Unit 1: Creative Computing for All - Lesson 1.2 - Abstraction
Section outline
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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.
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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.
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