Intro to Java with Greenfoot
Intro to Java with Greenfoot: the year before AP CSA
A complete first-year Java course, taught by building games in Greenfoot. It starts with a student who has never opened a code editor and finishes with one who can render and navigate a 2D array tile map, which is the work AP Computer Science A spends weeks on.
Schools most often run this as the pre-AP year before AP Computer Science A, or as the first year of a two-year sequence that finishes with the AP course.
- 6 units
- 42 lessons
- 6 game projects
- 11 project tutorials
- No experience needed
- Greenfoot is free
What students can do by the end
Read and write the Java that AP Computer Science A assumes on day one: objects and methods, variables and conditionals, loops, arrays, and 2D arrays. They will have built six working games doing it, which is the part that keeps a first-year class in the room.
The six units
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Unit 1 · 6 lessons
Unit 1: Meet Greenfoot
Scenarios, Worlds, and Actors through The act() Method.
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Unit 2 · 7 lessons
Unit 2: Variables, Decisions, and Input
Variables and Types through Keyboard Input.
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Unit 3 · 9 lessons
Unit 3: Methods, Worlds, and Constructors
Why Write a Method through The Actor Constructor.
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Unit 4 · 7 lessons
Unit 4: Loops and Collections of Actors
The while Loop through Spawning with Loops.
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Unit 5 · 6 lessons
Unit 5: Arrays
Declaring an Array through Arrays that Drive a Game.
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Unit 6 · 7 lessons
Unit 6: 2D Arrays and Tile Maps
Declaring a 2D Array through Row and Column Algorithms.
How it is taught
Every lesson is a build walkthrough
Numbered steps, each with a screenshot of the Greenfoot window, the code as text, and an explanation of what changed and why. Every step leaves a scenario that compiles and runs, so a student who stops halfway has a working game rather than a wall of errors.
Code arrives with holes in it, never blank
Students fill specific gaps in working code. It teaches the syntax without demanding a beginner produce a whole class from nothing, and it is graded instantly.
Wrong ideas are named, not just corrected
Every lesson has a block on the mistakes students actually make here: that act() runs once, that y grows upward, that a score declared in the wrong place will remember anything. Naming a wrong idea kills it faster than repeating the right one.
Getting stuck has its own pages
Forty-one reference pages covering compiler errors, runtime errors, and the silent problems that produce no error at all. Opening one is never counted against a student.
What a teacher has to do
Roughly 85 percent of the points mark themselves. Concept checks, fill-in-the-code exercises and end-of-lesson quizzes are graded automatically and land in your gradebook.
What you score by hand is the six game projects, against a rubric. That is deliberate: a Greenfoot scenario is built on the desktop and cannot report itself, and a course that pretended otherwise would be grading a checkbox rather than a game.
Greenfoot project tutorials
Eleven build-along projects with starter files and video walkthroughs, filed under the unit whose material each one uses. They are optional and they are not graded: a Greenfoot scenario runs on the desktop and cannot report itself. Use them as the reward at the end of a unit, or as the thing a student who finishes early goes and does.
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Project 1 · Unit 1: Meet Greenfoot
The Hungry Bee
Movement, collision detection, and the simplest possible game loop.
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Project 2 · Unit 2: Variables, Decisions, and Input
Catch The Apple
Keyboard control, a score that goes up, and spawning objects at random.
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Project 3 · Unit 2: Variables, Decisions, and Input
Piano Project
Sound, mapping many keys to many actions, and building an instrument you can play.
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Project 4 · Unit 3: Methods, Worlds, and Constructors
Movement Essentials
Four movement patterns in one sitting: sliding, move and rotate, steering, and gravity with a jump.
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Project 5 · Unit 3: Methods, Worlds, and Constructors
Fire Projectile
Shooting on the spacebar, and point-click-shoot aiming.
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Project 6 · Unit 3: Methods, Worlds, and Constructors
Changing Worlds
Moving between worlds on a collision while carrying the player data across.
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Project 7 · Unit 4: Loops and Collections of Actors
Endless Runner and Open World
Scrolling backgrounds, generating ground as you go, and an open world to explore.
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Project 8 · Unit 4: Loops and Collections of Actors
Tower Defense
Enemies that follow a path, towers you place, and targeting that picks what to shoot.
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Project 9 · Unit 4: Loops and Collections of Actors
Interactive Calendar
Switch statements, drawing images, and buttons that respond.
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Project 10 · Unit 5: Arrays
Array Racing
One array holding many cars, and what that buys you over ten separate variables.
Starter code and video coming soon
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Project 11 · Unit 6: 2D Arrays and Tile Maps
Movie Theater
A 2D array of seats, booked and released. The clearest grid there is.
Common questions
What course should students take before AP Computer Science A?
A first-year Java course that covers objects, methods, conditionals, loops, arrays and 2D arrays. This course covers all of them through Greenfoot game projects, so students arrive at AP CSA already able to read and write the Java it assumes.
Do students need any programming experience to start?
None. Unit 1 assumes no coding, no IDE experience and no vocabulary, and nothing in the course asks a beginner to write code from a blank screen.
How much of the course grades itself?
Roughly 85 percent of the points. Concept checks, fill-in-the-code exercises and short quizzes are graded automatically; the six game projects are scored by the teacher against a rubric.
What software do students need?
Greenfoot, which is free, plus a browser for the lessons. There is nothing to install on the school network beyond Greenfoot itself.
How long is the course?
Six units and 42 lessons, plus six game projects. It is built to fill a full school year at roughly two lessons a week.
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