Let's Code! is a prototype from Pearson Future Technologies to encourage kids to learn more about programming and help them get started in creating their own web applications.
Follow the introductory lessons below to get an idea of how Let's Code! works...
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Let's Code! alpha
This lesson will show you the basics of how to get started with Let's Code!.
The second lesson shows you how to add a new object to your app, and connect objects together to make an interactive game.
Let's Code! is a simple web-based prototype, and as such doesn't have a full set of features yet.
The idea is to give you an understanding of the concept, and what a final product might be able to do.
As such, the lessons form the main part of the experience right now, but later on you'll be able to:
Let's Code! is a prototype developed in a short timeframe, so unfortunately we have not yet had time to test it fully in more browsers. Plus, we wanted to explore new HTML and CSS features.
Right now, it is unlikely to work in Internet Explorer or older versions of any browsers.
As for mobile and tablet support, it should mostly work on the iPad, although the screen size is a bit small to fit everything in.
Want to check out the source? You can find the GitHub repository here:
Please see the README for more information.
It's hosted on a third-party platform, GitHub Pages, so please see their own terms of service.
If you have comments, questions or suggestions, you can email us.
The Let's Code! team at Future Technologies, Pearson
Short for application: this is the web-based game that you are creating.
The collection of objects, images and code that make up your app.
The area on the screen where the contents of the app are displayed.
Select this mode to add and select objects to your application.
Select this mode to see how your app will run when it is published.
When your app is ready, you can publish it, so that others can see it on their web browsers.
One of the items that can be added to the stage, and edited.
Each object has a number of properties, each of which has a name and a specific value.
Each property has a unique name that describes what it does, such as id, left, backgroundImage, etc.
The value of each property is the text or number value that defines that property.
Objects can define methods, which are like actions that other objects can tell this object to do, such as telling the athlete to run or jump.
Events are used by objects to tell other objects when something happens, such as when the athlete lands after a jump, the scoreboard can be updated.
An event handler is a method from another object that is attached to an object's event, for example the athlete's whenJumpFinishes event handler is the update method of MyScoreboard.