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Learn to code with using Tynker

Tynkering since: Jul 06, 2015
48 Classrooms
Taught
198 Students
Enrolled

04759

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  • Class:
  • FFH Coding 101 4/27-6/1
    • 102 wed FFH
    • Animation Coding-December2017
    • Animation Studio Stafford (2/2-2/23)
    • AReality
    • Augmented Reality July 29
    • Coding 101 FFH Mondays sep2015
    • Coding 101 May 2018
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    • Coding Camp July 20-24
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    • Stafford July2016
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    • Summer 2019 Game Design 1
    • Sylvan Stafford Saturday
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    • Wednesday 55h oct 2015
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

    Parents

    Help your child learn computer programming at home

    Enroll in a Course

    About Tynker

    Tynker is the world’s leading K-12 creative coding platform, enabling students of all ages to learn to code at home, school, and on the go. Tynker’s highly successful coding curriculum has been used by one in three U.S. K-8 schools, 150,000 schools globally, and over 100 million kids across 150 countries.

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    About

    Tynker is the world’s leading K-12 creative coding platform, enabling students of all ages to learn to code at home, school, and on the go. Tynker’s highly successful coding curriculum has been used by one in three U.S. K-8 schools, 150,000 schools globally, and over 100 million kids across 150 countries.

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