Module 01 · Draft
Computing fundamentals
Write instructions, inspect data, and trace a program.
6 lessons · 120 minutes each
Defining a computational problem
Define starting conditions, allowed actions, constraints, and success.
Giving precise instructions
Write a sequence of instructions, predict its result, and revise it.
Representing the game as data
Explain how images, key presses, and positions are represented as data.
Following instructions through the machine
Trace how instructions read and change the game's stored values.
Building and debugging a behavior
Find and fix a bug using test results.
Investigating the limits of rules
Explain when an opponent's rules fail, then test a revision.
Lesson plans are in development.