# Materials

## Curriculum and Software

Our Hour of Code lesson is a great, self-paced activity to introduce students to Bootstrap.

Bootstrap:1 applies mathematical concepts and rigorous programming principles to creating a simple videogame, and is aligned to National and State Standards for Mathematics -- including the new standards for Mathematical Practice!

Bootstrap:2 goes deeper into programming, building events and data structures on top of the foundation laid by Bootstrap:1 and allowing students to build far more sophisticated programs. We've listed the breakdown of concepts in the table below, so you can find the best fit for your class.

## Current Bootstrap Teachers

Note: We pilot-tested our Physics, Lightweight Data Science, and CS1 content with teachers during summer 2016. We are preparing those materials for more general release.

## What about afterschool?

Afterschool clubs often have lower student expectations for attendance and rigor, which makes implementation challenging. We recommend at least 90min/wk and 75+% attendance for a successful implementation. Delivering a formal curriculum in an informal setting places enormous pressure on the instructor. We strongly recommend that any afterschool educator attend our training.
Recommended for: Grades 7-10

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.

## Mathematics

• Word Problems
• Coordinate planes
• Order of Operations
• Variables
• Functions
• Input/Output Tables
• Domain and Range
• Function Composition
• Inequalities in the Plane
• Piecewise Functions
• Pythagorean Theorem
• Number lines

## Programming

• Numbers, Strings and Images
• Defining Functions
• Unit Testing
• Boolean Logic
• Multi-input Functions
• Mixed-Type Functions
Recommended for: Grades 8-11

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.

## Mathematics

• Complex functional relationships
• Exploring Randomness
• Connections to Trigonometry

## Programming

• Event-Driven Programming
• Data Structures
• Whole-Program Design
• Data Modeling
• Encapsulation
• Connections to recursion, lists, and algorithms
• Bootstrap: Physics & Modeling
• Bootstrap: Lightweight Data Science

# 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.

## Accessibility

A tool designed for learning should be accessible to all students. We work hard to ensure that our software environments are compatible with screen-readers on popular operating systems.

# 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.