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Georgia Foundations of Computer Programming

Description

When was the first computer made? What did it look like, and what was it used for? In this lesson, students will explore the creation and evolution of computing machines that now permeate our day-to-day life.

Objective

Students will be able to:

  • Identify important historical events in the development of modern computers
  • Explore individual’s contributions to the development of the computer and discuss who gets to be included in the computer innovators group
Description

In this lesson, students will learn about the essential internal components that make up a computer. Component categories include the motherboard (system board), firmware (BIOS), CPU (processor), GPU (graphics processor), storage, cooling, and NIC (network adapter).

Objective

Students will be able to:

  • Explain the purpose of common internal computing components such as motherboards, BIOS, RAM, and more.
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

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

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 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, 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

For the final project, students will create a short presentation about a specific model of computer. It could be an early computer model, or a computer model that is still being developed. They may pick any technology where a computer is the main component – this includes phones, robots, drones, etc.

Objective

Students will be able to create and present on a specific model of computer using any technology where a computer is the main component (phone, robots, drone, etc).

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
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)

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, 1.2.3, 1.2.4, 1.2.5)
  • EU 2.2 Multiple levels of abstraction are used to write programs or create other computational artifacts. (LO 2.2.1)
  • EU 4.1 Algorithms are precise sequences of instructions for processes that can be executed by a computer and are implemented using programming languages. (LOs 4.1.1, 4.1.2)
  • EU 5.1 Programs can be developed for creative expression, to satisfy personal curiosity, to create new knowledge, or to solve problems (to help people, organizations, or society). (LOs 5.1.1, 5.1.2, 5.1.3)
  • EU 5.3 Programming is facilitated by appropriate abstractions. (LO 5.3.1)