# Materials

This file is out of date - did you arrive here by following an old bookmark? We keep these pages up for historical purposes but you can always access the current version of our materials by clicking on the materials link in the sidebar.

If you're looking for a fun way for students to apply mathematical concepts and rigorous programming principles to creating a simple vidoegame, 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, so you can find the best fit for your class.

CURRENT BOOTSTRAP TEACHERS: please complete this survey to help us provide you with better trainings and technical support. Eligible teachers who complete the survey will be entered into a raffle for a \$50 Amazon gift card! Three winners will be drawn each month. Thank you for your time and input!"

 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 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.