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AP Computer Science Principles in JavaScript

Description

In this lesson, students will discuss how computing is used. They will also set goals for this course and beyond.

Objective

Students will be able to:

  • Identify and brainstorm ways computers have impacted their own lives, as well as society, economy, and culture
  • Develop their own learning objectives for the course by reflecting on why they are taking this course
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 will learn how to define and call a function using proper syntax.

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 learn about abstraction. Abstraction is the act of managing complexity by dissociating information and details in order to focus on relevant concepts.

Objective

Students will be able to:

  • Understand abstraction as the different levels of detail and complexity
  • Understand the importance of abstracting away complexity to solve problems more efficiently
Description

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).

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 the documentation to understand how to use an API (SuperKarel is an example of this)
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

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.

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

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
}
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

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.

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

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.

Description

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.

Objective

Students will be able to:

  • Analyze an algorithm and explain why it works
  • Use control structures to create general algorithms 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 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.

Objective

Students will be able to:

  • Use Ultra Karel commands to paint Karel’s world
  • Call functions that accept parameters as inputs
  • Explain the relationship between a function and a parameter
  • Create generalized Ultra Karel algorithms that correctly solve multiple Karel worlds
  • Identify differences between the Super Karel API and the Ultra Karel API
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 complete a summative assessment of the unit’s learning objectives.

Objective

Students will be able to:

  • Prove their knowledge of control structures, functions, decomposition, and comments through a multiple choice quiz
Description

In this lesson, students will use the grid coloring functionality of Karel to create a digital image.

Objective

Students will be able to:

  • Develop a program for creative expression, or to satisfy personal curiosity
  • Develop an algorithm and implement it using Karel’s JavaScript library of commands and conditions
  • Collaborate in the development of programs
  • Make a plan for their solution by breaking their problem down into solvable subproblems using Top Down Design
  • Develop abstractions to manage the complexity of their program (write several reusable functions that solve small subproblems)
Description

We define what “code” is, find examples in the real world, and learn about programming as one specific example of code.

Objective

Students will be able to explain what code is in their own words, and provide examples of code in their lives.

Description

We learn about some of the applications of computer programs.

Objective

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.

Description

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

Objective

Students will be able to:

  • Write a JavaScript program by typing commands with proper syntax in the start 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
  • Use the different types of variables in JavaScript
  • Distinguish between declaring, initializing and assigning variables
  • Create their own variables with proper naming conventions
  • 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 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.

Objective

Students will be able to:

  • Create graphical JavaScript programs that draw shapes on the canvas
  • Locate points on the graphics canvas using (x, y) coordinates
Description

In this lesson, students are introduced to a way input can be taken from the user’s mouse using the mouse clicked method.

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 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 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

Enduring Understandings

This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…

  • EU 4.1 Algorithms are precise sequences of instructions for processes that can be executed by a computer and are implemented using programming languages. (LO 4.1.1)
  • EU 5.5 Programming uses mathematical and logical concepts. (LO 5.5.1)
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 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 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:

  • Create interactive programs that use events to respond to the keyboard input.
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 explore in more detail how they can modify the initialization statement, test statement, and increment statement in a for loop.

Objective

Students will be able to:

  • Explain the three parts of the for loop (initialization statement, test statement, increment statement)
  • Create for loops that iterate differently than the basic for loop structure (ie count by twos or count backwards)
Description

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.

Objective

Students will be able to:

  • Explain the purpose of for loops
  • Create for loops to solve increasingly challenging problems
  • Create nested for loops
Description

In this lesson, students will learn how randomization can enhance a program and be used in combination with various control structures.

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 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 create a SENTINEL value 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
  • Create programs that use the loop-and-a-half structure to repeat code until a SENTINEL is met, causing the program to break out of the loop
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 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.

Objective

Students will be able to:

  • Explain the purpose of functions
  • Define their own JavaScript functions
  • Utilize (call) their JavaScript functions to solve simple problems
  • Define and call functions that take in parameters as input
Description

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.

Objective

Students will be able to:

  • Explain the purpose of functions
  • Define their own JavaScript functions
  • Utilize (call) their JavaScript functions to solve simple problems
  • Define functions that take in multiple parameters as input, and use print statements for output
Description

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).

Objective

Students will be able to:

  • Explain the purpose of functions
  • Define their own JavaScript functions
  • Utilize (call) their JavaScript functions to simplify their graphics programs
  • Identify repeated code that can be simplified with functions and parameters
  • Define functions that take in multiple parameters as input, and create graphics as output
  • Pass parameters of the correct number and type to their defined JavaScript functions
Description

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.

Objective

Students will be able to:

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

In this lesson, students work with and define functions with return values and more than one parameter.

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 use the return values to solve a higher-order problem.
Description

In this lesson we 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 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.

Objective

Students will be able to:

  • Understand how an API abstracts away detail for a program such as Karel
  • Use functions and event-driven programming to create a simple API
Description

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.

Objective

Students will be able to…

  • Synthesize the skills and concepts from the JavaScript and Graphics, JavaScript Control Structures, and the Functions and Parameters units to solve increasingly difficult programming challenges
  • 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

This lesson is a summative assessment of the unit’s learning objectives.

Objective

Assess student achievement of the learning goals of the unit

Description

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.

Objective

Students will be able to:

  • Define an array
  • Access certain elements of an array by using an index
Description

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.

Objective

Students will be able to:

  • Use indexing to call and assign items in an array
Description

In this lesson, students 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 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.

Objective

Students will be able to:

  • 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
  • Using iteration on arrays for problems involving randomness and graphics
Description

In this lesson, students learn and use another method on a list, indexOf in order to find elements in lists within their programs.

Objective

Students will be able to:

  • Use the indexOf method to find the index of a particular element in an array.
Description

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.

Objective

Students will be able to:

  • Use the splice and remove methods to remove an element from an array.
Description

We learn what simulations are, how they are used, and we simulate gravity and Conway’s Game of Life.

Description

This lesson is a summative assessment of the unit’s learning objectives.

Objective

Assess student achievement of the learning goals of the unit

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

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.

Objective

Students will be able to:

  • Understand how images can be encoded as data
Description

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.

Objective

Students will be able to:

  • Understand how to convert between the hexadecimal and binary system
Description

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.

Objective

Students will be able to:

  • Encode colors
  • Encode color images as data
Description

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.

Objective

Students will be able to:

  • Include images in their programs
  • Manipulate the stored pixel data arbitrarily
Description

In this lesson, students will learn how computers shrink digital information, to make storage of pictures, videos, and text more efficient.

Objective

Students will be able to:

  • have a basic understanding of how data can be compressed.
Description

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.

Objective

Students will be able to:

  • understand different types of compressions, and the benefits and drawbacks to each.
Description

In this lesson, students learn how computers encrypt and decrypt information. Students learn the difference between asymmetric and symmetric encryption.

Objective

Students will be able to:

  • Explain what cryptography is and how it is used
  • Analyze an encryption and determine if it is weak or strong
  • Explain the difference between an easy and hard problem in computer science
  • Explain the difference between algorithms that run in a reasonable amount of time and those that do not run in a reasonable amount of time
  • Explain the difference between solvable and unsolvable problems in computer science
  • Explain the existence of undecidable problems in computer science
Description

This lesson is a summative assessment of the unit’s learning objectives.

Objective

Assess student achievement of the learning goals of the unit

Description

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.

Objective

Students will be able to…

  • Explain the connection between cryptography and encoding information digitally
  • Create a program that encodes secret information in the binary pixel data of an image

Enduring Understandings

This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…

  • EU 1.1 Creative development can be an essential process for creating computational artifacts. (LO 1.1.1)
  • EU 1.2 Computing enables people to use creative development processes to create computational artifacts for creative expression or to solve a problem. (LOs 1.2.1, 1.2.4, 1.2.5)
  • EU 2.1 A variety of abstractions built on binary sequences can be used to represent all digital data. (LO 2.1.2)
  • EU 2.2 Multiple levels of abstraction are used to write programs or create other computational artifacts. (LO 2.2.1)
  • EU 3.1 People use computer programs to process information to gain insight and knowledge. (LO 3.1.2)
  • EU 5.4 Programs are developed, maintained, and used by people for different purposes. (LO 5.4.1)
Description

In this project, students will play around with different ways of modifying pixels to create their very own image filter!

Enduring Understandings

This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…

  • EU 1.1 Creative development can be an essential process for creating computational artifacts. (LO 1.1.1)
  • EU 1.2 Computing enables people to use creative development processes to create computational artifacts for creative expression or to solve a problem. (LOs 1.2.1, 1.2.4, 1.2.5)
  • EU 2.1 A variety of abstractions built on binary sequences can be used to represent all digital data. (LO 2.1.2)
  • EU 2.2 Multiple levels of abstraction are used to write programs or create other computational artifacts. (LO 2.2.1)
  • EU 3.1 People use computer programs to process information to gain insight and knowledge. (LO 3.1.2)
  • EU 5.4 Programs are developed, maintained, and used by people for different purposes. (LO 5.4.1)
Objective

Students will be able to…

  • Create a program that manipulates image pixel data in a creative way, resulting in a novel image filter
Description

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.

Objective

Students will be able to:

  • Understand what the internet is
  • Understand how the internet works
  • Discuss the issue of anonymity
  • Understand the legal and ethical concerns surrounding internet censorship
Description

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.

Objective

Students will be able to:

  • Discuss and answer questions about the hardware that powers the internet
Description

In this lesson, students will explore how internet hardware communicates using Internet Addresses and the Internet Protocol.

Objective

Students will be able to:

  • Discuss the necessity of internet protocols
  • Recognize the hierarchy of elements in an IP address
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 lesson, students will explore the DNS system and how it maps human readable domain names into actual accessible IP addresses.

Objective

Students will be able to:

  • Understand the DNS system and how it works
  • Recognize the DNS system as an abstraction
Description

In this lesson, students explore how messages get from one address on the internet to another.

Objective

Students will be able to:

  • Explain how computers communicate using routers
  • Explain what considerations are made when choosing a route
  • Discuss how routers are fault-tolerant because of redundancy
Description

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.

Objective

Students will be able to:

  • Explain the packet process and how protocols (TCP/IP and HTTP) are vital to the exchange of information on the Internet
  • Explain the HyperText Transfer Protocol
Description

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.

Objective

Students will be able to:

  • differentiate between sequential, parallel, and distributed computing
  • explain the benefits and challenges of using parallel and distributed computing
Description

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.

Objective

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.

Description

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.

Objective

Students will be able to:

  • Analyze the different ways that the Internet impacts their lives by learning about how the Internet contributes to collaboration, communication, etc
  • Evaluate whether the Internet has a more positive or negative effect on their community by citing examples from the lesson
  • Explain what the digital divide is and articulate their own opinions related to it
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

This lesson is a summative assessment of the unit’s learning objectives.

Objective

Assess student achievement of the learning goals of the unit

Description

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.

Objective

Students will be able to…

  • Communicate the beneficial and harmful effects of a computing innovation
  • Develop a computational artifact to represent a computing innovation of choice
  • Cite relevant and credible sources in their arguments
  • Gain practice for the AP Explore Performance Task

Enduring Understandings

This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…

  • EU 1.1 Creative development can be an essential process for creating computational artifacts. (LO 1.1.1)
  • EU 1.2 Computing enables people to use creative development processes to create computational artifacts for creative expression or to solve a problem. (LOs 1.2.1, 1.2.2)
  • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
  • EU 7.1 Computing enhances communication, interaction, and cognition. (LO 7.1.1)
  • EU 7.5 An investigative process is aided by effective organization and selection of resources. Appropriate technologies and tools facilitate the accessing of information and enable the ability to evaluate the credibility of sources. (LOs 7.5.1, 7.5.2)
Description

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.

Objective

Students will be able to examine and analyze the growing importance of data in technology and their lives

Enduring Understandings

This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that…

  • EU 3.1 People use computer programs to process information to gain insight and knowledge. (LO 3.1.1)
  • EU 3.2 Computing facilitates exploration and the discovery of connections in information. (LOs 3.2.1, 3.2.2)
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 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.

Objective

Students will be able to:

  • Understand how computers collect and store data
  • Analyze data interpretation by learning ways in which data can be skewed
  • How to think meta-cognitively about the data being represented
Description

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.

Objective

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

Description

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.

Objective

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.

Description

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.

Objective

Students will be able to:

  • Identify and explain components A, B, and C of the Create Performance Task in AP Computer Science Principles.
  • Analyze task requirements and generate thoughtful questions to clarify doubts and deepen understanding.
  • Actively engage in group discussions, share questions, and collaborate with peers to gain a comprehensive understanding of the task and exam.
Description

This lesson covers guidelines for the Create Performance Task, the Academic Integrity Policy, and strategies for students to prepare and navigate the task ethically.

Objective

Students will be able to:

  • Understand and apply the guidelines for the Create Performance Task.
  • Comprehend the Academic Integrity and Plagiarism Policy, incorporating external ideas ethically and providing proper attribution.
  • Develop effective strategies for preparation and ethical navigation of the Create Performance Task.
Description

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.

Objective

Students will be able to…

  • Explain the format of the AP Computer Science Principles exam
  • Identify course topics that they have a strong understanding of
  • Identify course topics that they need to review
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 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 website. They will work with partners or in groups to creatively develop a website that includes aspects from each part of the course.

Objective

Students will be able to:

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