In this lesson, students will discuss how computing is used. They will also set goals for this course and beyond.
Students will be able to:
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.
Students will be able to:
move()
, putBall()
, takeBall()
and turnLeft()
.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.
Students will be able to:
In this lesson, students will learn how to define and call a function using proper syntax.
Students will be able to:
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.
Students will be able to:
In this lesson, students will learn the importance of writing readable code and how using the start function can help achieve this.
Students will be able to:
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.
Students will be able to:
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.
Students will be able to:
In this lesson, students will learn about abstraction. Abstraction is the act of managing complexity by dissociating information and details in order to focus on relevant concepts.
Students will be able to:
In this lesson, students will be introduced to SuperKarel and APIs. SuperKarel includes commands like turnRight()
and turnAround()
since they are so commonly used. These commands come prepackaged with the SuperKarel library (API).
Students will be able to:
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
}
Students will be able to:
In this lesson, students will learn about conditions and if statements. 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.
Students will be able to:
In this lesson, students will take a deeper look into conditional statements, more specifically if/else statements. If/else statements allow for one thing to be done if a condition is true, and something else otherwise.
We write if/else statements like this:
if(frontIsClear()) {
// code to execute if front is clear
} else {
// code to execute otherwise
}
Students will be able to:
In this lesson, students are introduced to a new type of loop: while loops. While loops allow Karel to repeat code while a certain condition is true. While loops allow for the creation of general solutions to problems that will work on multiple Karel worlds, rather than just one.
Students will be able to:
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.
Students will be able to:
Debugging is a very important part of programming. In this lesson, students learn how to effectively debug their programs.
Students will be able to use debugging strategies to find and fix errors in their code.
In this lesson, students are introduced to algorithms which are step by step instructions that solve a problem. Programs implement algorithms. All algorithms are built using sequencing, selection, and iteration. Karel has control structures for each of these. This lesson is designed to test students’ knowledge of control structures and algorithm design in preparation for upcoming Karel challenges.
Students will be able to:
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.
Students will be able to:
In this lesson, students are introduced to Ultra Karel! Ultra Karel has all the abilities of Super Karel, plus two new functions (paint
and isColor
) added to the API.
Students will explore the Ultra Karel API and use Ultra Karel’s ability to paint the grid world to create digital images. Students will create generalized algorithms that solve Ultra Karel problems for multiple worlds.
This lesson is the first time students will use functions that accept parameters as inputs.
Students will be able to:
In this lesson, students will synthesize all of the skills and concepts learned in the Karel unit to solve increasingly challenging Karel puzzles.
Students will be able to:
In this lesson, students complete a summative assessment of the unit’s learning objectives.
Students will be able to:
In this lesson, students will use the grid coloring functionality of Karel to create a digital image.
Students will be able to:
We define what “code” is, find examples in the real world, and learn about programming as one specific example of code.
Students will be able to explain what code is in their own words, and provide examples of code in their lives.
We learn about some of the applications of computer programs.
Students understand why programming is a useful skill, and can explain ways in which programs are being used today. Students will be able to analyze the positive and negative effects of programs and communicate their findings to their classmates.
In this lesson, students will learn how to print messages out onto the console using the Javascript command println
.
Students will be able to:
start
functionIn 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.
Students will be able to:
In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.
Students will be able to:
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.
Students will be able to:
In this lesson, students will learn the basics of creating graphics objects. Graphic creation relies on setting the type, shape, size, position, and color on the artist’s canvas before adding to the screen. Using the geometric concepts, and the concept of getWidth()
and getHeight()
, multiple graphic objects can be created in JavaScript.
Students will be able to:
In this lesson, students are introduced to a way input can be taken from the user’s mouse using the mouse clicked method.
Students will be able to:
In this lesson, students review content with a 25 question Unit Quiz.
Students will be able to:
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.
Students will be able to:
This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…
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.
Students will be able to:
In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.
Students will be able to:
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.
Students will be able to:
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.
Students will be able to:
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.
Students will be able to:
i
inside the for loop code to do something different on each iterationIn this lesson, students will explore in more detail how they can modify the initialization statement, test statement, and increment statement in a for loop.
Students will be able to:
In this lesson, students will learn how to create for loops to solve increasingly challenging problems by using nested for loops and branching control structures.
Students will be able to:
In this lesson, students will learn how randomization can enhance a program and be used in combination with various control structures.
Students will be able to:
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.
Students will be able to:
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 create a SENTINEL
value to break out of the loop whenever that condition is met, causing the loop to end.
Students will be able to:
In this lesson, students review content with a 15 question Unit Quiz.
Students will be able to:
In this lesson, students learn about functions and parameters in the context of JavaScript which builds on their prior knowledge of working with functions in Karel. This lesson focuses specifically on defining and calling functions, and passing simple, single parameters to functions.
Students will be able to:
In this lesson, students will work with and will define and call their own functions that take in multiple parameters as input and print out output.
Students will be able to:
In this lesson, students continue working with multiple parameters that create graphics as output which is very useful, since creating several different graphical objects involves writing the same code over and over again (set the size, set the color, set the location, etc).
Students will be able to:
In this lesson, students learn about return values so they can write functions that do some work and send the result back or use later in the program.
Students will be able to:
In this lesson, students work with and define functions with return values and more than one parameter.
Students will be able to…
In this lesson we explore the scoping of a variable, which is where the variable is “defined” or where it exists.
Students will be able to:
In this lesson, students will take a look behind the scenes of Karel. While they are familiar with the basic commands, this lesson explores details about how Karel’s API is created. Students will gain a better understanding of APIs while at the same time, applying graphics and function concepts.
Students will be able to:
Use your knowledge of basic Javascript to create some fun programs! Students will create their own Ghost drawings from Pac-Man, a Guessing Game, and a drawing of their own choosing. This will allow students to get creative with their code to show what they have learned.
Students will be able to…
This lesson is a summative assessment of the unit’s learning objectives.
Assess student achievement of the learning goals of the unit
In this lesson, students learn about lists/arrays and how to access an element in an array with an index so they can create ordered collections of items and use them in their programs.
Students will be able to:
In this lesson, students continue to work with array indexing to get and assign array values so they can incorporate arrays/lists into their programs and handle data more efficiently.
Students will be able to:
In this lesson, students learn how to add and remove elements at the end of an array using the push
and pop
methods.
Students will be able to:
push
methodpop
methodIn 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.
Students will be able to:
In this lesson, students will be able to get the length of an array and loop through an array so they can use arrays in problems involving random numbers and JavaScript graphics.
Students will be able to:
In this lesson, students learn and use another method on a list, indexOf
in order to find elements in lists within their programs.
Students will be able to:
indexOf
method to find the index of a particular element in an array.In this lesson, students will learn how to use the splice
and remove
methods to remove an element from an array to add more functionality to their programs.
Students will be able to:
splice
and remove
methods to remove an element from an array.We learn what simulations are, how they are used, and we simulate gravity and Conway’s Game of Life.
This lesson is a summative assessment of the unit’s learning objectives.
Assess student achievement of the learning goals of the unit
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.
Students will be able to:
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.
Students will be able to:
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.
Students will be able to :
In this lesson, students will learn how computers break down images into concrete values that can be stored. Students will learn how images are represented digitally using pixels.
Students will be able to:
In this lesson, students will learn about the hexadecimal number system, and how it is useful in storing digital information. They will also learn how to convert numbers from the hexadecimal system to binary and vice versa.
Students will be able to:
In this lesson, students will learn how the RGB encoding scheme allows us to encode colors as numeric data. It defines the amount of red, green and blue light in a pixel.
Students will be able to:
In this lesson, students will learn how to include images in their programs and manipulate their pixels using WebImage. Students will learn how image filters manipulate stored pixel data.
Students will be able to:
In this lesson, students will learn how computers shrink digital information, to make storage of pictures, videos, and text more efficient.
Students will be able to:
In this lesson, students will what lossy compression is, the benefits and disadvantages of using this kind of compression, and where using lossy compression is appropriate.
Students will be able to:
In this lesson, students learn how computers encrypt and decrypt information. Students learn the difference between asymmetric and symmetric encryption.
Students will be able to:
This lesson is a summative assessment of the unit’s learning objectives.
Assess student achievement of the learning goals of the unit
In this project, students will be implementing a form of cryptography known as Steganography.
Steganography is the art and science of concealing secret messages in such a way that no one apart from the intended recipient knows about the existence of the message. In digital information, Steganography is the practice of concealing a file, message, image, or video within another file, message, image, or video.
Students will be able to…
This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…
In this project, students will play around with different ways of modifying pixels to create their very own image filter!
This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…
Students will be able to…
In this lesson, students will have a high-level discussion about what the internet is and how the internet works. The topics of anonymity and censorship will also be discussed.
Students will be able to:
In this lesson, we explore the hardware that makes up the internet and explore characteristics of that hardware that define our experience on the internet.
Students will be able to:
In this lesson, students will explore how internet hardware communicates using Internet Addresses and the Internet Protocol.
Students will be able to:
In this lesson, students learn what a URL is and what happens when they visit a URL.
Students will be able to:
In this lesson, students will explore the DNS system and how it maps human readable domain names into actual accessible IP addresses.
Students will be able to:
In this lesson, students explore how messages get from one address on the internet to another.
Students will be able to:
In this lesson, students learn about the last piece of the puzzle for how the Internet works: Packets and Protocols. All information sent over the internet is broken down into small groups of bits called packets. The format for creating and reading packets is defined by open protocols so that all devices can read packets from all other devices.
Students will be able to:
In this lesson, students learn about three methods computers use to process tasks — sequential, parallel, and distributed computing. Sequential computing executes each step in order one at a time, while parallel and distributed computing process tasks simultaneously on the same or across more than one device, respectively.
Students will be able to:
In this lesson, students will discuss the ways that the protocols that we have discussed can be exploited, and some methods of protection that we have. We learn about the impact of cybercrime and how we can combat cyber attacks with cybersecurity. Cryptography is the cornerstone of secure communication.
Students will have an understanding of why cybersecurity is necessary, and some practical measures that they can take themselves to improve their security on the internet.
In this lesson, students are presented with different ways that the Internet impacts their lives. The Internet affects the way that people communicate (emails, social media, video chat) and collaborate to solve problems. It has revolutionized the way that people can learn and even buy things. Because the Internet is present in almost every facet of people’s lives, there are severe ethical and legal concerns that derive from the Internet.
Students will be able to:
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.
Students will be able to:
This lesson is a summative assessment of the unit’s learning objectives.
Assess student achievement of the learning goals of the unit
In this Practice Performance Task students will choose an innovation that was enabled by the Internet and explore the positive and negative impacts of their innovation on society, economy, and culture. Students will develop a computational artifact that illustrates, represents, or explains the innovation’s purpose, its function, or its effect, and embed this artifact in their personal portfolio website.
Students will be able to…
This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…
In this lesson, students will learn how computers are used to collect, store, manipulate, and visualize data in order to answer questions and gain knowledge of the world.
Students will be able to examine and analyze the growing importance of data in technology and their lives
This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…
In this lesson, students will learn about the impact of visually representing data to make information easier to analyze and use.
Students will be able to:
In this lesson, students learn how computers can be used to collect and store data. They learn best practices for interpreting data that is presented. Data visualizations can be very helpful in recognizing patterns and answering questions, but can also be used to mislead if skewed or full of bias.
Students will be able to:
Students will work with a partner to answer a question of personal interest using a publicly available data set. Students will need to produce data visualizations and explain how these visualizations led to their conclusions. They will develop a computational artifact that illustrates, represents, or explains their findings, communicate their findings to their classmates, and embed their artifact in their personal portfolio website.
Students will collaborate to process data and gain knowledge about a question of interest to them, and present their data driven insight to their classmates
This lesson introduces students to the various ways computing impacts their lives, including personal expression, innovation, data usage, and privacy concerns. Through hands-on activities, students will explore artifact creation, computing innovations, data input/output, and data privacy and security.
Students will be able to:
- Create a personal artifact using computing tools to illustrate a hobby or interest.
- Identify and evaluate computing innovations that impact society, the economy, and culture.
- Analyze different data types and their role in computing applications.
- Investigate data privacy policies and evaluate potential privacy/security risks.
In this lesson, students will receive an introduction to the Create Performance Task and the AP Computer Science Principles Exam. They will focus on understanding components A, B, and C of the Create Performance Task by reading the initial five pages of the Student Handouts. Through guided discussion, students will have the opportunity to address any questions they may have regarding the task requirements.
Students will be able to:
This lesson covers guidelines for the Create Performance Task, the Academic Integrity Policy, and strategies for students to prepare and navigate the task ethically.
Students will be able to:
This lesson is a practice exam that prepares students for the AP Computer Science Principles exam in May. Like the AP Exam, this lesson consists of a multiple choice test that assesses the learning objectives of the course.
Students will be able to…
In this lesson, students are introduced to the concept of design thinking and learn the steps in the design cycle.
Students will be able to:
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.
Students will be able to:
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.
Students will be able to:
In this final programming module, students will put together all of the concepts learned throughout the course to create a website. They will work with partners or in groups to creatively develop a website that includes aspects from each part of the course.
Students will be able to: