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Java programming with Greenfoot: the structure of a class

In this video tutorial students are asked to pause their creative endeavours and check they understand the structure of the code they have created so far in their turtle game.  It involves a detailed explanation of class structure, headers, the value of commenting and how to use brackets.

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Java programming with Greenfoot: a first look at variables

In this video tutorial students are introduced to the use of variables, specifically how to add a counter to their game to show how many lettuces their turtle has eaten.  This introduces how to end the game, the ++ statement and the concept of ‘fields’ – a variable within a class.

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Java programming with Greenfoot: object interaction (first encounter)

In this video tutorial students are shown how to add more complexity to their game by adding more interacting elements.  How objects interact is explored along with assigning a value to a variable and explaining the difference between fixed and local variables.  External method calls are also explored.


Java programming with Greenfoot: adding a score counter

In this video tutorial students are shown how to add a score counter to their game; the turtle will gain points for eating lettuces etc.  This is achieved using a pre-made counter class.  Subclasses are revised and changing images is also explained.  The tutorial explains constructors and how these are special...

Java programming with Greenfoot: class methods versus instance methods

This video tutorial explains clearly the differences and uses of internal method calls (a method called from the same class or inherited from the superclass), external method calls (when a method is called from an external source, such as a different class, mouse or keys) and static or instance methods (where...

Java programming with Greenfoot: image manipulation 1

In this brief video tutorial students are guided through changing the background colour in their game and storing it as a variable.

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Java programming with Greenfoot: image manipulation 2

In this video tutorial students are shown how to change an image by either drawing their own or inputting an image file.  They are then guided through using random numbers to change the colour, transparency, direction of movement and speed of the bouncing balls in their game using constructors.


Java programming with Greenfoot: refactoring for good style

This video explains good coding behaviour.  This includes an emphasis on refactoring (changing code to make its structure better so that it can later be easily changed or understood) and cohesion (ensuring that each method does only one thing).  It also explains that private methods will only apply to objects in...

Java programming with Greenfoot: smoke and mirrors (visual effects)

In this video tutorial students are shown how to add a visual effect to the animation in their bouncing ball game.  Balls will appear to leave a diminishing smoke trail behind them as they move.  This is achieved by leaving an object in the path the ball has followed that shrinks over time.  This is a simple but...

My school day: introducing computer science ideas at KS1

This flexible activity could be used for introducing a number of computer science ideas:

  • Abstraction: before introducing these cards, can the children draw or verbalise a simplified day in their life?
  • Sequences: can the children put the events in order?
  • Decomposition: can the children...


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