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Texas Computer Science I

Description

How do computers store and manipulate information? In this lesson, students learn how computers abstract complicated information into manageable chunks that they can then store and manipulate.

Objective

Students will be able to:

  • Explore and explain abstraction and the different ways that we can represent digital information
Description

In this lesson, students will learn what a number system is, the difference between the decimal number system and the binary number system, and how to convert between decimal and binary.

Objective

Students will be able to:

  • Represent numbers in different number systems
  • Understand how to convert between the decimal and binary system
Description

In this lesson, students will learn what a number system is, the difference between the decimal number system and the binary number system, and how to convert between decimal and binary.

Objective

Students will be able to :

  • Understand the binary system
  • Encode various types of information using binary
Description

How are computers organized? What are the main components of a computer?

In this lesson, we will explore how different organizational structures of computers interact with each other to make computers functional.

Objective

Students will be able to:

  • Understand the main parts of a computer
  • Differentiate the difference between hardware and software
  • Identify input and output devices
  • Learn different types of networks
Description

What kinds of software do computers use and need?

In this lesson, the topic of software is broken down into types of software, how they interact, and the specific functions of the different types of software.

Objective

Students will be able to:

  • Understand and identify different types of software and their functions
Description

What is hardware? How does hardware work?

In this lesson, hardware is broken down into the different physical components of computers and how they contribute to the function of the computer as a whole.

Objective

Students will be able to:

  • Understand and identify the physical components of a computer & their roles in computer functionality
Description

In this lesson, students learn about the different types of software licenses as well as the different methods of installing software based on the application’s architecture.

Objective

Students will be able to:

  • Explain the different types of software licenses
  • Explain the different delivery methods and architecture models of installing software
Description

Where is computing headed? What is Artificial Intelligence and what are the potential impacts that this might have on our world?

In this lesson, students learn about Artificial Intelligence and how the landscape of computing might change in the future. Students will discuss how these future developments might impact our society.

Objective

Students will be able to:

  • Discuss the future of technology and computers in the world
Description

In this lesson, students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.

Objective

Students will be able to:

  • Write their first Karel program by typing out all of the Karel commands with proper syntax

  • Explain how giving commands to a computer is like giving commands to a dog

Description

In this lesson, students learn more about Karel and Karel’s world. Students learn about walls in Karel’s world, the directions Karel can face, and how to identify a location in Karel’s world using rows and columns. In these exercises, students will begin to see the limitations of Karel’s commands. Students will need to apply Karel’s limited set of commands to new situations. For example, how can they make Karel turn right, even though Karel does not know a turnRight command?

Objective

Students will be able to…

  • Identify the direction that Karel is facing
  • Predict what direction Karel will be facing after executing a series of commands
  • Identify a location in Karel’s world using Row, Column terminology
Description

In this lesson, students will learn how they can create their own commands for Karel by calling and defining functions. Functions allow programmers to create and reuse new commands that make code more readable and scalable.

Objective

Students will be able to:

  • Define a function, and successfully implement functions in their code.
  • Teach Karel a new command by creating a turnRight() function
Description

In this lesson, students learn in more detail about functions, and how they can use functions to break down their programs into smaller pieces and make them easier to understand.

Objective

Students will be able to:

  • Create functions to teach Karel new commands
  • Explain the difference between defining and calling a function
  • Utilize these functions to write higher level Karel programs that go beyond the basic toolbox of commands that Karel starts with
Description

In this lesson, students will deepen their understanding of functions by learning about the main function. The main function helps to organize the readability of code by creating a designated place where code that is going to be run in a program can be stored:

function main(){
   turnRight();
}

function turnRight(){
   turnLeft();
   turnLeft();
   turnLeft();
}

main();
Objective

Students will be able to:

  • Explain the functionality of the main function
  • Use the main function appropriately in their programs
  • Improve the readability of their code
Description

In this lesson, students learn about Top Down Design and Decomposition. Top Down Design is the process of breaking down a big problem into smaller parts.

Objective

Students will be able to:

  • Break a large problem down into smaller, simpler problems
  • Write methods that solve the simpler problems, and use them as building blocks to solve the larger problem
  • Compare programs and identify good vs poor decomposition
Description

In this lesson, students learn how to style their programs by including comments. Comments allow students to leave notes on their program that makes it easier for other to read. Comments are written in plain English.

Commenting Your Code Example:

/*
 *  multi-line  comments
 */

// single line comments
Objective

Students will be able to:

  • Explain the preconditions and postconditions of a function
  • Create clear and readable comments in their code that help the reader understand the code
  • Explain the purpose of comments
Description

In this lesson, students are introduced to Super Karel! Since commands like turnRight() and turnAround() are so commonly used, students shouldn’t have to define them in every single program. This is where SuperKarel comes in. SuperKarel is just like Karel, except SuperKarel already knows how to turnRight and turnAround, so students don’t have to define those functions anymore!

Objective

Students will be able to:

  • Write programs that use SuperKarel instead of Karel
  • Utilize the new toolbox of commands that SuperKarel provides over Karel
  • Read documentation to understand how to use a library (SuperKarel is an example of this)
Description

In this lesson, students learn how to use for loops in their programs. The for loop allows students to repeat a specific part of code a fixed number of times.

For loops are written like this:

for(let i = 0; i < 4; i++)
{
    // Code to be repeated 4 times
}
Objective

Students will be able to:

  • Create for loops to repeat code a fixed number of times
  • Explain when a for loop should be a used
  • Utilize for loops to write programs that would be difficult / impossible without loops
Description

In this lesson, students learn about the conditional statement “if”. Code within an “if statement” will only execute IF the condition is true.

if (frontIsClear()) {
    // Code to be executed only if front is clear
}
Objective

Students will be able to:

  • Use conditions to gather information about Karel’s world (is the front clear, is Karel facing north, etc)
  • Create if statements that only execute code if a certain condition is true
Description

In this lesson, students learn about an additional control structure, if/else statements. If/else statements let students do one thing if a condition is true, and something else otherwise.

if/else statements are written like this:

if (frontIsClear()) {
      // code to execute if front is clear
 } else {
      // code to execute otherwise
}
Objective

Students will be able to:

  • Explain the purpose of an If/Else statement
  • Create If/Else statements to solve new types of problems
  • Identify when it is appropriate to use an If/Else statement
Description

In this lesson, students are introduced a new type of loop: while loops. While loops allow Karel to repeat code while a certain condition is true. While loops allow students to create general solutions to problems that will work on multiple Karel worlds, rather than just one.

Objective

Students will be able to:

  • Explain the purpose of a while loop
  • Create while loops to repeat code while a condition is true
  • Utilize while loops to solve new types of problems
  • Test their solutions on different Karel worlds
Description

Debugging is a very important part of programming. In this lesson, students learn how to effectively debug their programs.

Objective

Students will be able to:

  • Use debugging strategies to find and fix errors in their code.
  • Identify different types of errors in their code.
  • Explain the meaning of different error messages.
Description

In this lesson, students review how they should indent their code to make it easier to read.

Objective

Students will be able to:

  • Explain why it is important to indent code
  • Identify proper indentation
  • Modify a program to have proper indentation
  • Write programs with proper indentation
Description

In this lesson, students learn how to combine and incorporate the different control structures they’ve learned to create more complex programs.

Objective

Students will be able to:

  • Identify the different control structures we can use to modify the flow of control through a program
  • Combine control structures to solve complicated problems
  • Choose the proper control structure for a given problem
Description

In this lesson, students get extra practice with control structures. Students will continue to see different ways that the if, if/else, while, and for loops affect their code and what Karel can do.

Objective

Students will be able to:

  • Debug common errors in code
  • Use control structures to create general solutions that work on all Karel worlds
Description

In this lesson, students review content with a 25 question Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of basic coding concepts with Karel through a multiple choice quiz
Description

In this module, students will synthesize all of the skills and concepts learned in the Karel module to solve increasingly challenging Karel puzzles.

Objective

Students will be able to:

  • Define a problem in their own words and plan out a solution to the problem
  • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
  • Utilize the proper control structures to create general solutions that solve multiple Karel worlds
  • Write clear and readable code using control structures, functions, decomposition, and comments
Description

In this lesson, students understand how they can control and protect their footprint. As students use the Internet, they are building their digital footprint. This includes social media posts, emails, picture and video uploads amongst other online activities.

Objective

Students will be able to:

  • Understand how their online activity contributes to a permanent and public digital footprint
  • Articulate their own social media guidelines to protect their digital footprint
Description

In this lesson, students will learn about and discuss cyberbullying. Cyberbullying is the use of electronic communication to harass or target someone. Cyberbullying includes sending, posting, or sharing negative, harmful, false, or mean content about someone else.

Objective

Students will be able to:

  • Understand the impact of cyberbullying, and identify unacceptable bullying behavior
  • Identify proper actions to take if they are victims of cyberbullying or if they observe someone being cyberbullied
Description

In this lesson, students will learn to recognize online predatory behavior and strategies on how to avoid and respond to it. The Internet is a great place to socialize, but it is important to be aware of risks. Common sense and following safety guidelines can help students stay safe online.

Objective

Students will be able to:

  • Identify predatory behavior and how to respond to it online
Description

In this lesson, students will discuss and examine policies regarding privacy and security. Using best practices like setting strong passwords, reading privacy policies, and using https can help in staying safe online.

Objective

Students will be able to:

  • Use best practices in personal privacy and security, including strong passwords, using https, and reading privacy policies
Description

In this lesson, students will learn about the impact of visually representing data to make information easier to analyze and use.

Objective

Students will be able to:

  • Explain the importance of visually depicting data to make information easier to use and to understand trends and changes in information
Description

In this lesson, students will learn what copyright laws are and how to avoid copyright infringement. They will explore why copyright laws are important and how they protect the creators.

Objective

Students will be able to:

  • Explain what copyright laws are and why they are important
  • Find images they are legally allowed to use in their projects
  • Accurately attribute images they find and want to use
Description

Now that students have learned about digital citizenship and cyber hygiene, they will take what they have learned and create a PSA to inform members in the community about a topic!

Objective

Students will be able to:

  • Create a public service announcement for members of their community about a topic in digital citizenship or cyber hygiene
  • Use google sheets to store and analyze data, and create a data visualization.
Description

In this lesson, students complete a summative assessment of the unit’s learning objectives.

Objective

Students will be able to:

  • Prove their knowledge of digital citizenship and cyber hygiene concepts through a multiple choice quiz
Description

In this lesson, students will learn how to print messages out onto the console using the Javascript command console.log().

Objective

Students will be able to:

  • Write a JavaScript program by typing commands with proper syntax in the main function
  • Write a program that prints out a message to the user
Description

In this lesson, students learn how to assign values to variables, manipulate those variable values, and use them in program statements. This is the introductory lesson into how data can be stored in variables.

Objective

Students will be able to:

  • Explain what variables are and what they are used for
  • Create their own variables
  • Print out the values stored in variables
Description

In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.

Objective

Students will be able to:

  • Create programs that ask the user for input
  • Store user input in variables and print it back to the user
  • Choose the proper input function to use depending on the type of information needed
Description

In this lesson, students learn about the different mathematical operators they can use to perform mathematical computations and create useful programs that compute information for the user.

Objective

Students will be able to:

  • Describe the different mathematical operators we can use in programs
  • Create programs that use basic math to compute useful things
  • Create programs that take in user input, do simple computations with the input, and produce useful output
Description

In this lesson, students will learn what pair programming is, why it is used, and the appropriate behaviors of a driver and navigator.

Objective

Students will be able to:

  • Effectively communicate their ideas to a partner
  • Successfully complete a coding exercise using pair programming
  • Identify the pros and cons of pair programming
Description

In this lesson, students will learn how randomization can enhance a program.

Objective

Students will be able to:

  • Explain why random numbers are a useful part of computer programs.
  • Create random values in a program.
  • Utilize the DOCS for the Randomizer class in order to learn how to generate random values.
Description

In this lesson, students will learn how to create basic functions using JavaScript and use them to improve the organization, readability, and flow of their programs.

Objective

Students will be able to:

  • Define JavaScript functions
  • Call JavaScript functions within the main function
  • Use functions in order to manage the flow of their programs
  • Increase the readability and organization of their code using functions
Description

In this lesson, students review content with a 25 question Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of basic coding concepts through a multiple choice quiz
Description

In this lesson, students will learn about the graphics canvas and its coordinate system. Students will explore how to create and position shapes anywhere on the canvas. Graphic creation relies on setting the type of shape, size, position, and color on the artist’s canvas before adding it to the screen.

Objective

Students will be able to:

  • Understand the coordinate system of the canvas
  • Create basic shapes like circles and rectangles
  • Position shapes in specific locations on the canvas
  • Learn how to add color to shapes
  • Understand how the debug mode functions and how to turn it on or off
Description

In this lesson, students will get more practice with graphics objects. They will also learn how to find images on the internet and use them in their projects. Web images can be loaded into a graphics project using the WebImage class and passing a web image address to it and they can be resized using the setSize method. Apart from loading images and resizing them, students will also learn how to add text objects to their canvas.

Objective

Students will be able to:

  • Add images to their graphics projects using WebImage
  • Resize image objects using setSize
  • Display text on the canvas
  • Break their code into functions based on objects to be rendered
Description

In this lesson, students will further explore the positioning of their graphics and the importance of the order in which functions are called.

Objective

Students will be able to:

  • Strategically position shapes anywhere on the canvas
  • Break their graphics projects into manageable functions
  • Order their function calls in the main function correctly
Description

In this lesson, students review content with an 8 question Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of JavaScript graphics coding concepts through a multiple choice quiz
Description

In this unit, students will synthesize all of the skills and concepts learned in the JavaScript and Graphics unit to solve increasingly challenging puzzles.

Objective

Students will be able to:

  • Define a problem in their own words and plan out a solution to the problem
  • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
  • Write clear and readable graphics programs
Description

In this lesson, students will learn more about boolean values. Booleans refer to a value that is either true or false, and are used to test whether a specific condition is true or false.

Objective

Students will be able to:

  • Create boolean variables to represent meaningful yes/no values
  • Print out the value of a boolean variable
  • Explain the difference between static and dynamic programming languages
  • Explain the difference between compiled and interpreted programming languages
  • Explain the difference between front-end and back-end programming languages
Description

In this lesson, students learn about if statements as a way to make decisions and execute specific code depending on the validity of a condition.

Objective

Students will be able to:

  • Explain the purpose of if statements
  • Create their own if statements to selective choose which code is executed in their programs
Description

In this lesson, students will learn about logical operators. Logical operators allow students to connect or modify Boolean expressions. Three logical operators are the !, ||, && characters.

  • ! = NOT
  • || = OR
  • && = AND
Objective

Students will be able to:

  • Describe the meaning and usage of each logical operator: OR (||), AND (&&), and NOT (!)
  • Construct logical statements using boolean variables and logical operators
Description

In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.

Objective

Students will be able to:

  • Explain the meaning of each of the comparison operators (<, <=, >, >=, ==, !=)
  • Create programs using the comparison operators to compare values
  • Predict the boolean result of comparing two values
  • Print out the boolean result of comparing values
Description

In this lesson, students will apply their understanding of if/else statements to graphics programs. Students will also learn how to use else if statements to check for multiple conditions.

Objective

Students will be able to:

  • Write graphics programs with conditionals
  • Use else if statements to check for multiple conditions
Description

In this lesson, students will explore while loops and JavaScript variables. This combines the ideas of creating variables, updating variables throughout a loop, and determining the correct ending condition.

Objective

Students will be able to:

  • Explain the purpose of a while loop
  • Create while loops to repeat code while a condition is true
  • Utilize while loops to solve new types of problems
Description

In this lesson, students will learn how to create a Loop and Half. A Loop and a Half is a specific way to write a while loop with the condition being true. Inside the loop, students use a break statement to break out of the loop whenever that condition is met, causing the loop to end.

Objective

Students will be able to:

  • Explain how the loop-and-a-half structure is different from a traditional while loop
  • Explain what an infinite loop is
  • Explain what the break statement does
Description

In this lesson, students will apply their understanding of while loops to graphics programs.

Objective

Students will be able to:

  • Write graphics programs that use while loops
  • Use variables to update the position and size of graphics objects within a while loop
Description

In this lesson, students will learn in greater detail about for loops. For loops in Javascript are written and executed in the same manner as Karel exercises, except now students will explore modifying the initialization statement, test statement, and increment statements of the loops.

Objective

Students will be able to:

  • Create for loops in JavaScript
  • Explain the purpose of for loops
  • Utilize for loops to avoid typing out repeated code
  • Use the loop counter i inside the for loop code to do something different on each iteration
Description

In this lesson, students will apply what they have learned about for loops to graphics programs.

Objective

Students will be able to:

  • Create graphics programs with for loops
  • Use i to position graphics objects and change the size of graphics objects
  • Compare and contrast while loops and for loops
Description

In this lesson, students review content with a 15 question Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of control structures through a multiple choice quiz
Description

In this unit, students will synthesize all of the skills and concepts learned in the Control Structures unit to solve increasingly challenging puzzles.

Objective

Students will be able to:

  • Define a problem in their own words and plan out a solution to the problem
  • Break a large problem down into smaller pieces and solve each of the pieces, then use these solutions as building blocks to solve the larger problem
  • Utilize the proper control structures to create general solutions
  • Write clear and readable code using control structures, decomposition, and comments
Description

In this lesson, students will expand their use of functions by learning about and implementing parameters.

Objective

Students will be able to:

  • Explain the use of parameters and arguments
  • Create functions that take in parameters as input
  • Use parameters to generalize functions and reduce repeated code
Description

In this lesson, students learn how to test their functions by passing in valid and invalid data types as parameters.

Objective

Students will be able to:

  • Test their programs with valid and invalid data
Description

In this lesson, students learn about return statements and how to use them to send information between functions.

Objective

Students will be able to:

  • Explain the purpose of returning a value from a function.
  • Create functions that return values.
  • Create programs that call functions with return values and store the result for later use.
Description

In this lesson, students learn how to set default values for their function’s parameters.

Objective

Students will be able to:

  • Understand the role default values can have in a function.
  • Set default values for their parameters.
  • Properly set the order of parameters and the default values.
Description

In this lesson, students will explore the scoping of a variable, which is where the variable is “defined” or where it exists.

Objective

Students will be able to:

  • Identify the scope of a variable
  • Identify which variables are in scope at a given point in a program
Description

In this lesson, students review content with a 15 question Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of functions and parameters through a multiple choice quiz
Description

In this lesson, students will be introduced to the concept of using timers to animate their graphics.

Objective

Students will be able to:

  • Explain in their own words how animation works
  • Create animation in programs using the setTimer function
  • Explain what a callback function is
Description

In this lesson, students will get more time practicing with timers as they learn how to stop their timers when a specific condition is met.

Objective

Students will be able to:

  • Create programs with timers to create increasingly challenging animations
  • Stop animation timers when a condition is met using stopTimer() function
Description

In this lesson, students learn about the logic required to implement their own collision detection functionality in their graphics animations.

Objective

Students will be able to:

  • Understand when objects “collide” with the canvas walls and other objects.
  • Write their own collision detection logic.
Description

In this lesson, students learn how to detect and take action upon a mouse click event.

Objective

Students will be able to:

  • Describe how events are different than timers
  • Use mouse click events to create programs that respond to user clicks
Description

In this lesson, students learn how to extend mouse events to make interactive animations using the movement and dragging motion of the mouse.

Objective

Students will be able to:

  • Explain how events are different from timers.
  • Create interactive programs that use events to respond to the mouse moving
Description

In this lesson, students will learn how to use keyboard keys to control events. Keyboard events capture when the user presses keys on the keyboard. This allows students to write programs that take input from the keyboard to change what is happening in the program.

Objective

Students will be able to:

  • Explain how events are different from timers.
  • Create interactive programs that use events to respond to the keyboard input.
Description

In this lesson, students review content with a 25 question End-of-Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of various concepts in animation through a multiple choice quiz
Description

In this unit, students will bring together everything they have learned in the course to create a fully functional game.

Objective

Students will be able to:

  • Synthesize the skills and concepts from Control Structures, Functions, and Animation and Games to create their very own Breakout game from scratch!
  • Break down a large problem into smaller parts using Top Down Design, and solve each of these smaller parts using functions
  • Create helpful comments with preconditions and postconditions to help the reader understand the code
  • Find and fix bugs in large programs
Description

In this lesson, students will be introduced to arrays – how to create them and access their elements.

Objective

Students will be able to:

  • Define an array
  • Access elements of an array with an index
Description

In this lesson, students will learn how to add and remove elements at the end of an array using the push and pop methods.

Objective

Students will be able to:

  • Add elements at the end of an array using the push method
  • Remove elements from the end of an array using the pop method
Description

In this lesson, students will be able to get the length of an array and learn how to loop through an array so they can have more functionality with arrays in their programs.

Objective

Students will be able to:

  • Determine the length of an array using the length property
  • Use the length of an array and a for loop to loop through the elements in an array
  • Loop over an array to filter or print certain elements based on tested criteria
Description

In this lesson, students apply the array iteration techniques that they learned in the last lesson to a variety of graphics applications.

Objective

Students will be able to:

  • Explain why arrays and array iteration are very useful when creating graphics programs with many graphics elements.
  • Use array iteration to control the graphics elements in a program.
Description

In this lesson, students learn about and put into practice a variety of array methods.

Objective

Students will be able to:

  • Explain the purpose of array methods
  • Read array method documentation
  • Implement searching, iterating, modifying, and converting array methods
Description

In this lesson, students explore basic string manipulation methods: replace, replaceAll, toUpperCase, and toLowerCase.

Objective

Students will be able to:

  • Define a string
  • Access a specific letter in a string using indices
  • Manipulate strings using methods: replace, replaceAll, toUpperCase, toLowerCase
Description

In this lesson, students are introduced to the concept of design thinking and learn the steps in the design cycle.

Objective

Students will be able to:

  • Define design thinking
  • Name the steps in the design cycle
Description

In this lesson, students learn about the final project requirements. Also, because students will be working in teams for this project, they explore the secrets of successful teamwork.

Objective

Students will be able to:

  • Explain the characteristics of successful teams
  • Brainstorm in a group in a way that values all ideas
  • Reflect on how they can be an effective team member throughout the project
Description

In this lesson, students will be introduced to prototyping. They will be given guidelines for this step and shown examples in order to successfully create prototypes of their own final project ideas.

Objective

Students will be able to:

  • Explain what prototyping is and why it is an important part of the design process
Description

In this lesson, students will explore the testing step of the design process. They will see good and bad examples of testing practices and will be able to get feedback on their own prototypes before moving into the building process.

Objective

Students will be able to:

  • Describe why testing is an important part of the design process
  • Explore good and bad testing practices in order to receive helpful feedback on their final project ideas
Description

In this final programming module, students will put together all of the concepts learned throughout the course to create a final program. They will work with partners or in groups to creatively develop a program that includes aspects from each part of the course.

Objective

Students will be able to:

  • Connect all they’ve learned to create a final program
  • Work in pairs or groups to create a product
Description

In this lesson, students will explore exciting careers in computer science, learn about internships, and practice creating professional emails.

Objective

Students will be able to:

  • Explore career opportunities
  • Identify potential internship opportunities
  • Practice writing professional emails
Description

In this lesson, students will explore different paths they can take after high school. They’ll learn about creating a resume, explore entry-level IT certifications, and get a glimpse of what it’s like to be a computer science major. Students will also get a chance to research specific college programs to see what best suits their interests and goals.

Objective

Students will be able to:

  • Gain an understanding of various pathways available after high school
  • Develop resume skills
  • Identify relevant information for showcasing their skills and experiences
  • Explore the benefits of entry-level IT certifications
  • Research and analyze college programs
Description

In this lesson, students will explore and research legal and ethical issues in IT (information technology).

Objective

Students will be able to:

  • Identify, analyze, and explain legal and ethical issues in IT
  • Research a legal or ethical IT topic
  • Present research findings in a structured format
  • Differentiate between legal requirements and ethical considerations within the context of IT
Description

In this lesson, students will explore how a computer science background can help develop valuable leadership skills. They will also learn the importance of time management and task prioritization through interactive activities and discussions.

Objective

Students will be able to:

  • Analyze leadership skills
  • Identify the most important tasks, allocating time efficiently
  • Demonstrate their ability to work cooperatively with others, contributing to group goals
  • Discuss the importance of prioritizing tasks