Course A
Lesson 3: Happy Maps
- Algorithm: A list of steps to finish a task.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 4: Sequencing with Scrat
- Click: Press the mouse button
- Double-Click: Press the mouse button very quickly
- Drag: Click your mouse button and hold as you move the mouse pointer to a new location
- Drop: Release your mouse button to "let go" of an item that you are dragging
Lesson 5: Programming with Scrat
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 6: Programming with Rey and BB-8
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 7: Happy Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 8: Loops with Scrat
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 9: Loops with Laurel
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 10: Ocean Scene with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 11: The Big Event Jr.
- Event: An action that causes something to happen.
Lesson 12: On the Move with Events
- Event: An action that causes something to happen.
Course B
Lesson 2: Move It, Move It
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
Lesson 3: Sequencing with Angry Birds
- Click: Press the mouse button
- Double-Click: Press the mouse button very quickly
- Drag: Click your mouse button and hold as you move the mouse pointer to a new location
- Drop: Release your mouse button to "let go" of an item that you are dragging
Lesson 4: Programming with Angry Birds
- Algorithm: A list of steps to finish a task.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 5: Programming with Harvester
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Persistence: Trying again and again, even when something is very hard.
Lesson 6: Getting Loopy
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 7: Loops with Harvester
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 8: Loops with Laurel
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 9: Drawing Gardens with Loops
- Loop: The action of doing something over and over again.
Lesson 11: The Big Event Jr.
- Event: An action that causes something to happen.
Lesson 12: A Royal Battle with Events
- Event: An action that causes something to happen.
Course C
Lesson 3: My Robotic Friends Jr.
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 4: Programming with Angry Birds
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Sequencing: Putting commands in correct order so computers can read the commands.
Lesson 5: Debugging in Maze
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
Lesson 6: Collecting Treasure with Laurel
- Algorithm: A list of steps to finish a task.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 8: Binary Bracelets
- Binary: A way of representing information using only two options.
Lesson 9: My Loopy Robotic Friends Jr.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 10: Loops with Rey and BB-8
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 11: Harvesting Crops with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 12: Looking Ahead with Minecraft
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
Lesson 13: Sticker Art with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 14: The Big Event
- Event: An action that causes something to happen.
Lesson 15: Build a Flappy Game
- Event: An action that causes something to happen.
Lesson 16: Chase Game with Events
- Event: An action that causes something to happen.
Course D
Lesson 1: Graph Paper Programming
- Algorithm: A list of steps to finish a task.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 2: Introduction to Online Puzzles
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Loop: The action of doing something over and over again.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 3: Relay Programming
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Frustrated: Feeling annoyed or angry because something is not the way you want it.
- Persistence: Trying again and again, even when something is very hard.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 4: Debugging with Laurel
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
Lesson 5: Events in Bounce
- Event: An action that causes something to happen.
Lesson 6: Build a Star Wars Game
- Event: An action that causes something to happen.
Lesson 7: Dance Party
- code: (v) to write code, or to write instructions for a computer.
- Event: An action that causes something to happen.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 8: Loops in Ice Age
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 9: Drawing Shapes with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 10: Nested Loops in Maze
- Command: An instruction for the computer. Many commands put together make up algorithms and computer programs.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 11: Conditionals with Cards
- Conditionals: Statements that only run under certain conditions.
Lesson 12: If/Else with Bee
- Conditionals: Statements that only run under certain conditions.
Lesson 13: While Loops in Farmer
- Condition: Something a program checks to see if it is true before allowing an action.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
- While Loop: A loop that continues to repeat while a condition is true.
Lesson 14: Until Loops in Maze
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
- Until: A command that tells you to do something only up to the point that something becomes true.
Lesson 15: Harvesting with Conditionals
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
- While Loop: A loop that continues to repeat while a condition is true.
Lesson 16: Binary Images
- Binary: A way of representing information using only two options.
- Binary Alphabet: The two options used in your binary code.
Lesson 17: Binary Images with Artist
- Binary: A way of representing information using only two options.
Course E
Lesson 1: Sequencing in the Maze
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 2: Drawing with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 3: Conditionals in Minecraft: Voyage Aquatic
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
Lesson 4: Conditionals with the Farmer
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
- While Loop: A loop that continues to repeat while a condition is true.
Lesson 6: Swimming Fish with Sprite Lab
- Behavior: An action that a sprite performs continuously until it’s told to stop.
- Sprite: A graphic on the screen with a location, size, and appearance.
Lesson 7: Alien Dance Party with Sprite Lab
- Event: An action that causes something to happen.
Lesson 10: Digital Sharing
- Copyright: the exclusive legal right to print, publish, perform, film, or record literary, artistic, or musical material, and to authorize others to do the same
Lesson 11: Nested Loops in Maze
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 12: Fancy Shapes using Nested Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 13: Nested Loops with Frozen
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 14: Songwriting
- Function: A piece of code that you can easily call over and over again.
Lesson 15: Functions in Minecraft
- Function: A piece of code that you can easily call over and over again.
Lesson 16: Functions with Harvester
- Function: A piece of code that you can easily call over and over again.
Lesson 17: Functions with Artist
- Function: A piece of code that you can easily call over and over again.
Lesson 19: End of Course Project
- Define: Figure out the details of the problems that you are trying to solve
- Prepare: Research, plan, and acquire materials for the activity you are about to do
- Reflect: Carefully think back on something with the intention of improving the outcome in the future
- Try: Attempt to do something
Course F
Lesson 1: Functions in Minecraft
- Function: A piece of code that you can easily call over and over again.
Lesson 2: Swimming Fish with Sprite Lab
- Behavior: An action that a sprite performs continuously until it’s told to stop.
- Sprite: A graphic on the screen with a location, size, and appearance.
Lesson 3: Alien Dance Party with Sprite Lab
- Event: An action that causes something to happen.
Lesson 4: Drawing with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 5: Nested Loops in Maze
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 7: Envelope Variables
- Variable: A label for a piece of information used in a program.
Lesson 8: Variables with Artist
- Constant: A variable used throughout a program that never changes value
- Variable: A label for a piece of information used in a program.
Lesson 9: Changing Variables with Bee
- Variable: A label for a piece of information used in a program.
Lesson 10: Changing Variables with Artist
- Variable: A label for a piece of information used in a program.
Lesson 11: Simulating Experiments
- Models and Simulations: a program which replicates or mimics key features of a real world event in order to investigate its behavior without the cost, time, or danger of running an experiment in real life.
Lesson 12: AI for Oceans
- Machine Learning: How computers recognize patterns and make decisions without being explicitly programmed
Lesson 13: The Internet
- DNS: short for Domain Name System, this system translates domain names (like example.com) to IP addresses (like 93.184.216.34)
- DSL/Cable: A method of sending information using telephone or television cables.
- Fiber Optic Cable: A connection that uses light to transmit information
- Internet: A group of computers and servers that are connected to each other.
- IP Address: A number assigned to any item that is connected to the Internet.
- Packets: Small chunks of information that have been carefully formed from larger chunks of information.
- Servers: Computers that exist only to provide things to others.
- URL: An easy-to-remember address for calling a web page (like www.code.org).
- Wi-Fi: A wireless method of sending information using radio waves.
Lesson 14: For Loop Fun
- For Loop: Loops that have a predetermined beginning, end, and increment (step interval).
Lesson 15: For Loops with Bee
- For Loop: Loops that have a predetermined beginning, end, and increment (step interval).
Lesson 16: For Loops with Artist
- For Loop: Loops that have a predetermined beginning, end, and increment (step interval).
Lesson 19: End of Course Project
- Define: Figure out the details of the problems that you are trying to solve
- Prepare: Research, plan, and acquire materials for the activity you are about to do
- Reflect: Carefully think back on something with the intention of improving the outcome in the future
- Try: Attempt to do something
Pre Express
Lesson 2: Sequencing with Scrat
- Click: Press the mouse button
- Double-Click: Press the mouse button very quickly
- Drag: Click your mouse button and hold as you move the mouse pointer to a new location
- Drop: Release your mouse button to "let go" of an item that you are dragging
Lesson 3: Programming in with Angry Birds
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 4: Programming with Rey and BB-8
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 5: Programming in Harvester
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 6: Loops with Scrat
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 7: Loops with Laurel
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 8: Ocean Scene with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 9: Drawing Gardens with Loops
- Loop: The action of doing something over and over again.
Lesson 10: On the Move with Events
- Event: An action that causes something to happen.
Lesson 11: A Royal Battle with Events
- Event: An action that causes something to happen.
Express
Lesson 1: Dance Party
- code: (v) to write code, or to write instructions for a computer.
- Event: An action that causes something to happen.
- Program: An algorithm that has been coded into something that can be run by a machine.
Lesson 2: Programming with Angry Birds
- Algorithm: A list of steps to finish a task.
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
- Sequencing: Putting commands in correct order so computers can read the commands.
Lesson 3: Debugging with Scrat
- Bug: Part of a program that does not work correctly.
- Debugging: Finding and fixing problems in an algorithm or program.
Lesson 4: Collecting Treasure with Laurel
- Algorithm: A list of steps to finish a task.
- Program: An algorithm that has been coded into something that can be run by a machine.
- Programming: The art of creating a program.
Lesson 6: Loops with Rey and BB-8
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 7: Sticker Art with Loops
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 8: Nested Loops in Maze
- Command: An instruction for the computer. Many commands put together make up algorithms and computer programs.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 9: Snowflakes with Anna and Elsa
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
Lesson 10: Looking Ahead with Minecraft
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
Lesson 11: If/Else with Bee
- Conditionals: Statements that only run under certain conditions.
Lesson 12: While Loops with the Farmer
- Condition: Something a program checks to see if it is true before allowing an action.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
- While Loop: A loop that continues to repeat while a condition is true.
Lesson 13: Conditionals in Minecraft: Voyage Aquatic
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
Lesson 14: Until Loops in Maze
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
- Until: A command that tells you to do something only up to the point that something becomes true.
Lesson 15: Harvesting with Conditionals
- Condition: Something a program checks to see if it is true before allowing an action.
- Conditionals: Statements that only run under certain conditions.
- Loop: The action of doing something over and over again.
- Repeat: To do something again.
- While Loop: A loop that continues to repeat while a condition is true.
Lesson 16: Functions in Minecraft
- Function: A piece of code that you can easily call over and over again.
Lesson 17: Functions with Harvester
- Function: A piece of code that you can easily call over and over again.
Lesson 18: Functions with Artist
- Function: A piece of code that you can easily call over and over again.
Lesson 19: Variables with Artist
- Constant: A variable used throughout a program that never changes value
- Variable: A label for a piece of information used in a program.
Lesson 20: Changing Variables with Bee
- Variable: A label for a piece of information used in a program.
Lesson 21: Changing Variables with Artist
- Variable: A label for a piece of information used in a program.
Lesson 22: For Loops with Bee
- For Loop: Loops that have a predetermined beginning, end, and increment (step interval).
Lesson 23: For Loops with Artist
- For Loop: Loops that have a predetermined beginning, end, and increment (step interval).
Lesson 24: Swimming Fish in Sprite Lab
- Behavior: An action that a sprite performs continuously until it’s told to stop.
- Sprite: A graphic on the screen with a location, size, and appearance.
Lesson 25: Alien Dance Party
- Event: An action that causes something to happen.
Lesson 28: End of Course Project
- Define: Figure out the details of the problems that you are trying to solve
- Prepare: Research, plan, and acquire materials for the activity you are about to do
- Reflect: Carefully think back on something with the intention of improving the outcome in the future
- Try: Attempt to do something