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Java 1 Course

Welcome to Java 1 Course, learn basics of Java. Learn object oriented programming with Java!

Java 1 Course

Welcome to Java 1 Course, learn basics of Java. Learn object oriented programming with Java!

Course card image for Java 1
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Intro to Java Course

Advanced Level
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16 units, 105 lessons
452 Activities

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Recommended for Ages 13+

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No Prerequisites

Java

Java is a highly recommended programming language for learning to code. Its object-oriented paradigm encourages programmers to think carefully about how to organize their work, and many tools are available through its robust inheritance system.

What Kids Learn

  • Learn object oriented programming
  • Complete 92 programming lessons
  • Learn about Java variables and methods
  • Study objects, classes, and inheritance
  • Demonstrate mastery in a final project

How Kids Learn with Tynker

Kids learn on their own with a guided, hands-on approach that individualizes the learning experience. Tynker's online courses provide a complete learning system for your child to master the fundamentals of programming. Tynker's visual programming language makes it easy to learn, and once kids gain proficiency, they can seamlessly transition to Javascript coding within the Tynker learning system. Enroll in one of our plans for unlimited play across all courses.

Game-Based Learning

Tynker's self-guided lessons break down coding concepts while solving puzzles and making cool apps.

Interactive Assessments

Quick practice quizzes and assessment tests evaluate a child's comprehension of subjects taught.

Captivating Topics

There's always something to learn with multiple subjects, projects, and coding languages available.

System Requirements

Online courses require a desktop computer, laptop computer, Chromebook, or Netbook with Internet connection and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required. Courses are not supported on tablets.

Minecraft courses and server access is available to verified accounts. Minecraft for Windows 10 is required for Training Day, Agent Recall, Gears of Time, Mythicraft, and Mind Crafters courses. Content and courses are subject to changes. NOT AN OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.

Lesson image for: Unit 1: Java Basics

Unit 1: Java Basics

Get acquainted with the basics of Java programming.

7 Modules:

  • 1.1 Warm Up!
  • 1.2 Introduction
  • 1.3 Visualizing Algorithms
  • 1.4 Printing to the Console
  • 1.5 Strings and Input
  • 1.6 Algorithms Review
  • 1.7 Algorithms Quiz
Lesson image for: Unit 2: Abstraction and Methods

Unit 2: Abstraction and Methods

Explore methods, a way to keep code organized and repeatable.

6 Modules:

  • 2.1 Abstraction
  • 2.2 More on Methods
  • 2.3 Composition
  • 2.4 ASCII Art Methods
  • 2.5 Methods Review
  • 2.6 Methods Quiz
Lesson image for: Unit 3: Variables and Data Types

Unit 3: Variables and Data Types

Learn about variable initialization, declaration, data types, bits, bytes, and more.

7 Modules:

  • 3.1 Encoding Information
  • 3.2 Binary Numbers
  • 3.3 Variables
  • 3.4 How to Use Variables
  • 3.5 Types
  • 3.6 Variables Review
  • 3.7 Variables Quiz
Lesson image for: Unit 4: Expressions and Operators

Unit 4: Expressions and Operators

Learn how operators can be used to form expressions.

5 Modules:

  • 4.1 What's an Expression?
  • 4.2 Variable Initialization in Java
  • 4.3 Working with Numbers
  • 4.4 Expressions, Operators, and Statements Review
  • 4.5 Expressions, Operators, and Statements Quiz
Lesson image for: Unit 5: Objects

Unit 5: Objects

Learn about object-oriented programming basics.

9 Modules:

  • 5.1 Variables and Memory
  • 5.2 Properties and Behaviors
  • 5.3 Classes
  • 5.4 Instance Variables and Methods
  • 5.5 Constructors
  • 5.6 Drawing Shapes
  • 5.7 The Math Class
  • 5.8 Review
  • 5.9 Quiz
Lesson image for: Unit 6: Strings

Unit 6: Strings

Explore text-processing in Java.

6 Modules:

  • 6.1 Introduction to Strings
  • 6.2 String Methods
  • 6.3 More String Methods
  • 6.4 Substrings
  • 6.5 Review
  • 6.6 Quiz
Lesson image for: Unit 7: Boolean Expressions and If Statements

Unit 7: Boolean Expressions and If Statements

Explore boolean values and boolean logic. Write programs that "make decisions."

7 Modules:

  • 7.1 Boolean Expression Basics
  • 7.2 Logical Operators in Java
  • 7.3 Using Relational and Logical Operators Together
  • 7.4 Conditional Statements
  • 7.5 Else and Else-If Statements
  • 7.6 Conditionals Review
  • 7.7 Conditionals Quiz
Lesson image for: Unit 8: While Loops

Unit 8: While Loops

Write loops that repeat instructions, depending on whether a condition holds true.

8 Modules:

  • 8.1 The While Loop
  • 8.2 Take Control of Loops
  • 8.3 Infinite Loops
  • 8.4 Draw with Loops
  • 8.5 Randomness
  • 8.6 While Loop Puzzles
  • 8.7 While Loops Review
  • 8.8 While Loops Quiz
Lesson image for: Unit 9: For Loops

Unit 9: For Loops

Learn how to represent repeating patterns with code.

7 Modules:

  • 9.1 For Loop Basics
  • 9.2 Nested Loops
  • 9.3 Accumulating, Filtering, Mapping
  • 9.4 Loop Challenges
  • 9.5 Common Pitfalls
  • 9.6 For Loops Review
  • 9.7 For Loops Quiz
Lesson image for: Unit 10: Algorithms Challenge Lab

Unit 10: Algorithms Challenge Lab

Practice using algorithms with challenge questions in this lab.

1 Module:

  • Lab: Algorithms
Lesson image for: Unit 11: Classes

Unit 11: Classes

A deeper dive into object-oriented programming.

12 Modules:

  • 11.1 Constructors
  • 11.2 Methods and Scope
  • 11.3 Intangible Objects
  • 11.4 Adding Functionality
  • 11.5 toString
  • 11.6 Separation of Concerns
  • 11.7 Setters and Getters
  • 11.8 Writing Setters and Getters
  • 11.9 National Parks
  • 11.10 Impact of Computing
  • 11.11 Classes Review
  • 11.12 Classes Quiz
Lesson image for: Unit 12: Array Basics

Unit 12: Array Basics

Learn the basics of arrays.

7 Modules:

  • 12.1 The Case for Arrays
  • 12.2 Creating Arrays
  • 12.3 For Loops and Arrays
  • 12.4 Processing Arrays
  • 12.5 Taking Flight
  • 12.6 Arrays Review
  • 12.7 Arrays Quiz
Lesson image for: Unit 13: Array Applications

Unit 13: Array Applications

Create cool programs of your own using array processing.

11 Modules:

  • 13.1 Arrays and Objects
  • 13.2 Comma Separated Values
  • 13.3 Arrays and Objects 2
  • 13.4 ToDo List
  • 13.5 Dream Journal
  • 13.6 Global Temperatures
  • 13.7 Graphing Temperatures
  • 13.8 Regional Temperatures
  • 13.9 ForEach Loops
  • 13.10 Arrays and Objects Review
  • 13.11 Arrays and Objects Quiz
Lesson image for: Unit 14: Array Challenge Lab

Unit 14: Array Challenge Lab

Practice using arrays with challenge questions in this lab.

1 Module:

  • Lab: Array Challenges
Lesson image for: Unit 15: Inheritance

Unit 15: Inheritance

Learn about class inheritance and its applications.

7 Modules:

  • 15.1 Introduction to Inheritance
  • 15.2 Extends
  • 15.3 Equals
  • 15.4 Super
  • 15.5 Polymorphism
  • 15.6 Inheritance Review
  • 15.7 Inheritance Quiz
Lesson image for: Unit 16: Capstone Project

Unit 16: Capstone Project

Create a Java project of your own design.

4 Modules:

  • Capstone Project, Day One
  • Day Two: Find Bugs
  • Day Three: Minimum Viable Product
  • Day Four: Polish, Test, and Document

Algorithms & Programming

Arrange commands in code to produce desired solutions.

String Handling

Retrieve and remix strings of characters in code for various purposes.

Object Oriented Programming

Organize code into classes and objects for optimal user-friendliness.

Composition & Decomposition

Break down coding tasks into smaller steps or combine small steps into a larger program.

Problem Solving

Evaluate task goals and identify steps to reach them.

Critical Thinking

Analyze and develop logical solutions to problems.

Decision Making

Determine options in the execution of a task with differing outcomes.

Testing & Debugging

Review code to locate and fix errors.

Creativity

Produce varied artistic output using coding and other digital skills.

Interactive Programs

Create a program with multiple moving, visual, interactive parts.

Math

Utilize arithmetic, algebra, or geometry in a coding project.

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All plans include access for up to 3 children

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Choose a Plan to Accelerate Learning

All plans include access for up to 3 children

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60% OFF

Lifetime*

$780 $312 one time payment Best Deal

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Tynker is designed to progress with your child. A three year plan accelerates their coding mastery from block coding to advanced text languages.