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Creative Computing (MS)

Description

In this lesson, students will be introduced to HTML: the language for building web pages. Students will discover why HTML is important and how it works in order to start building their own web pages.

Objective

Students will be able to:

  • Identify the purpose and applications of HTML
  • Create their first simple web page
Description

In this lesson we upgrade from simple tags to full HTML documents. We learn some new tags that let us put information in different places on the web page, and we learn about the nested tree structure of an HTML document.

Objective

Students will be able to:

  • Discern the various parts of an HTML page
  • Create fully formed HTML pages
Description

In this lesson, students learn about formatting tags that let them modify the appearance of text and make their web pages look clear and aesthetically pleasing.

Objective

Students will be able to:

  • Apply formatting tags in order to modify the appearance of text and make web pages look clear and aesthetically pleasing
Description

In this lesson, students learn how to add hyperlinks to their web pages using the <a> tag.

Objective

Students will be able to:

  • Add and utilize hyperlinks on their webpages
Description

In this lesson, students learn how to add images to their own web pages using the <img> tag!

Objective

Students will be able to:

  • Embed an image in HTML
Description

In this lesson, students learn how to add lists to their web pages and practice making different kinds of lists.

Objective

Students will be able to:

  • Incorporate different kinds of lists to their web pages
Description

In this lesson, students learn how to create and add tables to their web pages!

Objective

Students will be able to:

  • Create tables in their web pages
  • Explain the benefits of including tables on web pages
  • Compare various ways of displaying information and choose the appropriate format
Description

In this lesson, students will use HTML styling to make their pages visually appealing and unique.

Objective

Students will be able to:

  • Apply HTML styling to make their web pages more visually appealing and unique
Description

In this lesson, students will begin using CSS to add styling to their HTML pages.

Objective

Students will be able to:

  • Describe how CSS adds styling to HTML pages
Description

In this lesson, students use CSS tag selectors to select all elements of the same kind (<table>, or <h1> for example) and give them all the same style.

Objective

Students will be able to:

  • Use CSS tag selectors to select all elements of the same kind and give them all the same style
Description

In this lesson, students learn to use CSS class selectors to apply CSS styling to all HTML elements that share a specified class which allows students to be more specific when applying their styling.

Objective

Students will be able to:

  • Use CSS class selectors to apply CSS styling to all HTML units that share a specified class
Description

In this lesson, students will use CSS Selectors by ID to select a single element to format on a webpage.

Objective

Students will be able to:

  • Use CSS Selectors by ID to select a single element to format on a webpage
Description

In this lesson, students learn what a URL is and what happens when they visit a URL.

Objective

Students will be able to:

  • Describe the process that occurs when typing in a URL, from sending a request and response over the Internet to viewing a webpage
Description

In this project, students will be developing their first digital artifact: their very own website! This website will start off as their own personal homepage, and as students progress through the course, they can keep adding links to their favorite projects. By the end of the course this homepage will serve as their own personal portfolio website showcasing their work!

Objective

Students will be able to:

  • Create their own website from scratch, hosted at their own custom domain
Description

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

Objective

Students will be able to:

  • Recognize, explain, and use the commands that Karel can be given. These commands are: move(), putBall(), takeBall() and turnLeft().
Description

In this lesson, students build on their understanding of how Karel the Dog can be given a set of instructions to perform a simple task.

Objective

Students will be able to:

  • Recognize, explain, and use the commands that Karel can be given
  • Debug and rework their code as well as someone else’s code
Description

In this lesson, students are introduced to functions through the lens of teaching Karel a new trick - how to turn right! Students will learn how to define and call a function that teaches Karel how to turnRight.

Objective

Students will be able to:

  • Define and call functions
Description

In this lesson, functions will be used to teach Karel a new word or command. Using functions allows programs to be broken down into smaller pieces and makes it easier to understand.

Objective

Students will be able to:

  • Understand what functions are, how they are used and how using them improves programs
  • Design and implement their own functions to solve problems
Description

In this lesson, students will learn the importance of writing readable code and how using the start function can help achieve this.

Objective

Students will be able to:

  • Explain the importance of writing readable code
  • Analyze and compare the readability of different programs
  • Use the start function to make their programs more readable
Description

In this lesson, students learn top down design and decomposition as the processes of breaking big problems into smaller, manageable pieces. The functions improve the readability of the code and avoid repeated code.

Objective

Students will be able to:

  • Break a large problem down into smaller, simpler problems
  • Write functions 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 will learn how to utilize comments in their code to explain what their code is doing. Comments should include preconditions and postconditions. Preconditions are assumptions we make about what is true before a function is called in our program. Postconditions are what should be true after a function is called in our program.

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 will be introduced to SuperKarel. SuperKarel includes commands like turnRight() and turnAround() since they are so commonly used. These commands come prepackaged with the SuperKarel library (API).

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
Description

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

A for loops is written as follows:

for(var 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 would be a useful tool
  • Utilize for loops to write programs that would be difficult/impossible without loops
Description
  • A condition is a function that returns a true/false answer.
  • JavaScript uses if statements as a way to make decisions and execute specific code. If statements are helpful in writing code that can be used in different situations.
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 to only execute code if a certain condition is true

Description

If and if/else statements allow Karel to handle different types of worlds and allow us to solve more general problems.

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 an If/Else statement is appropriate to be used
Description

While loops allow us to repeat a section of code as long some condition is true.

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

In this lesson, students take a look at all of the control structures. Control structures can be selective, like if and if / else statements and are based on a condition. Other control structures are iterative and allow for repeated code like for loops and while loops. Basically, control structures control the way the commands execute.

Objective

Students will be able to:

  • Identify the different control structures that can be used 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 will test their knowledge of control structures in preparation for the upcoming Karel challenges. Control structures (like loops and if statements) are useful in building programs that can be applied in various Karel worlds.

Objective

Students will be able to:

  • Analyze a solution to a problem and explain why it works
  • Use control structures to create general solutions that work on all Karel worlds
Description

In this lesson, students will learn the proper way to indent their code. Indentation is especially important when using multiple loops, functions, and if statements to show the structure of the code. Indentation provides a good visual approach to see which commands are inside vs. outside of a loop or if statement.

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 will synthesize all of the skills and concepts learned in the Karel unit 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 are introduced to coding with turtle graphics. Students will begin to recognize programs as sequences and groups of commands. Students will learn a few basic commands and then apply them right away by writing their first program.

Objective

Students will be able to:

  • Define programming/coding
  • Use basic Tracy commands
  • Write their first program
Description

In this lesson, students will be introduced to the layout of Tracy’s grid world and will learn how to use coordinate pairs to locate Tracy on the coordinate plane. They will add to the list of commands they know and can use to create Tracy graphics.

Objective

Students will be able to:

  • Locate Tracy on the coordinate plane
  • Use the penup(), pendown(), and backward() commands in their programs
Description

In this lesson, students will learn how to use the left and right commands in order to move Tracy to more locations on the canvas. They will now have many commands that can be used to have Tracy create more complex graphics.

Objective

Students will be able to:

  • Use the left and right commands in order to move Tracy around her grid world
Description

In this lesson, students are introduced to for loops. They learn how for loops simplify the process of making small changes to a program and help avoid repeating code. For loops are written like this:

for i in range (4):
    // 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 would be a useful tool
  • Utilize for loops to write programs that would be difficult / impossible without loops
Description

In this lesson, students are introduced to the ability to turn Tracy at any angle. With this feature, Tracy can now draw diagonal lines which opens up the possibility to draw multiple shapes that weren’t previously available.

Objective

Students will be able to:

  • Use angles inside turning commands
  • Turn Tracy at angles in conjunction with for loops
Description

In this lesson, students learn how to use comments to describe their programs. Comments are helpful because they allow programmers to leave notes about the programs they are writing. Students will also learn about the different types of comments that can be used and the benefits of using them.

Objective

Students will be able to:

  • Use comments throughout their program
  • Describe why comments are helpful for both themselves and anyone else looking at their code
Description

In this short lesson, students will be introduced to the rules for naming elements in their code. Variables and functions that are used inside their programs will be named by students, so the following guidelines should be obeyed to be sure that the programs written are readable and successful.

Objective

Students will be able to:

  • Name elements of their code by following specific guidelines and rules in order to create readable and working programs
Description

In this lesson, students are introduced to functions. They start with the basics of defining a function and why we need them and will revisit a program they coded earlier in the unit to rewrite it using functions.

Objective

Students will be able to:

  • Define a function
  • Call a function
  • Explain why functions are used
Description

In this lesson, students are able to add some flair to their turtle graphics programs by controlling color, pensize, and fill. These new commands are added to the list of commands that have been already practiced in order to allow for more creativity in student programs.

Objective

Students will be able to:

  • Use the extended circle() command to draw different shapes
  • Use the color(), pensize(), begin_fill(), and end_fill() commands to add more creativity to their programs
Description

In this lesson, students are introduced to the concept of Top Down Design. Top Down Design is the process of breaking down a program into functions or smaller parts to avoid repeated code and to make our programs more readable.

Objective

Students will be able to:

  • Break a large problem down into smaller pieces
  • Write functions to solve each smaller problem
  • Solve a complicated problem using Top Down Design
Description

In this lesson, students will learn about a fundamental aspect of every programming language: Variables. A variable is something that stores information in a program that can be used later.

Objective

Students will be able to:

  • Describe what variables are
  • Discuss why variables are used in our programs
Description

In this lesson, students will learn how to incorporate user input into their programs. Students will learn how to request user input as both strings and integers, where the input is stored, and how to convert strings and integers.

Objective

Students will be able to:

  • Incorporate user input into their code in order to customize their programs
Description

In this lesson, students will dive deeper into the concept of functions by exploring how to use parameters to customize their code.

Objective

Students will be able to:

  • Incorporate parameters into their functions in order to adapt their functions to multiple situations
Description

In this lesson, students will expand their knowledge of for loops. They are aware that for loops execute the same lines of code a given number of times but will learn that i is actually a variable that can be used to control commands inside the loop as it is running.

Objective

Students will be able to:

  • Use i as a variable inside their for loop to control different commands
Description

In this lesson, students will learn the extended parameters that can be used to control the value of i in for loops. They will then be able to use the variable i to control much more of their code by setting specific values.

Objective

Students will be able to:

  • Control the value of i using extended parameters
Description

In this lesson, students will learn how to use If Statements which will allow them to use conditions to determine how their code should run.

Objective

Students will be able to:

  • Use if statements in order to tell Tracy how to make decisions
Description

In this lesson, students will learn how to expand on If Statements by including a way to have Tracy make decisions between multiple scenarios.

Objective

Students will be able to:

  • Use if/else statements in order to have Tracy make decisions between multiple scenarios
Description

In this lesson, students will learn that while loops allow code to be executed repeatedly based on a condition. They will also be warned that infinite loops are created if the exit condition of the while loop is never met, causing the code inside the while loop to repeat continuously which causes the program to crash.

Objective

Students will be able to:

  • Effectively use while loops in their programs
  • Identify infinite loops
Description

In this lesson, students will put together all the concepts they’ve learned thus far. They will be able to use top down design and to write programs that will solve complex problems.

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 review content with a 25 question End-of-Unit Quiz.

Objective

Students will be able to:

  • Prove their knowledge of control structures and coding concepts through a multiple choice quiz