Coding For Kids For Dummies - Camille McCue - E-Book

Coding For Kids For Dummies E-Book

Camille McCue

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Beschreibung

It's never too early to learn how to code!

Coding For Kids For Dummies helps you learn the basics of coding the fun way. This book walks you through the essentials of coding with 13 exciting projects. You'll learn what coding is, how to make digital toys and games on your computer, and how to start writing your first lines of code! With step-by-step instructions and activities, this book makes it simple to get started. And when you see error messages, don't panic! All new coders make mistakes—this book helps you figure them out and fix them, so your code will be good to go. Along the way, you'll be boosting your creativity, getting better at logical thinking, and learning a skill that will open the door to fun hobbies and careers. So get coding!

  • Learn basic coding concepts and skills
  • Create your own digital toys and games
  • Figure out how to turn your ideas into code
  • Get involved in the online coding community

Kids who want to learn how to code (and the parents who want to encourage them) can get off to a great start with Coding For Kids For Dummies.

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Coding for Kids For Dummies®

To view this book's Cheat Sheet, simply go to www.dummies.com and search for “Coding for Kids For Dummies Cheat Sheet” in the Search box.

Table of Contents

Cover

Table of Contents

Title Page

Copyright

Introduction

About This Book

Foolish Assumptions

Icons Used in This Book

Beyond the Book

Where to Go from Here

Part 1: Getting Started

CHAPTER 1: Seeing the Big Picture in Coding

What Is Coding?

Why Learn to Code?

Is It Hard to Code?

What Can You Make with Code?

What Languages Will You Use?

What’s a Program?

What’s an Algorithm?

Show Your Algorithm, Unplugged

CHAPTER 2: QuickStart Coding

Preparing Yourself to Code

A Hello World! Example

Things You’ll See in a Program

Writing a Program: Three Key Processes

Setting Up Block and Text Coding

Commenting Code

Fixing Mistakes (Debugging)

Debugging Scratch Programs

Debugging Text-Based Code

Part 2: Clicks, Moves, Loops, and a Little Logic

CHAPTER 3: Inputting and Outputting

Brainstorm

Start a New Project

Set Up the Stage

Set Up the Letter Sprites

Set Up the Character Sprite

Save, Test, and Debug Your Program

Enhance Your Program

CHAPTER 4: Moving and Looping

Brainstorm

Start a New Project

Set Up the Stage

Set Up the Rocket Sprite

Save, Test, and Debug Your Program

Enhance Your Program

CHAPTER 5: Animating with Simple Conditionals

Brainstorm

Start a New Project

Set Up the Stage

Set Up the Ghost Sprite

Set Up the Building Sprite

Duplicate to Make More Building Sprites

Save, Test, and Debug Your Program

Enhance Your Program

Part 3: Random Surprises and Functions

CHAPTER 6: Adding Randomness

Brainstorm

Start a New Project

Set Up the Stage

Set Up the Coin Sprite

Save, Test, and Debug Your Program

Enhance Your Program

CHAPTER 7: Writing Functions and Scattering Stuff

Brainstorm

Start a New Project

Set Up the Stage

Set Up the Pufferfish Sprite

Set Up the Pufferfish Clones

Save, Test, and Debug Your Program

Enhance Your Program

Part 4: Getting Gamey with Key Controls and Variables

CHAPTER 8: Creating a Reaction Game with Variables

Brainstorm

Start a New Project

Set Up the Variable

Set Up the Stage

Set Up the Porcupine Sprite

Set Up the Porcupine Clones

Save, Test, and Debug Your Program

Enhance Your Program

CHAPTER 9: Creating a Sports Game with Key Control

Brainstorm

Start a New Project

Set Up the Variables

Set Up the Stage

Set Up the Paddle Sprite

Set Up the Ball Sprite

Save, Test, and Debug Your Program

Enhance Your Program

CHAPTER 10: Creating a Collection and Avoidance Game

Brainstorm

Start a New Project

Set Up the Game Variables

Set Up the Stage

Set Up the Planet Sprite

Set Up the Astronaut Sprite

Set Up the Gem Sprite

Set Up the Robot Sprite

Save, Test, and Debug Your Program

Enhance Your Program

Part 5: Searching, Sorting, Logic, and Lists

CHAPTER 11: Working with Lists, Strings, and Text I/O

Brainstorm

Start a New Project

Set Up the Lists and Variables

Set Up the Stage

Set Up the Waffle Truck Sprite

Save, Test, and Debug Your Program

Enhance Your Program

CHAPTER 12: Searching and Logic

Brainstorm

Start a New Project

Set Up the Lists and Variables

Add the Text-to-Speech Extension

Set Up the Stage

Set Up the Frog Sprite

Save, Test, and Debug Your Program

Enhance Your Program

Part 6: Next Generation Coding

CHAPTER 13: Working with AI as Your Coding Sidekick

How Does AI Work?

How Can AI Support Me in Coding?

Getting Started with Machine Learning for Kids

Training a New ML Model

Learning and Testing with Your ML Model

Making Programs with Your ML Model

CHAPTER 14: Building AI Models

Brainstorming Machine Learning Image Models

Gathering Images for Training

Building Your Image Model in ML4K

Coding Your ML-powered Program in Scratch

Set Up the List and Variable

Add the Text-to-Speech Extension

Set Up the Pico Sprite

Save, Test, and Debug Your Program

Build New ML Models and Programs

Appendix: Joining the Coding Community

Sparking Program Ideas

Sharing and Showcasing Your Work

Index

About the Author

Connect with Dummies

End User License Agreement

List of Tables

Chapter 1

Table 1-1 Symbols Used In Flowcharts

Chapter 5

Table 5-1 Scratch Selection (Conditional) Commands

List of Illustrations

Chapter 1

FIGURE 1-1: Robots use code and AI to do their jobs.

FIGURE 1-2: A visual representation of a common bike-riding algorithm.

FIGURE 1-3: The bike-riding algorithm in Scratch code.

FIGURE 1-4: Flowchart of a homework algorithm.

Chapter 2

FIGURE 2-1: Hello World! in block-based code.

FIGURE 2-2: Hello World! in text-based code.

FIGURE 2-3: A sequence of commands executes in order.

FIGURE 2-4: The repeat command makes a section of code loop.

FIGURE 2-5: This conditional command selects whether Scratch Cat goes straight ...

FIGURE 2-6: The Scratch IDE.

FIGURE 2-7: Trinket site where you can try text-based coding.

Chapter 3

FIGURE 3-1: A new, untitled project in Scratch.

FIGURE 3-2: Choose a Backdrop.

FIGURE 3-3: The Slopes backdrop appears on the stage.

FIGURE 3-4: The Scratch sound library.

FIGURE 3-5: The Chill sound in the Sound Editor.

FIGURE 3-6: The complete code on the stage.

FIGURE 3-7: The Scratch sprite library.

FIGURE 3-8: The letter sprite with its two code sequences.

FIGURE 3-9: Duplicating a sprite.

FIGURE 3-10: Icons for all the letter sprites in the Sprite area.

FIGURE 3-11: Searching for a dog sprite in the sprite library.

FIGURE 3-12: Use the Fill tool to recolor areas on the dog.

FIGURE 3-13: Use the Paintbrush to draw pointy ears.

FIGURE 3-14: The complete code for the dog sprite.

Chapter 4

FIGURE 4-1: Adding a space-themed backdrop to the stage.

FIGURE 4-2: The Space Noise sound is added to the stage.

FIGURE 4-3: Green flag code on the stage.

FIGURE 4-4: Delete the other rocket sprite costumes to leave these two.

FIGURE 4-5: Setting the direction and rotation type of the rocket sprite.

FIGURE 4-6: Setting the size and finding the x and y coordinates of the rocket ...

FIGURE 4-7: Green flag code for the rocket sprite.

Chapter 5

FIGURE 5-1: Paint a backdrop to display on the stage.

FIGURE 5-2: Paint a backdrop with a black sky, green grass, and gold stars.

FIGURE 5-3: The complete code on the stage.

FIGURE 5-4: Setting the attributes in the Sprite area of the ghost sprite.

FIGURE 5-5: Green flag code for the ghost sprite.

FIGURE 5-6: Setting the attributes in the Sprite area of the building sprite.

FIGURE 5-7: The green flag code for the building sprite.

FIGURE 5-8: Duplicating the first building sprite.

FIGURE 5-9: Many duplicated building sprites create a cityscape.

Chapter 6

FIGURE 6-1: Paint a backdrop to display on the stage.

FIGURE 6-2: Paint a simple, solid color backdrop.

FIGURE 6-3: Selecting a coin face image from the web.

FIGURE 6-4: Saving a coin face image to your computer.

FIGURE 6-5: Upload a Sprite icon.

FIGURE 6-6: Navigate to a saved coin image.

FIGURE 6-7: Rename the sprite in the sprite Name field.

FIGURE 6-8: Upload another costume for your sprite.

FIGURE 6-9: Rename the costumes in each Costume Name field.

FIGURE 6-10: The complete Coin Flip code.

Chapter 7

FIGURE 7-1: Adding an ocean backdrop to the stage.

FIGURE 7-2: Green flag code on the stage.

FIGURE 7-3: The pufferfish sprite has four costumes.

FIGURE 7-4: Adding a new function to your program.

FIGURE 7-5: The newly added function command and function definition header.

FIGURE 7-6: Green flag code for the pufferfish sprite.

FIGURE 7-7: Green flag code and the

cloneAndScatter

function definition for the...

FIGURE 7-8: The

when I start as a clone

code on the pufferfish sprite.

FIGURE 7-9: The

when I start as a clone

code and the

floatAndPuff

function code...

FIGURE 7-10: The complete code for the pufferfish sprite.

Chapter 8

FIGURE 8-1: The newly added variable and associated commands.

FIGURE 8-2: Adding a backdrop to the stage and renaming it.

FIGURE 8-3: The complete green flag code on the stage.

FIGURE 8-4: Porcupine sprite added to the game.

FIGURE 8-5: Green flag code and the

cloneAndScatter

function definition for the...

FIGURE 8-6: The first

when I start as a clone

code and the

popUp

function code ...

FIGURE 8-7: The second

when I start as a clone

code and the

poke

function code ...

FIGURE 8-8: The complete code for the porcupine sprite.

Chapter 9

FIGURE 9-1: Adding and editing three backdrops for the stage.

FIGURE 9-2: Green flag code on the stage.

FIGURE 9-3: Adding a paddle sprite and editing its color.

FIGURE 9-4: The complete code for the paddle sprite.

FIGURE 9-5: The ball sprite added to the game, with its sprite name edited and ...

FIGURE 9-6: Creating a new function and function definition header.

FIGURE 9-7: Green flag code for the ball sprite.

FIGURE 9-8: Function definition for

moveAndBounce

.

FIGURE 9-9: Function definition for

checkHit

.

FIGURE 9-10: Function definition for

checkMiss

.

FIGURE 9-11: The complete code for the ball sprite.

Chapter 10

FIGURE 10-1: Green flag code on the stage.

FIGURE 10-2: The planet sprite added to the scene.

FIGURE 10-3: The green flag code for the planet.

FIGURE 10-4: The astronaut sprite added to the scene.

FIGURE 10-5: The complete code, both green flag and key control code, for the a...

FIGURE 10-6: The gem sprite added to the scene.

FIGURE 10-7: Creating a

chaseAstronaut

broadcast in New Message.

FIGURE 10-8: The green flag code for the gem sprite.

FIGURE 10-9: The robot sprite added to the scene.

FIGURE 10-10: The complete code for the robot sprite.

Chapter 11

FIGURE 11-1: Adding a new list variable,

candyList

, to your program.

FIGURE 11-2: The

candyList

and

fruitList

list variables on the stage.

FIGURE 11-3: Adding a

candyChoice

variable.

FIGURE 11-4: Importing a sound from the web.

FIGURE 11-5: The crowd noise sound on the stage.

FIGURE 11-6: The complete code for the stage.

FIGURE 11-7: The waffleTruck sprite added to the scene.

FIGURE 11-8: Complete

when this sprite clicked

code for the waffleTruck sprite.

Chapter 12

FIGURE 12-1: Adding a

guessList

list variable to your program.

FIGURE 12-2: Adding a

secretNum

variable.

FIGURE 12-3: Choose an Extension dialog box.

FIGURE 12-4: Creating the

checkGuess

function call.

FIGURE 12-5: Green flag code for the frog.

FIGURE 12-6: The complete

checkGuess

function code for the frog.

FIGURE 12-7: The complete code for the binary search number guess program in Sc...

Chapter 13

FIGURE 13-1: Training a machine learning model at

Code.org

.

FIGURE 13-2: Asking ChatGPT to help you write a code snippet.

FIGURE 13-3: Start a new machine learning project page.

FIGURE 13-4: Your machine learning projects page.

FIGURE 13-5: The named project page where you can train, test, and make things ...

FIGURE 13-6: Adding a label to train your machine learning model.

FIGURE 13-7: Adding an example to a label.

FIGURE 13-8: Labels complete with lots of text examples.

FIGURE 13-9: Scratch program using the Seasons ML text model.

FIGURE 13-10: Response based on text recognition by the ML model.

Chapter 14

FIGURE 14-1: Create folders on your computer to save and organize images for yo...

FIGURE 14-2: Start a new machine learning recognizing images project.

FIGURE 14-3: Color labels and examples.

FIGURE 14-4: Testing new data with the machine learning model.

FIGURE 14-5: The stage showing the Pico sprite, variable, and list variable.

FIGURE 14-6: The complete Scratch code for Pico's Colors.

FIGURE 14-7: The complete image recognition toy powered by machine learning.

Guide

Cover

Table of Contents

Title Page

Copyright

Begin Reading

Appendix: Joining the Coding Community

Index

About the Author

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Coding for Kids For Dummies®, 3rd Edition

Published by: John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030-5774, www.wiley.com

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Library of Congress Control Number: 2025945495

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Introduction

So you want to learn to code! Coding — writing computer programs — has something for everyone: creativity, logic, art, math, storytelling, design, and problem solving. From toys and games to animations and simulations, this book coaches you step by step through coding real programs in real programming languages that you can share with family and friends.

About This Book

Many kids want to learn to code, but not all kids have computer programming classes at school or a camp they can attend during the summer. That’s where this book comes in!

Coding for Kids For Dummies will help you learn all of the basic coding concepts and skills used by real computer programmers. Everything you do here will be useful in learning new skills and more advanced programming languages in the future. Best of all, the tools in this third edition are free, online, and easy to use.

This edition of the book covers the following:

Scratch,

a learning language created at MIT that is arguably the most popular kid programming language available. This book features projects in the most recent version of Scratch — Scratch 3.0. Scratch is a free, block-based language that offers new coders an easy entry into computer programming.

Python,

a text-based language that is used in creating video games, training robots, and even making artificial intelligence (AI) chatbots. In this book, text-based Python projects are shown in Trinket. The free Trinket online platform uses a web-based editor that runs a version of Python. It supports many core features of Python 3, especially those used in education, but not all Python 3 features are supported.

Artificial intelligence,

through Machine Learning for Kids (ML4K), a beginner-friendly platform that lets you train your own computer models to recognize images, text, and more — and then use those models in Scratch programs you create.

Foundational computer programming concepts,

which apply to both the projects in this book and any other coding (and, more generally, computer science) work you might pursue in the future.

Additionally, graphic design, sound editing, and animation are incredibly important skills that go hand in hand with coding to create great-looking and easy-to-understand digital tools. Although this book provides a little bit of guidance in these areas, the main focus of the content in these pages is coding.

Foolish Assumptions

Hello, person buying this book and reading this introduction! I assume you are a kid who wants to learn to code. Awesome! You are starting on an adventure that will take you from being a user of technology to being a maker of technology. And it’s a lot easier than you might think.

Here are a few other assumptions I make about you (or your technology) as you get started:

You are comfortable typing on a tablet or a computer and using a mouse or touchpad. Your experience can be either on a Windows or Mac system because instructions for coding each project are platform independent.

You have an Internet connection and know how to open a web browser to access websites.

You’ve played with a few apps, websites, or games on a computer, so you have some idea of what user interfaces (UI) look like and how people interact with a computer via the UI.

You’re comfortable with basic math, math operations such as adding whole numbers, and logical operations such as comparing two whole numbers. I introduce algebraic variables in this book — you don’t need to have any prior knowledge of variables.

Lastly, if you struggle with spelling and punctuation (and you’re operating in text-based mode), you may need to spend extra time troubleshooting your code for misspellings.

Icons Used in This Book

As you work through the projects in this book, you’ll see four icons. These icons point out different things.

The Tip icon gives you a tip that you can use to make your work easier. You’ll see some tips over and over again.

The Remember icon helps you remember and connect the coding concepts and skills you’re working on with the big ideas of coding!

The Warning icon tells you to watch out! It marks important information that may save you headaches.

The Technical Stuff icon lets you know more about the nuts and bolts of technical details and hardware help.

Beyond the Book

On the Dummies.com website, I give you some extra goodies that you won’t find in this book. Go to www.dummies.com and search for “Coding for Kids For Dummies Cheat Sheet” for a cheat sheet that summarizes the absolute basics of coding in Scratch, Python, and Machine Learning for Kids. Download the information, print it, and keep it with your computer!

Where to Go from Here

It’s a good idea to work on the projects in order, but you can choose to jump around if you want to do so. After you gain a little experience coding, you can go in many new directions. Learn more advanced concepts in Scratch and Python. Make up your own projects and supercharge them with AI through Machine Learning for Kids. Work on learning more advanced programming languages. Learn to write control code for small electronic devices.

I hope this book inspires you to continue learning more about coding and making things with tech. Kudos on taking the first step! Now go get started!

Part 1

Getting Started

In this part you’ll …

Discover the components of a computer program

Explore the basics of using Scratch and Trinket

Gain strategies for fixing code when things go wrong