Python is a powerful, expressive programming language that’s easy to learn and fun to use!
Python Gym introduces students to the exciting world of programming using the Python language. Students will gain a basic understanding of object-oriented programming and enhance their critical thinking and problem-solving skills as they learn to design, code, and debug Python programs.
Challenging missions encourage them to master important programming concepts such as variables, operators, and control flow constructs. No prior programming experience is required, Python Gym is self paced and allows students to receive immediate feedback through the simulation.
Python Gym game-like environment creates a fun and engaging platform for students to learn to code.
Course outline and learning objectives
Python is the world’s fastest-growing and most popular programming language used by software engineers, analysts, data scientists, and machine learning engineers alike. Python Gym allows you to learn Python like a Professional! Start from the basics and go all the way to programming your own virtual robot!
In this mission pack, you are introduced to Python Gym and the coding interface.
You will learn how to print text to the console at the bottom of the interface, how to insert comments in your program, basic syntax (language rules) for Python.
Applying force to an object, such as a robot, causes it to accelerate. Students will learn how a Ruby must maintain a constant speed, in order to safely reach the mission target. Taking Ruby uphill at a steady pace, will be much easier once students learn the built-in functionality that allows them to program her to maintain a constant speed.
Get the Distance
In this mission pack, students will perform an experiment with Ruby, using the same program to drive her on
a level plane, an uphill slope, and a downhill slope. Students learn about the proportional controller, implement variables into the code, and use a proportional controller.
Turning the robot involves applying different power values to each of the two motors. In this
mission pack, students will use the set speed method with unequal arguments, time, sleep, and brake
methods to send Ruby down the correct path. Students will create and tune a P-controller, different functions for separate modules and even create free art.
To the Letter
In this mission pack, students are tasked with programming the robot to trace the shape of letters. Students will
use the set_trail method to allow Ruby to trace the path on which she travels. Students will create and tune a P-controller, different functions for separate modules and even create free art.
This mission pack charges students to execute a precise pivot turn before driving straight ahead to gather all
of the collectibles, a short smooth turn, and use tuples to program Ruby to complete turns of differing radii. Students are also introduced to the Python documentation library.
On the Radar
Students are introduced to the Ultrasonic Sensor, which detects the distance between the robot and other objects. Students will make use of the sensor to complete a difficult navigational task, to program the robot to “hug a wall” and more.
Students will program the robot’s Magnet Arm. The arm can be used to lift and manipulate magnetboxes, to move the magnetbox, to fix a bridge, and to turn elements.
Encoders are internal sensors that allow an engineer to determine how much a motor has rotated. In this mission pack students must employ Ruby’s encoders to complete the code necessary for the missions. Students will drive Ruby down a bumpy road, using the Gyro Sensor, they will be scurrying down a very high double-incline and more.
In this mission pack, students will use a two-level controller to program Ruby to follow a line to the target, they will use OR logic, program Ruby to react to the traffic cues on the surface and will need to solve the most difficult line-following challenge to date.
Heatmaps and student reports
Course Progress Control
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Students are loving the game! What’s keeping them motivated is trying to find the solution first…I incentivize them to resolve the challenge as efficiently as possible (and whoever finishes first. Kids LOVE a race…)
I was only really expecting the students to complete two sets of challenges in any one course each week, but once students get going, your system is highly addictive.
Once I saw coderZ, I was hooked. I have been using it as online assignments for my students so that they have a fun way to learn to code. Due to this, I have gotten significant favorable feedback from the kids saying they like the assignments and a lot of students have worked well ahead of schedule thus far.