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Bootstrap curriculum

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Bootstrap is a curriculum which uses computer programming to teach algebra to students age 12-16. The curriculum challenges its students to create a simple video game using rigorous programming principles and mathematical concepts. The program was designed "to teach algebra by having students familiarize themselves with algebraic concepts in the context of programming their own video games."[1] Because Bootstrap introduces the goal of creating a video game from the beginning, students are expected to focus on the skills they are learning instead of why they are learning them.

Curriculum

The Bootstrap program is broken up into two modules, Bootstrap 1 and Bootstrap 2.

Bootstrap 1 offers an introduction to the math and programming skills required to create a simple 3-character game involving a player, an obstacle and a goal. The primary concepts covered are:

Mathematics

  • Word Problems
  • Coordinate planes
  • Order of Operations
  • Variables
  • Functions
  • Input/Output Tables
  • Domain and Range
  • Function Composition
  • Inequalities in the Plane
  • Piecewise Functions
  • Pythagorean Theorem
  • Number lines

Programming

  • Numbers, Strings and Images
  • Defining Functions
  • Unit Testing
  • Boolean Logic
  • Multi-input Functions
  • Mixed-Type Functions

In Bootstrap 2, students learn more about what makes the game they designed in Bootstrap 1 work. Using data structures, students animate their games and devise a world structure to create a more sophisticated game. The primary concepts covered are:

Mathematics

  • Complex functional relationships
  • Exploring Randomness
  • Connections to Trigonometry

Programming

  • Event-Driven Programming
  • Data Structures
  • Whole-Program Design
  • Data Modeling
  • Encapsulation
  • Connections to recursion, lists, and algorithms

Toolset

The primary program students use throughout the curriculum is WeScheme, but DrRacket is also supported.[2]

History

Bootstrap was founded in 2006 by Emmanuel Schanzer, Kathi Fisler and Shriram Krishnamurthi [3] It began as a 10-week after-school program. After the success of the after-school program, it went on to find a place during normal teaching hours.

Propagation

Since its introduction in 2006,

Notable partners include Code.org, Palantir, CSNYC, and ECEP.

  1. ^ Schanzer, Emmanuel. "Emmanuel Schanzer of Bootstrap Talks to Study.com". study.com. Retrieved 8/11/15. {{cite web}}: Check date values in: |accessdate= (help); More than one of |author1= and |last1= specified (help)
  2. ^ "Bootstrap Materials". Bootstrap.org. Bootstrap. Retrieved 8/11/15. {{cite web}}: Check date values in: |accessdate= (help)
  3. ^ Stacey, Kevin. "Students 'bootstrap' algebra from video games". Brown.edu. Brown University. Retrieved 8/11/15. {{cite web}}: Check date values in: |accessdate= (help)