items Example
- Collect Items
- Collect the Orbs
- Chase Game Example
- Build a Chase Game
- Survive the Graveyard Example
- Survive the Graveyard
Changing Actor Size
Program the racer to jump over enemy lines by changing its size whenever the spacebar is pressed.
7 Activities:
- Introduction
- Jump Enemy Lines Example
- Jump Enemy Lines
- Line Hopper
- Change Size Example
- Change Size
- Quiz
Changing Pen Color
Experiment with pen color and pen size to draw different patterns. Make an Etch-a-sketch like game.
9 Activities:
- Race Car Example
- Race Car
- Doodle Racer Example
- Doodle Racer
- Draw an Ice Cream Cone
- Fun Drawing Example
- Fun Drawing
- Etch-a-Sketch Example
- Etch-a-Sketch
Detecting Colors
Detect colors that Actors touch while moving. Learn to code an explosion and program the racers to explode.
7 Activities:
- Introduction
- Explode on Impact Example
- Explode on Impact
- Enemy Racers Explode on Impact
- Detect Color Example
- Detect Color
- Quiz
Avoiding Obstacles
Explore several effects and create an obstacle game using X, Y coordinates and direction blocks.
9 Activities:
- Race Car Example
- Race Car Controls
- Escape the Maze Example
- Escape the Maze
- Shield Racer
- Obstacle Game Example
- Create an Obstacle Game
- Paint Program Example
- Make Your Own Paint Program
Geometry
Draw different geometric shapes such as squares and rectangles with your racer using pen drawing commands.
9 Activities:
- Introduction
- Trap the Enemy Example
- Trap the Enemy
- Draw a Rectangle
- Change Color Example
- Change Color
- Quiz
- Paint Racer Example
- Finish Paint Racer
Game Effects and Rules
Learn to program game effects like ghosting, elements like portals, and advanced rules.
9 Activities:
- Game Rules Example
- Making Game Rules
- Touching Colors Example
- Touching Colors
- Portal Maze
- Game Elements Example
- Add Game Elements
- Portals Example
- Portals
Sequencing
Program spaceman Gus to walk on the path and reach his goal.
6 Activities:
- Introduction
- Collect the ray gun
- Collect the tablet
- Avoid obstacles
- Use a loop
- More obstacles
Conditional Logic
Recognize simple patterns, jump over aliens and collect items.
7 Activities:
- Detect the pattern
- Two loops
- Using Conditions
- The Else Option
- Do it in a loop
- Until Gus reaches the ray gun
- Bonus 1
Negative Logic
Use more varieties of conditional statements and loops.
7 Activities:
- Negative logic. Not!
- Double Bombs
- Stacked Aliens
- Loop with Double Bombs
- Loop with Stacked Aliens
- To Jump or to Long Jump
- Bonus 2
Nested Logic
Use advanced logic to do jump over different kinds of obstacles.
7 Activities:
- To Jump or to Super Jump
- More Long Jumps
- More Super Jumps
- Nested If-Else
- More Nested If-Else
- Bonus 3
- Gus finds the rocket
Combinations
Set the right sequence of alien symbols to unlock the door.
6 Activities:
- Gus Finds an Alien Base
- A Simple Code
- Two Lefts
- Repeat the turn
- Haywire
- Turn Right
Multiple Loops
Detect problems with the lock and overcome them to unlock the door.
7 Activities:
- 2 Symbols
- 3 Symbols
- 4 Symbols
- Blue Obstacle
- 3 Symbols with Blue Obstacle
- Red Obstacle
- Bonus 4
Using Parameters
Use parameters to set the symbols on both dials to unlock the door.
7 Activities:
- 2 Symbols with Red Obstacle
- Red and Blue Obstacles
- 2 Dials
- Purple. Green.
- 2 Dials, 3 Symbols
- 2 Dials, 4 Symbols
- Bonus 5
Nested Loops
Use more complex sequencing of dials and symbols to unlock the door.
7 Activities:
- Nested Loops
- Red on Green
- Red on Purple
- Red and Blue on Green
- Red and Blue on Purple
- Bonus 6
- Made it to the Rocket
Direction
Program the rocket to follow the path and reach the moon base.
6 Activities:
- Get to the moon base
- Onwards to the moon base
- Collect the power cells
- Turn. Forward. Turn...
- Collect those power cells
- Staircase
Conditional Loops
Use conditional loops and path detection to stay on the course.
7 Activities:
- Conditional Loop
- Detect a path
- Turn to the left
- Turn to the right
- Left Spiral
- Right Spiral
- Bonus 7
Advanced Logic
Choose the right constructs and avoid obstacles to reach the goal.
7 Activities:
- Another staircase
- The Else Option
- Forward, Left?
- Left, Forward?
- Forward, Right?
- Right, Forward?
- Bonus 8
Finale
Put it all together with your final algorithm and reach the moon base.
6 Activities:
- Left. Forward. Right.
- Nested If-Else
- Zig Zag
- Choose Wisely
- The Final Journey
- Bonus 9