Intro to JavaScript

Intro to JavaScript

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July 6-10 & 13-17 | Ages 13-18 | Coding
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Intro to JavaScript
Camper's Age: Ages 13-18
Camp Topic: Coding
Camp Week: Weeks 6-7 (July 6-10 & July 13-17)
Gaming: No gaming

Introduction to JavaScript

Ages 13–15 | 5-Day Full-Day or 10-Day Half-Day

Start with Karel the Dog to learn algorithmic thinking, draw on the HTML5 Canvas, code animations and collision detection, build a Breakout arcade game, work with arrays and objects, and finish with an original game of your own. Powered by CodeHS Intro to Computer Science in JavaScript (Corgi).

Full-Day Schedule (5 Days, 4 sessions/day)

Day 1 — Karel & Canvas Graphics

Session Project
AM 1 Karel commands — move, turn, put/pick beepers; solve puzzles (Short Stack, Make a Tower, Pyramid of Karel)
AM 2 Functions in Karel — decompose problems, write reusable commands; Karel Challenges (Fireman Karel, Slide Karel)
PM 1 JavaScript basics — variables, types, operators, console.log; transition from Karel to text-based code
PM 2 Canvas and graphics — draw rectangles, circles, lines, and colors; Projects: 8 Ball, Color the Rainbow, Create Your Own Plant

Day 2 — Control Structures & Functions

Session Project
AM 1 If/else statements and boolean logic — code a number classifier and input validator
AM 2 For loops and while loops — loop-driven graphics: Confetti, Caterpillar, Lots of Circles
PM 1 Write functions with parameters and return values; refactor graphics code into reusable drawing functions
PM 2 Challenges: Guessing Game (with hints and attempt counter), Landscape Generator (random trees, clouds, mountains), RGB Color Explorer

Day 3 — Animation & Game Mechanics

Session Project
AM 1 Timer-based animation — move shapes across the canvas, animate size and color; bouncing ball physics
AM 2 Mouse and keyboard events — build interactive programs that respond to clicks, drags, and key presses
PM 1 Collision detection — check if objects overlap; trigger events on collision
PM 2 Project: Ghost Invasion — animated enemies, player-controlled character, collision-based scoring

Day 4 — Breakout & Data Structures

Session Project
AM 1 Breakout Part 1 — draw the paddle, animate the ball, code wall-bouncing and paddle-tracking with keyboard input
AM 2 Breakout Part 2 — generate a grid of bricks, detect ball-brick collisions, remove bricks on hit, add score display
PM 1 Arrays — create, index, push, pop, iterate; manage game objects (brick arrays, high-score lists)
PM 2 Objects — key-value pairs, dot notation; structure game entities as objects with x, y, width, color properties

Day 5 — Final Game Project

Session Project
AM 1 Plan an original game — choose a concept (platformer, shooter, puzzle, catching game); sketch mechanics, list functions, and identify data structures
AM 2 Build — implement game loop, canvas rendering, and player controls
PM 1 Build — add enemies/obstacles, scoring, levels, win/lose conditions; test and debug
PM 2 Demo day — play each other's games, walk through code, peer feedback

Half-Day Schedule (10 Days, 2 sessions/day)

Days Content
Days 1–2 Karel & Canvas Graphics (Full-Day 1 content)
Days 3–4 Control Structures & Functions (Full-Day 2 content)
Days 5–6 Animation & Game Mechanics (Full-Day 3 content)
Days 7–8 Breakout & Data Structures (Full-Day 4 content)
Days 9–10 Final Game Project (Full-Day 5 content)

What You'll Build

  • Karel maze-solving algorithms (Tower, Pyramid, Fireman Karel)
  • Canvas graphics — 8 Ball, Color the Rainbow, custom plant
  • Loop-driven art — Confetti, Caterpillar, Lots of Circles
  • Guessing Game and Landscape Generator
  • Ghost Invasion animated game
  • Breakout arcade game with bricks, ball, paddle, and scoring
  • Original final game project

Tools & Technologies

  • JavaScript (CodeHS online IDE)
  • HTML5 Canvas for graphics and animation
  • Karel the Dog visual programming environment
  • Event-driven programming (mouse, keyboard)
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