
This course includes our updated coding exercises so you can practice your skills as you learn.
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Explore Scratch 3.0, a complete redesign released in 2019, with a modern interface, new paint and sound editors, reordered blocks, mobile playback, and diverse extensions.
Explore Scratch 3.0 commands across motion, looks, sounds, events, control, sensing, operators, variables, and blocks. Use the cat sprite to build interactive sequences with if statements, loops, backdrops, and sounds.
Learn sequential programming in Scratch 3.0 by building an interactive sequence: greet, ask for a name, join responses, and execute commands in order when the flag is clicked.
Learn loops in Scratch 3.0 by building a ghost effect for a cat, using repeat blocks and duplicating scripts with waits to create a looping animation.
Learn to build a Scratch 3.0 helicopter game that navigates between the yellow and blue buildings, avoiding clouds, using a flag start, forever loops, color detection, and arrow key controls.
Develop the super space invaders game in scratch 3.0 by building a simple version, shooting invaders, earning points, and expanding with more invaders to advance levels.
Learn to implement a gunfire mechanic: hide at start, spawn at y -125, rise until it detects the invader, then increase score and speed and broadcast game over.
Finalize the game by aligning gunfire with the ship using X-position variables, tune left-right controls, and push the score threshold as difficulty rises.
Learn to build a Scratch 3.0 snake game by directing a moving snake with arrow keys, collecting apples to grow, and avoiding edges or self-collision.
Learn to build a snake game in Scratch 3.0 by setting up head, body, and apple sprites, initializing the score, and controlling movement with a forever loop and arrow keys.
Code the snake body in Scratch 3.0 by creating clones that follow the head and grow as apples are eaten. Randomize directions and apply score-based delays to scale difficulty.
Code the apple in a Scratch 3.0 snake game by setting its size, using a forever loop to detect contact, update the score, and reposition it randomly.
Learn to implement the game over logic for a Scratch 3.0 snake game by detecting collisions with itself or the wall, broadcasting game over, and stopping the game.
Create a simplified Pac-Man game in Scratch 3.0 by building a maze, collecting dots, and avoiding four uniquely intelligent ghosts to win with lives remaining.
Code the dots by duplicating a shared script across all dots. Use events and broadcasts to mark an eaten dot, hide it, and increase the score with each dot processed.
Code a ghost in a Scratch-like project using events, motion, control, and operators to move, rotate, loop sequences, and repeat until the score equals 69.
Code the Pac-Man game by implementing win and game-over messages, manage lives and score thresholds, and use sprite changes, waits, and sound to finalize the game.
Create a Scratch 3.0 shark game with a shark sprite, underwater backdrop, mouse-driven movement, and a sign-in step plus a score and lives system.
Add a toxic face sprite, duplicate its code, implement a five-lives system, and adjust scoring and shark size so touching faces grows or shrinks the shark, with game over screen.
Learn to build a scratch 3.0 game where a love bug eats fruits within 15 seconds, follows non repeating paths, and attempts to beat the high score with three resets.
Define a start event to reset the game, set score to zero, clear graphics, switch backdrops, and spawn a fruit at a random position with a random costume.
Learn to implement the take event to reset a 15-second timer, use forever loops and nested ifs to track game over, play sounds, and broadcast an end event.
Program the lovebug to respond to arrow key events, enforce bounds, move in steps, and broadcast step, end, or take events, then collide with fruit to score.
Set up Kodu Game Lab on your computer by downloading from the Microsoft page, installing, selecting English, and creating a world to start building and programming your first game.
Program a Kodu cycle to award points when apples are shot or bumped, track blue team scores, and declare a winner once a set points goal is reached.
Explore Visual Studio Code, a cross-platform source code editor that bundles debugging, built-in git control, syntax highlighting, intelligent code completion, snippets, and refactoring in a customizable environment.
Explore how programs declare and manipulate variables to store and update values. Learn arithmetic, logical, and relational operators, including remainder and string concatenation, and see how boolean results guide decisions.
Explore arrays as a fixed-size, same-type data structure that replaces many variables with a single, indexable collection; declare, initialize, and access a single-dimensional int array in C.
Master one dimensional, two dimensional, and three dimensional arrays, using indices to organize class, school, and student data. Determine array size and dimensions.
Explore how functions map inputs to outputs, creating modular, reusable blocks of code. See how parameters, return types, and signatures shape programs with built-in and user-defined functions.
Define objects and classes as the core of object oriented programming, where classes specify data fields and methods, and objects are instances that model real or conceptual entities.
Encapsulation binds data and its functions, shields internal details from outside interference, and data hiding enforces access via public, private, and protected access.
Explore inheritance in object-oriented programming, where derived classes reuse and extend base classes, enabling single, multiple, multilevel, hierarchical, and hybrid inheritance to model real-world relationships.
Explore polymorphism, the ability of objects from a parent class and its descendants to share a common interface while implementing different behaviors, as shown with shapes and animals.
Explore generalization and specialization in logic and programming by forming a superclass from common subclass characteristics. Decide when to generalize with parent classes or specialize with subclasses in a team.
Explore links and associations in object oriented programming, defining relationships between objects and classes, and mastering one-to-one, one-to-many, and many-to-many cardinalities with practical examples.
Master Python data type conversion using built-in functions like int, float, list, and dict. Learn to convert strings to numbers, strings to lists, and handle unicode via ord.
Explore while and for loops in Python, using range to control iterations, iterating over lists and strings, printing values, and nesting loops, with attention to loop else behavior.
Explore Python's core input and output tools by using print and input, then work with files through open, write, read, and close, including reading specific character counts.
Explore functions in Python to create modular, reusable code and boost code reuse. Define user defined and built-in functions with def, pass parameters, print outputs, and return, understanding function scope.
Explore xml parsing with the document object model (dom) in Python. Read and extract product data from xml files by navigating nodes and attributes such as name and price.
Explore multithreaded programming in Python, where threads share data and communicate cheaply compared with processes, using thread and threading modules to create and run two threads.
Create your first C# Windows Forms project in Visual Studio, name it, locate bin, then add a button, customize its text, and wire a click event to print hello world.
Learn how HTML describes web pages with markup, scripts, and CSS styling. See how browsers render HTML, link resources via unique URLs, and inspect page source for structure and metadata.
Learn to add the paragraph and anchor tags, creating hyperlinks with href and target attributes. See how to use the image tag with src, and that css comes next.
Discover how to style an asp.net web app with css by creating a stylesheet, linking it in the head, and styling body and div elements with font-family and font-size.
Learn to embed client-side JavaScript in an ASP.NET web app with a script tag, connect a button click to a function that retrieves the date and updates a page element.
Explore styling a web button with css and javascript by removing borders, setting white text and padding, and adding a hover effect with the button info class.
Learn how to add dynamic images with JavaScript by swapping image sources with buttons, using functions to toggle light on and off, and styling controls with CSS classes.
Explore state management by comparing client-side and server-side techniques to preserve web page state across roundtrips, using variables and controls to define the state.
Discover client-side state management using browser capabilities to store state on the client. Use query strings, cookies, hidden fields, and view state to preserve data across postbacks.
Learn how server side state management uses the server to store session state and application state, with session ids transmitted via cookies or url and stored in the application object.
Learn to create your first Java program in NetBeans by starting a new Java project, writing a main class with a main method, and running it to print hello world.
Master Java declaration rules: one public class per source file, class name must match the file name, and the package statement should be first, with imports applying to all classes.
Master decision making in Java with simple and nested if statements, if-else logic, and switch-case constructs, including break and default handling, illustrated by variable examples.
Master Java loops including the for loop, Y loop, and do Y loop, with initialization, condition checks, and updates, and understand the break statement.
Explore arrays in Java, a fixed-size, type-homogeneous data structure. Learn declaring, iterating with loops, printing elements, and computing sum, min, and max values.
learn Java file input/output using input and output streams, handle io exceptions like file not found with try and throws io exception, demonstrated by a simple copy example.
This lecture shows Java as an object oriented language, with classes as templates for objects that have states and behaviors, and explains constructors and object creation.
Start and stop server modules, including the Apache web server to serve pages. Start the MariaDB/MySQL database on default port 3306 and monitor the status log.
Connect to localhost as root with no password, then create your first database via GUI or SQL query, and explore tables, views, and procedures in the object browser.
Drop a table with the drop table statement, then verify with a select query. Learn inserting rows using insert into to add data.
Learn how to create insert into statements by listing column names and values, or omitting column names to fill all columns, with examples using a students table.
Create a new table from the students table using select * from students, and understand that the resulting data is shown as a result set.
Explore handling files in Java using the java.io package, including file input and output streams. Learn to read and write data and manage io exceptions with try and throws.
Learn to use the where clause in a select statement to filter records from a table by conditions with numeric comparisons and quoted strings, ensuring only matching rows are fetched.
Discover how to use SQL operators to filter data, including greater than, greater or equal, less than, less or equal, and, or, to combine multiple conditions in select statements.
Practice creating insert statements in a new query editor and learn how top, limit, and rownum fetch limited records across SQL Server, MySQL, and Oracle.
Explore how the group by clause clusters identical data in a select statement, precedes the order by clause, and enables aggregates like sum and count by name.
Use the distinct keyword with select to fetch only unique records and eliminate duplicates, illustrated by selecting names from a students table and the syntax select distinct column_name from table.
Learn to delete data with SQL using truncate table to remove all records while preserving the table, and contrast with drop table; the lecture shows an empty result after truncation.
Explore how Flutter uses Dart to build fast, cross-platform mobile apps for Android and iOS at 60 fps, with its own UI components and Material Design.
Create a new mobile project with Flutter and Dart, configure the Dart SDK, plugins, and Flutter framework, then run to see a hello world and use hot reload.
Learn to build a Flutter app by forming a widget tree with a column layout, padding, and a scaffold root featuring an app bar and a calculate button.
* THIS COURSE COVERS GAME DEVELOPMENT IN SCRATCH 3.0, KODU AND CODING PRINCIPLES TO FILL THE GAP BETWEEN SCRATCH 3.0 AND REAL CODING *
In this course you will be able to develop games in Scratch 3.0 programming language and 3D games in Kodu Game Lab. For the development of these games, is used Scratch 3.0 and Kodu Game Lab because they are educational programming environments that have an easy graphical interface that it will allow us to drag and drop the right blocks of coding.
I promise you that it will be a funny and exciting course that it will motivate you to learn coding in more depth.
Scratch 3.0 is a free programming language and online community where you can create your own interactive stories, games, and animations. Using Scratch, users can create online projects and develop them into almost anything by using a simple block-like interface. When they are ready, they then share, and also discuss their creations with each other. Scratch 3.0 was developed by the Lifelong Kindergarten group at the MIT Media Lab. Scratch 3.0 is designed to help children (ages 8 and up) learn to utilize their imaginations, practice common sense, and, most importantly, to interact with computers.
From Game Development with Scratch and Kodu Game Lab to Real coding with Python
Block #1: Basic Concepts
Objectives covered by the block
fundamental concepts: interpreting and the interpreter, compilation and the compiler, language elements, lexis, syntax and semantics, Python keywords, instructions, indenting
literals: Boolean, integer, floating-point numbers, scientific notation, strings
comments
the print() function
the input() function
numeral systems (binary, octal, decimal, hexadecimal)
numeric operators: ** * / % // + –
string operators: * +
assignments and shortcut operators
Block #2: Data Types, Evaluations, and Basic I/O Operations
Objectives covered by the block
operators: unary and binary, priorities and binding
bitwise operators: ~ & ^ | << >>
Boolean operators: not and or
Boolean expressions
relational operators ( == != > >= < <= ), building complex Boolean expressions
accuracy of floating-point numbers
basic input and output operations using the input(), print(), int(), float(), str(), len() functions
formatting print() output with end= and sep= arguments
type casting
basic calculations
simple strings: constructing, assigning, indexing, immutability
Block #3: Flow Control – loops and conditional blocks
Objectives covered by the block
conditional statements: if, if-else, if-elif, if-elif-else
multiple conditional statements
the pass instruction
building loops: while, for, range(), in
iterating through sequences
expanding loops: while-else, for-else
nesting loops and conditional statements
controlling loop execution: break, continue
Block #4: Data Collections – Lists, Tuples, and Dictionaries
Objectives covered by the block (7 items)
simple lists: constructing vectors, indexing and slicing, the len() function
lists in detail: indexing, slicing, basic methods (append(), insert(), index()) and functions (len(), sorted(), etc.), del instruction, iterating lists with the for loop, initializing, in and not in operators, list comprehension, copying and cloning
lists in lists: matrices and cubes
tuples: indexing, slicing, building, immutability
tuples vs. lists: similarities and differences, lists inside tuples and tuples inside lists
dictionaries: building, indexing, adding and removing keys, iterating through dictionaries as well as their keys and values, checking key existence, keys(), items() and values() methods
strings in detail: escaping using the \ character, quotes and apostrophes inside strings, multiline strings, basic string functions.
Block #5: Functions (20%)
Objectives covered by the block (6 items)
defining and invoking your own functions and generators
return and yield keywords, returning results,
the None keyword,
recursion
parameters vs. arguments,
positional keyword and mixed argument passing,
default parameter values
converting generator objects into lists using the list() function
name scopes, name hiding (shadowing), the global keyword
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