Learn to code with using Tynker
Taught
Enrolled
04759
Course
Lesson 1

Welcome to Game Design
Learn to code using Tynker's self-guided tutorials and by solving puzzles. Learn to build a simple game at the end of the les...
Lesson 2
Loops and Animation
Use multiple costumes and a loop construct to animate Gus. In subsequent lessons, you will learn to jump, move and flip him. ...
Lesson 3
Creating a scene
Create an interactive scene with music. Build and add your own characters and animate them.
Lesson 4
Jumping over obstacles
Program an Actor to jump. Move the Actor up and down using a loop to change their y-position.
Lesson 5
Storytelling
Use speech bubbles using the Say block to simulate a conversation between Actors. Use Wait blocks for timing.
Lesson 6
Keyboard Interaction
Program keyboard controls to move Actors. Use this to move Gus back and forth to collect powercells.
Lesson 7
Guessing Game
Create an interactive quiz. Use the Ask block for user input and the If-Else block to check the answer.
Lesson 8
Rotation
Use the Turn block to rotate an actor. Using it in a loop and turning 360 degrees will flip the Actor.
Lesson 9
Detecting Screen Bounds
Move Actors to different locations within the screen using random number generators. Hide and Show Actors.
Lesson 10
Music and Animation
Use music to create a game where robots battle to mimic the sound sequence.
Lesson 11
Instruments and Tempo
Generate computer music using musical notes, different instruments and changing tempo.
Lesson 12
Broadcasting Messages
Send and receive messages between Actors in a program. Use messages to control the robot.
Lesson 13
Time Limits
Learn about time limits, and along with your knowledge of messaging, build a 2-player game.
Lesson 14
Sequencing
Guide the troll Codey through the path back into the computer. Solve each puzzle level by connecting code blocks in the right...
Lesson 15
Pattern Recognition
Guide the troll Codey through the path back into the computer. Solve each puzzle level by connecting code blocks in the right...
Lesson 16
Conditional Logic
Guide the troll Codey through the path back into the computer. Solve each puzzle level by connecting code blocks in the right...
Lesson 17
Advanced Logic
Guide the troll Codey through the path back into the computer. Solve each puzzle level by connecting code blocks in the right...
Lesson 18
Red Baron's Adventure
Help Red Baron navigate through the desert and collect the medals.
Lesson 19
Message driven programming
Program the BeatBot to make different dance moves based on the type of message it receives.
Lesson 20
Pop the Balloon
A balloon popping game, more on random numbers and programming explosions.
Lesson 21
Animation with Movement
Program the BeatBot to moonwalk by combining animation with movement.
Lesson 22
Obstacle Course
Learn to follow the mouse pointer as well as other actors. Create an obstacle course.
Lesson 23
Pen Drawing
Learn to draw using pen colors and have your racer follow the mouse.
Lesson 24
Following the Mouse
Use pointing and turning blocks to track the mouse pointer and build "chase games".
Lesson 25
Changing Actor Size
Program the racer to jump over enemy lines by changing its size whenever the spacebar is pressed.
Lesson 26
Changing Pen Color
Experiment with changing pen color and pen size to draw different kinds of patterns. Make an Etch-a-sketch like game. ...
Lesson 27
Detecting Colors
Make your Actors interact with each other by detecting the colors they touch while moving. Learn to code an explosion and pro...
Lesson 28
Avoiding Obstacles
xplore several effects that you typically need for programming games and create an obstacle game using X, Y coordinates and d...
Lesson 29
Geometry
Draw different geometric shapes such as squares and rectangles with your racer using pen drawing commands.
Lesson 30
Game Effects and Rules
Learn to program game effects like ghosting, elements like portals, and advanced rules.
Lesson 31
Sequencing
Guide Gus to avoid the obstacles and walk to his destination. Solve each puzzle level by connecting code blocks in the right ...
Lesson 32
Conditional Logic
Guide Gus to avoid the obstacles and walk to his destination. Solve each puzzle level by connecting code blocks in the right ...
Lesson 33
Negative Logic
Guide Gus to avoid the obstacles and walk to his destination. Solve each puzzle level by connecting code blocks in the right ...
Lesson 34
Nested Logic
Guide Gus to avoid the obstacles and walk to his destination. Solve each puzzle level by connecting code blocks in the right ...
Lesson 35
Direction and Sequencing
Unlock the door by setting the dial to the right combination of symbols in order. Solve each puzzle level by connecting code ...
Lesson 36
Multiple Loops
Unlock both dials to open the door. Use parameters to address the correct dial. Solve each puzzle level by connecting code bl...
Lesson 37
Using Parameters
Unlock both dials to open the door. Solve each puzzle level by connecting code blocks in the right way.
Lesson 38
Nested Loops
Unlock both dials to open the door. Solve each puzzle level by connecting code blocks in the right way.
Lesson 39
Direction
Program the spaceship to stay on the path. Solve each puzzle level by connecting code blocks in the right way.
Lesson 40
Conditional Loops
Program the spaceship to stay on the path. Solve each puzzle level by connecting code blocks in the right way.
Lesson 41
Advanced Logic
Program the spaceship to stay on the path. Solve each puzzle level by connecting code blocks in the right way.
Lesson 42
Finale
Program the spaceship to stay on the path and avoid the obstacles. Solve each puzzle level by connecting code blocks in the r...
Learning to Code using Tynker
Students will be introduced to the principles of programming using Tynker, an online learning platform created specifically for kids. Fundamental concepts used by professional programmers are taught through fun and easy-to-understand activities. As students create programming projects, they develop important design and problem-solving skills, while learning to think creatively and work collaboratively. We will showcase the class work here during the class.
Learning Objectives
- Programming concepts. After completing this course, students will have a strong understanding of fundamental programming concepts, like events, user interactions, messaging, finite and infinite loops, conditionals, delays, keyboard and mouse control, pen drawing, visual effects, turning, directionality and motion.
- Computational thinking and reasoning. Programming is inherently a very systematic and logical way of providing instructions. Through the course students' develop and significantly hone these thinking skills.
- Enhanced understanding of Common Core subjects. Working on Tynker projects reinforces student's understanding of math and science concepts.
- Become a maker. Every lesson encourages students to create. By the end of the course they would have learnt to build original games, digital comics, animations, make music, and create algorithmic art.
- Design thinking. Through the course students will be faced with challenges, and steered through thinking of a solution. This teaches them 'design thinking' - that is, work through strategies, choose and use tools, develop prototypes and evolve an optimal solution to the challenge.
Concepts Learned
direction and turning, simple motion, simple costume handling, simple events, visibility, advanced events, detect conditions, simple sound playing, simple loops, delays, advanced motion, conditional loops, input/output, advanced costume handling, basic math, expressions, operators, simple conditionals, screen bounds, music and instruments, graphic effects, simple messaging, program control, resize actor, sequencing, pattern recognition, advanced messaging, negative logic, advanced loops