Learning programming with Karel the robot
Acciones que Karel puede realizar
Available actions for Karel
Habilitar los superpoderes de Karel
Check user's own world
Check the walls user's provided world
Condiciones que Karel puede verificar
Conditions that Karel can test
Create dataset about beepers
Generate a dataset to plot Karel's figure in each time
Ejecutar acciones
Generar el mundo de Karel
Generate array which shows moves that Karel can and can't make
Create Karel's world
Get row number in beepers dataset
Get Karel's environment
This function lets me add objects to another environment
Turn on Karel's superpowers
Plot base world
Plot the world at a given time
Put horizontal walls (streets)
Put vertical walls (streets)
Run actions
This is the R implementation of Karel the robot, a programming language created by Dr. R. E. Pattis at Stanford University in 1981. Karel is an useful tool to teach introductory concepts about general programming, such as algorithmic decomposition, conditional statements, loops, etc., in an interactive and fun way, by writing programs to make Karel the robot achieve certain tasks in the world she lives in. Originally based on Pascal, Karel was implemented in many languages through these decades, including 'Java', 'C++', 'Ruby' and 'Python'. This is the first package implementing Karel in R.