Section outline

    • Activity 1.2.1 - Catch-A-Turtle

      Goals:  

      • Use procedural abstraction to make a moving shape on the screen jump to a random location when clicked on in a given time.
      • Use event-driven programming by creating and calling procedures.
      • Use new methods such as onclick to create randomness.





    • Activity 1.2.3 - Apple Avalanche

      Goals:  

      • Create a game where the user can control game behavior from the keyboard.
      • Learn to manipulate lists.
      • Apply best practices in commenting code.