University of Glasgow - Computational Thinking with Javascript 1: Draw & Animate
- Offered byCoursera
Computational Thinking with Javascript 1: Draw & Animate at Coursera Overview
Duration | 33 hours |
Total fee | Free |
Mode of learning | Online |
Official Website | Explore Free Course |
Credential | Certificate |
Computational Thinking with Javascript 1: Draw & Animate at Coursera Highlights
- Earn a Certificate upon completion
Computational Thinking with Javascript 1: Draw & Animate at Coursera Course details
- This is the first course in a sequence of four courses that develops essential 21st century computational thinking (CT) skills using the popular JavaScript language as a vehicle
- At the end of this first course you will: know a framework for CT to help you learn about it and work with others; be developing your CT skills so that you can more easily work with digital technology of all kinds; be able to read and write programs in JavaScript that involve drawing and animation, using a specialised library; and post your creations on the web so that others can appreciate your skills
- The follow-on courses explore the manipulation and analysis of data, such an important aspect of our lives now, again in a highly supportive environment, and then we move the context to mainstream web--based platforms so that you can use these skills more widely
Computational Thinking with Javascript 1: Draw & Animate at Coursera Curriculum
Introductions - and starting out with CT using graphics in JavaScript
Welcome to the course
Where does CT fit into the larger technology landscape? (first attempt)
What is CT? A first look at learning CT...
Our first task and accomplishing it by hand (need to add last slide)
The program for our first task, and introducing how to 'read' it using the TSTM framework
Reading the program via the M (Machine) view
Read some programs
Describing repetitive activities in our programs
Who am I? A little more detail about Quintin
Introduction to Module 1
Introduction to the second lesson
Find out more about Turtle graphics and Seymour Papert
Introducing the third lesson
Turtle Library Reference
Introducing the third lesson and a bit of repetition
End of Module Summary, and lead in to Module 2 and beyond
Check on your understanding of CT
What can you remember from that task and program?
Read a program, answer questions
Repetition quiz
A couple of questions to finish the module
Solving problems / programming a task
Problem solving walk-through
Walk through of posting a program on-line
Introduction to program writing
Preparing for programming in the next lab
Doing your own thing
Reviewing someone else's program
Sharing your work on-line
Summary of instructions to post on-line
Where you are and what's next?
End of Module Quiz
More complex drawings, and how to handle their descriptions
Breaking a large program down into manageable chunks
Drawing the house more effectively using parameters
Introducing a program that uses updating variables
Introducing the module, and how we handle complex process descriptions
A great start to learning about functions
Parameterising functions
Reflecting on parameters with functions
Why are variables called variables?
We've got a long way!
Can you read a program that uses functions
Animations - and consolidating what we've learned so far
Making a first animation
Challenges with more complex animation
Picking up a new Application Area, and the Building Blocks you know
What have we learned while using animations?
Handling more complex animations
Final words for this lesson
Stepping out
Final Quiz for Module 1