Java Introduction

Class Java Introduction Register Now
Age 11+
Prerequisite Pre-algebra.
Schedule 2 hr/week. 16 weeks.
Description Students start by familiarizing themself with JShell, Java’s interactive command line shell that allows programmers to run single lines of code and get immediate feedback. Then, students will create 

a guessing game, a secret message encoder, and a multitouch bubble-drawing app for both desktop and mobile devices using Eclipse, an industry-standard IDE, and Android Studio, the development environment for making Android apps.

Check out the sample chapter!

https://www.nostarch.com/download/LearnJava_sample_ch2.pdf

Curriculum

Java is the world’s most popular programming language, but it’s known for

 having a steep learning curve. Learn Java the Easy Way takes the chore out of learning Java with hands-on projects that will get you building real, f

unctioning apps right away.

As you build these apps, you’ll learn how to:

  • Perform calculations, man
    ipulate text strings, and generate random colors
  • Use conditions, loops, and methods to make your programs responsive and concise
  • Create functions to reuse code and save time
  • Build graphical user interface (GUI) elements, including buttons, menus, pop-ups, and sliders
  • Take advantage of Eclipse and Android Studio features to debug your code and find, fix, and prevent common mistakes

Chapter 1: Getting to Know Java with JShell
Chapter 2: Build a Hi-Lo Guessing Game App!
Chapter 3: Creating a GUI for Our Guessing Game
Chapter 4: Creating Your First Android App
Chapter 5: Deciphering Secret Messages
Chapter 6: Creating Advanced GUIs and Sharing Your App
Chapter 7: Make Secret Messages a Phone App to Share with Friends!
Chapter 8: Paint Colorful Bubbles with Your Mouse!
Chapter 9: Adding Animation and Collision Detection with Timers
Chapter 10: Making BubbleDraw a Multitouch Android App

Python Advanced

 

Class Python Advanced
Age 13+
Prerequisite Python Introduction. Algebra.
Schedule 2 hr/week. 16 weeks.
Description Fast-paced, thorough introduction to Python that will have you writing programs, solving problems, and making things that work in no time. Put what you have learned from Python Introduction class into practice with two substantial projects: a Space Invaders–inspired arcade game and data visualizations with Python’s super-handy libraries.
Curriculum Section 1: Python Fundamental Concepts Review. Learn files and exceptions as well as how to test your codes.

Section 2: Alien Invasion project. Use the Pygame package to develop a 2D game in which the aim is to shoot down a fleet of aliens as they drop down the screen in levels that increase in speed and difficulty. At the end of the project, students will have learned skills that will enable them to develop their own 2D game.

Section 3: Data Visualization project.  Introduce students to data visualization through a variety of visualization techniques. Work with data sets generated through code, data sets downloaded from online sources, and data set your programs down load automatically. After students complete this project, they will be able to write programs that sift through large data sets and make visual representations of that stored information.