Materials
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materials link in the sidebar.
If you're a math teacher, and are looking for a fun way for students to practice and apply what they've learned, or a programming teacher who is looking for a rigorous introduction to basic functions and datatypes, you'll find Bootstrap:1 to be a perfect fit! All of our lessons are aligned to Common Core Standards for Mathematics -- including the new standards for Mathematical Practice!
If you're looking for a full-blown programming class, and want students to have the freedom to create more advanced games using data structures, events, and more, you'll want to continue to the second module (Bootstrap:2) to build on what students have done in the introductory course. We've listed the breakdown of concepts in the table below - take a look to find the best fit for you!
| Mathematics | Programming |
Starting with Bootstrap:1...
Students create a simple, 3-character game involving a player, a target and a danger. They design what each character looks like, and use algebraic concepts to detect collisions, handle keystrokes, and determine how they move and interact.
|
- Word Problems
- Coordinate planes
- Order of Operations
- Variables
- Functions
- Function Tables
- Domain and Range
- Function Composition
- Inequalities
- Piecewise Functions
- Pythagorean Theorem
- Number lines
- Polygons
|
- Numbers, Strings and Images
- Defining Functions
- Unit Testing
- Boolean Logic
- Multi-input Functions
- Mixed-Type Functions
|
Continuing to Bootstrap:2...
Students learn how the world-based event loop that drives their Bootstrap 1 game works, and use it to create animations using simple datatypes for their world. They then learn about data structures, and design a World structure for a sophisticated game of their own design.
|
- Complex functional relationships
- Exploring Randomness
- Connections to Trigonometry
|
- Event-Driven Programming
- Data Structures
- Whole-Program Design
- Data Modeling
- Encapsulation
- Connections to recursion, lists, and algorithms
|
After Bootstrap...
If you've completed the entire Bootstrap curriculum, you'll be happy to know that your class can move on to advanced material, without needing to learn a new language! Here are just a few of the options available to Bootstrap teachers:
- Picturing Programs focuses heavily on images and animation, as students explore recursion, lists, trees and algorithms -- all using the same language and Design Recipe they've learned in Bootstrap.
- How to Design Programs is a textbook aimed at more college-level audiences, going beyond the material covered in Picturing Programs. HtDP is currently in its second edition, and the material is being actively updated.
Software
Bootstrap uses
WeScheme, a cloud-based IDE that requires
no downloading or installation. Anyone with a Gmail account can start developing with WeScheme, storing and retrieving files from the cloud and doing all of their editing in a modern browser. Additionally, WeScheme programs can be shared simply by sending out a link, or posting it to sites such as Facebook, Reddit, Twitter, etc.
Want to run everything locally? Bootstrap also supports
DrRacket, a multi-platform graphical environment. DrRacket runs on all major platforms (Windows, OS X, Unix/Linux) and programs written for one platform run seamlessly on the others, supporting a wide variety of classroom and home computing scenarios. Its emphasis on beginner-friendly features and support for images makes it ideal for Bootstrap.
Wear It
You've got the curriculum,
but do you own the t-shirt?
Show the world your support for Bootstrap, and let people know that yes,
"I
Program My Own Videogames". All t-shirts are high-quality cotton,
available in sizes ranging from S to XXL, for a price of $15 each for orders
of 1-5 shirts or $10 for larger orders (cost includes shipping).
Contact us to place an order.
Front and Back: