Java for AP Computer Science A

Java for AP Computer Science A

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July 20-24 & 27-313 | Ages 13-18 | Coding
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Java for AP Computer Science A
Camper's Age: Ages 15-18
Camp Topic: Coding
Camp Week: Weeks 8-9 (July 20-24 & 27-31)
Gaming: No gaming

Introduction to Java

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

Start with Karel the Dog to learn algorithmic thinking, progress through variables, control flow, and methods, build classes with object-oriented programming, work with arrays and ArrayLists, and finish by coding a Blackjack game and a capstone project of your choice. Powered by CodeHS Introduction to Java (Latte).

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

Day 1 — Karel the Dog & Java Fundamentals

Session Project
AM 1 Karel commands — move, turn, put/pick beepers; solve maze puzzles by writing step-by-step algorithms
AM 2 Java program structure and the run method; complete the Tower and Pyramid of Karel challenges
PM 1 Variables and types — declare ints, doubles, Strings, booleans; print output and read user input
PM 2 Arithmetic expressions and type casting — build a calculator program that handles mixed-type math

Day 2 — Control Flow & Methods

Session Project
AM 1 If/else statements and boolean logic — write a number classifier and a grade-letter converter
AM 2 For loops, while loops, nested loops — generate multiplication tables and pattern printers
PM 1 Write reusable methods with parameters and return values; refactor earlier code into clean functions
PM 2 Method Challenges: Password Checker (validate strength rules), AltCase (alternate caps), Bracket Matcher (check balanced brackets)

Day 3 — Object-Oriented Programming

Session Project
AM 1 Classes vs. objects — build a Rectangle class and a Point class with instance variables and constructors
AM 2 Encapsulation — write getter/setter methods; create a Student class that stores name, grade, and GPA
PM 1 Variable scope and shadowing — debug scoping bugs; understand local vs. instance variables
PM 2 Project: Rock, Paper, Scissors — design Player and Game classes; code the full game loop with win/loss tracking

Day 4 — Data Structures & Game Projects

Session Project
AM 1 Arrays — create, index, iterate; code sum, max, min, and search algorithms on integer arrays
AM 2 ArrayLists — dynamic sizing, add/remove elements; build a Road Trip itinerary manager
PM 1 Project: Blackjack — build a Hand class (add cards, calculate score, handle aces) and a Blackjack class (deal, hit, stand logic)
PM 2 Complete and extend Blackjack — add dealer AI, betting system, or multi-round play

Day 5 — Capstone Project

Session Project
AM 1 Brainstorm and plan — choose a project (game, simulation, or tool); outline classes, methods, and data structures
AM 2 Build — implement core classes and game/app logic
PM 1 Build — add data structures, polish features, test and debug
PM 2 Demo day — present projects, walk through code, peer code review

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

Days Content
Days 1–2 Karel the Dog & Java Fundamentals (Full-Day 1 content)
Days 3–4 Control Flow & Methods (Full-Day 2 content)
Days 5–6 Object-Oriented Programming (Full-Day 3 content)
Days 7–8 Data Structures & Game Projects (Full-Day 4 content)
Days 9–10 Capstone Project (Full-Day 5 content)

What You'll Build

  • Karel maze-solving algorithms (Tower, Pyramid challenges)
  • Calculator with mixed-type arithmetic
  • Password Checker and Bracket Matcher utilities
  • Rock, Paper, Scissors with OOP (Player and Game classes)
  • Road Trip itinerary manager using ArrayLists
  • Blackjack card game with dealer AI
  • Capstone project of your choice

Tools & Technologies

  • Java (CodeHS online IDE)
  • Karel the Dog visual programming environment
  • Object-oriented design patterns
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