Help your students advance their game design skills. They complete BeatBot Challenge by making the robot moonwalk and respond to different kinds of messages. Then they build Paint Racer, a pen-drawing game, and learn about angles, color, direction, and positioning. Upon completing this course, students will have a good understanding of a number of intermediate programming concepts such as conditional statements, messaging, timers, random numbers, and positioning using x- and y-coordinates.

Topics Covered: Draw geometric patterns using pen-based drawing primitives to manipulate angles, direction, sizes, and color. Learn about timers, random numbers, interactions between objects, and special effects.

What Students Learn

  • Using loops for repetition
  • Programming conditional logic
  • Debugging programs
  • Sequencing tasks
  • Recognizing patterns
  • Using automation
  • Problem solving
  • Algorithmic thinking
  • Problem solving
  • Programming music using notes, tempo, and instruments
  • Drawing shapes and patterns using pen drawing commands
  • Programming fluid motion with keyboard control
  • Controling actors using messaging
  • Building customized versions of classic arcade games

Technical Requirements

* Online courses require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

1. Message Driven Programming
7 activities
Program the BeatBot to make different dance moves based on the type of message it receives.
2. Pop the Balloon
8 activities
A balloon popping game, more on random numbers and programming explosions.
3. Animation with Movement
9 activities
Program the BeatBot to moonwalk by combining animation with movement.
4. Obstacle Course
9 activities
Learn to follow the mouse pointer as well as other actors. Create an obstacle course.
5. Pen Drawing
7 activities
Learn to draw using pen colors and have your racer follow the mouse.
6. Follow the Leader
9 activities
Use pointing and turning blocks to track the racer and build "chase games".
7. Changing Actor Size
7 activities
Program the racer to jump over enemy lines by changing its size whenever the spacebar is pressed.
8. Changing Pen Color
9 activities
Experiment with pen color and pen size to draw different patterns. Make an Etch-a-sketch like game.
9. Detecting Colors
7 activities
Detect colors that Actors touch while moving. Learn to code an explosion and program the racers to explode.
10. Avoiding Obstacles
9 activities
Explore several effects and create an obstacle game using X, Y coordinates and direction blocks.
11. Geometry
9 activities
Draw different geometric shapes such as squares and rectangles with your racer using pen drawing commands.
12. Game Effects and Rules
9 activities
Learn to program game effects like ghosting, elements like portals, and advanced rules.
13. Sequencing
6 activities
Program spaceman Gus to walk on the path and reach his goal.
14. Conditional Logic
7 activities
Recognize simple patterns, jump over aliens and collect items.
15. Negative Logic
7 activities
Use more varieties of conditional statements and loops.
16. Nested Logic
7 activities
Use advanced logic to do jump over different kinds of obstacles.
17. Combinations
6 activities
Set the right sequence of alien symbols to unlock the door.
18. Multiple Loops
7 activities
Detect problems with the lock and overcome them to unlock the door.
19. Using Parameters
7 activities
Use parameters to set the symbols on both dials to unlock the door.
20. Nested Loops
7 activities
Use more complex sequencing of dials and symbols to unlock the door.
21. Direction
6 activities
Program the rocket to follow the path and reach the moon base.
22. Conditional Loops
7 activities
Use conditional loops and path detection to stay on the course.
23. Advanced Logic
7 activities
Choose the right constructs and avoid obstacles to reach the goal.
24. Finale
6 activities
Put it all together with your final algorithm and reach the moon base.