Bootstrap curriculum
Bootstrap is a curricular module for students ages 12-16, which teaches algebraic and geometric concepts through computer programming. At the end of the module, students have a completed workbook filled with word problems, notes and math challenges, as well as a videogame of their own design, which they can share with friends and family.
Their mission is to use students' excitement and confidence around gaming to directly apply algebra to create something cool.
Bootstrap works with schools, districts and tech-educational programs across the country, reaching hundreds of teachers and thousands of students each year. Bootstrap has been integrated into math and technology classes across the country, reaching thousands of students since 2006. Most teachers have also attended a Bootstrap Workshop, where they received specialized training to deliver the class.
By working with mainstream math teachers and aligning to national and state standards, Bootstrap is built to scale. Bootstrap has partnered with school, districts and organizations across the country to bring the curriculum to tens of thousands of students. And because every child takes math - no matter their gender, class, age or interest - Bootstrap reaches thousands of girls and underrepresented students each year
Curriculum
The Bootstrap program is broken up into two modules, Bootstrap:1 and Bootstrap:2.
Bootstrap:1
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
Bootstrap:2
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
Bootstrap:1 is taught in the Racket programming language, and Bootstrap:2 moves students to Pyret. Both are functional languages, meaning they behave algebraically and so are well-suited to a math class. Bootstrap students primarily use cloud-based programming environments--WeScheme for Bootstrap:1 and code.pyret.org for Bootstrap:2. Teachers may download DrRacket for offline use with either language.[1]
History
Bootstrap was founded in 2006 by Emmanuel Schanzer, Kathi Fisler and Shriram Krishnamurthi [2] 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.
Reception
Since its introduction in 2006, Bootstrap has reached thousands of students across the United States.
In an analysis of the Bootstrap curriculum, Robert Lee states that "Statistical analysis revealed that students who completed the Bootstrap course gained a significantly better understanding of variables and a suggestive improvement in understanding functions."[3]
Notable partners include Code.org, Palantir, CSNYC, and ECEP.
Bootstrap has been given grants by Google [citation needed] and the National Science Foundation.[4]
References
- ^ "Bootstrap Materials". Bootstrap.org. Bootstrap. Retrieved 2015-08-11.
- ^ Stacey, Kevin. "Students 'bootstrap' algebra from video games". Brown.edu. Brown University. Retrieved 2015-08-11.
- ^ Lee, Robert. "Teaching Algebra Through Functional Programming: An Analysis of the Bootstrap Curriculum". http://scholarsarchive.byu.edu/. Brigham Young University. Retrieved 2015-08-11.
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- ^ "Award Abstract #1042210 BPC-DP: Deploying a Vertically-Integrated Computing Curriculum to At-Risk Students". NSF Award Search. National Science Foundation. Retrieved 2015-08-18.