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Computer Science Explorations 2

Lessons

  1. Exploring Code with Karel

    1. 1.1 Introduction to Karel

    2. Description

      In this lesson, students will be introduced to Karel the dog and commands Karel uses to navigate and interact with Karel’s world. This introductory lesson can be used as a review of concepts introduced in Karel Adventures modules.

    3. Objective

      Students will be able to:

      • Identify basic syntax used in JavaScript and Karel programs
      • Use basic commands to train or program Karel the dog
      • Debug basic code by identifying common syntax errors
    4. 1.2 Karel's World

    5. Description

      In this lesson, students learn more about Karel and Karel’s world. Students learn about walls/shelves in Karel’s world, the directions Karel can face, and how to identify a location in Karel’s world using rows and columns. Students will also begin solving more difficult Karel problems and situations.

    6. Objective

      Students will be able to…

      • Identify the direction that Karel is facing
      • Predict what direction Karel will be facing after executing a series of commands
      • Create basic programs to solve situations or problems in Karel’s world
    7. 1.3 Functions

    8. Description

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

    9. Objective

      Students will be able to:

      • Define a function, and successfully implement functions in their code.
      • Create functions to teach Karel new commands
    10. 1.4 Multiple Functions

    11. Description

      In this lesson, students learn in more detail about functions and how to use functions to break down their programs into smaller pieces. Students will also learn about using the main function and commenting code to make it easier to understand.

    12. Objective

      Students will be able to:

      • Explain the difference between defining and calling a function
      • Utilize functions to write higher level Karel programs
      • Break a large problem down into smaller, simpler problems
      • Create clear and readable comments in their code that help the reader understand the code
    13. 1.5 For Loops

    14. Description

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

      For loops are written like this:

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

      Students will be able to:

      • Create for loops to repeat code a fixed number of times
      • Explain when a for loop should be a used
      • Utilize for loops to write programs that would be difficult / impossible without loops
    16. 1.6 Conditional Statements

    17. Description

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

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

      Students will be able to:

      • Use conditions to gather information about Karel’s world (is the front clear, is Karel facing north, etc)
      • Create if statements that only execute code if a certain condition is true
    19. 1.7 If/Else Statements

    20. Description

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

      if/else statements are written like this:

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

      Students will be able to:

      • Explain the purpose of an If/Else statement
      • Create If/Else statements to solve new types of problems
      • Identify when it is appropriate to use an If/Else statement
    22. 1.8 While Loops

    23. Description

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

    24. 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
    25. 1.9 Karel Challenges

    26. Description

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

    27. 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
    28. 1.10 Exploring Code with Karel Quiz

    29. Description

      In this lesson, students review the module’s content with a 15 question Unit Quiz.

    30. Objective

      Students will be able to:

      • Prove their knowledge of basic coding concepts with Karel through a multiple choice quiz
  2. Exploring the Internet

    1. 2.1 What is the Internet?

    2. Description

      In this lesson, students will be introduced to the basic concepts and components of the internet, including its history and the meaning of protocols. Students will discuss internet innovations and reflect on how the internet is used in their everyday lives.

    3. Objective

      Students will be able to:

      • Understand the basic concepts of the internet
      • Understand networks and how they are connected
      • Understand that a protocol is an agreed-upon method of communication
    4. 2.2 The Need for Protocols

    5. Description

      In this lesson, students will explore the importance of protocols and relate how they use them in their lives.

    6. Objective

      Students will be able to:

      • Discuss the necessity of protocols
      • Explain how protocols help with communication
    7. 2.3 Impact of the Internet

    8. 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.

    9. 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
    10. 2.4 Cybersecurity

    11. Description

      In this lesson, students will learn what is meant by cybersecurity and explore a few news worthy cyber attacks. They will also discuss the Internet of Things and the increase in connected devices.

      Cybersecurity is the protection of computer systems, networks, and data from digital attacks. Increased connectivity via the Internet of Things and reliance on computer devices to send and store data makes users more vulnerable to cyber attacks.

    12. Objective

      Students will be able to:

      • Define cybersecurity and its impact
      • Determine the types of personal information and digital resources that need to be protected
      • Describe trade-offs of implementing specific security safeguards
      • Describe how the Internet of Things makes people more vulnerable to cyber attacks
    13. 2.5 The CIA Triad

    14. Description

      In this lesson, students will learn about The CIA Triad. The CIA Triad is a widely-accepted security measure that should be guaranteed in every secure system. It stands for Confidentiality, Integrity, and Availability.

      • Confidentiality is the protection of information from people who are not authorized to view it.
      • Integrity aims at ensuring that information is protected from unauthorized or unintentional alteration.
      • Availability is the assurance that systems and data are accessible by authorized users when and where needed.
    15. Objective

      Students will be able to:

      • Identify what the CIA triad is and how it relates to cybersecurity
      • Identify which part of the CIA triad has been broken in a given scenario
    16. 2.6 Encryption

    17. Description

      In this lesson, students will learn how basic encryption and decryption works. There is a need for secrecy when sending and receiving personal information. Encryption and decryption are used to protect personal information.

    18. Objective

      Students will be able to:

      • Explain the need for encryption and how basic encryption and decryption works
      • Relate encryption with how it affects the CIA Triad
      • Describe the limitations of cryptographic methods.
    19. 2.7 Project: Steganography

    20. Description

      In this project, students will learn about steganography and how it is used to encrypt data. Students will develop their own encryption algorithm to hide a message in an image by manipulating the hexadecimal color codes of an image.

    21. Objective

      Students will be able to:

      • Define steganography and explain how it is used in cryptography
      • Use steganography to encrypt a message in an image by manipulating the hexadecimal color code of pixels
    22. 2.8 Exploring the Internet Quiz

    23. Description

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

    24. Objective
  3. Exploring Web Design 1

    1. 3.1 Introduction to HTML

    2. 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.

    3. Objective

      Students will be able to:

      • Identify the purpose and applications of HTML
      • Create their first simple web page
    4. 3.2 Structure of an HTML Page

    5. Description

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

    6. Objective

      Students will be able to:

      • Discern the various parts of an HTML page
      • Create fully formed HTML pages
    7. 3.3 Formatting Text

    8. 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.

    9. 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
    10. 3.4 Creating Links

    11. Description

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

    12. Objective

      Students will be able to:

      • Add and utilize hyperlinks on their webpages
    13. 3.5 Incorporating Images

    14. Description

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

    15. Objective

      Students will be able to:

      • Embed an image in HTML
      • Size images appropriately on the webpage
    16. 3.6 Using Lists

    17. Description

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

    18. Objective

      Students will be able to:

      • Incorporate different kinds of lists to their web pages
      • Understand the differences between unordered lists and ordered lists.
    19. 3.7 Applying Styling

    20. Description

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

    21. Objective

      Students will be able to:

      • Understand how to apply styling to HTML tags
      • Apply HTML styling to make their web pages more visually appealing and unique
    22. 3.8 Introduction to CSS Styling

    23. Description

      In this lesson, students will be introduced to CSS to add styling to their HTML pages.

    24. Objective

      Students will be able to:

      • explain the relationship between CSS and HTML
      • apply basic CSS style to a webpage using the style tag
    25. 3.9 Complete Your Homepage

    26. Description

      In this lesson, students will complete their homepage by adding style and any other content they may want to include.

    27. Objective

      Students will be able to:

      • Apply styling rules to existing webpage content
      • Design and implement a webpage about themselves
    28. 3.10 Quiz: Exploring Web Design

    29. Description

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

    30. Objective

      Students will be able to:

      • Prove their knowledge of the basic HTML through a multiple choice quiz
  4. Exploring Art with Code

    1. 4.1 Getting Started

    2. Description

      In this lesson, students learn how to create a canvas inside of the setup() function and learn its coordinate system. Students will also learn how to draw basic shapes in the draw() function loop.

    3. Objective

      Students will be able to:

      • Bridge connections between computation and creative expression
      • Explore the p5.js reference guide and example projects
      • Understand the HTML5 canvas and coordinate system
      • Differentiate the function of setup() and draw()
      • Set the size of the canvas: createCanvas()
      • Use p5 shape-drawing functions for primitive shapes (ellipse, rect, line)
      • Call and pass parameters to functions
    4. 4.2 Color

    5. Description

      In this lesson, students customize the background color, fill color, and stoke color using string, greyscale, and RGB color values. Using their own and provided color palettes, students add color to provided p5.js sketches.

    6. Objective

      Students will be able to:

      • Define terminology related to color theory
      • Set the RGB values and opacity for shapes
      • Change the color of the canvas: background()
      • Change the color of shapes: fill(), noFill(), stroke(), noStroke()
      • Use advance shape-drawing functions (triangle, quad, arc, beginShape, endShape)
    7. 4.3 Variables

    8. Description

      In this lesson, students learn to use variables to store information used to position and color p5.js sketches. Students use system variables width and height as parameters to dynamically position shapes relative to the dimensions of the canvas.

    9. Objective

      Students will be able to:

      • Utilize built-in variables, width and height, to position shapes
      • Define custom variables to reduce repetition in a program
    10. 4.4 The Draw Loop

    11. Description

      This lesson introduces students to the world of animation. Students explore the history of animation and learn how to set the frame rate to adjust the speed of an animated p5.js sketch.

    12. Objective

      Students will be able to:

      • Use the frameRate() function to change the speed of animated sketches
      • Use the frameCount system variable to draw shapes dynamically
    13. 4.5 Color Transitions

    14. Description

      In this lesson, students create a color transition animation. Using variables, students set the initial color state, then gradually add and remove red, green, and blue values of a color, creating an animated color gradient.

    15. Objective

      Students will be able to:

      • Declare and initialize variables
      • Pass variables as arguments to p5.js drawing functions
      • Increment and decrement variables
    16. 4.6 Shape Transformations

    17. Description

      This lesson introduces students to three shape transformations — translation, rotation, and scale. Students create static and animated shape transformations in p5.js using the translate(), rotate(), and scale() functions.

    18. Objective

      Students will be able to:

      • create static and animated shape transformations
      • statically and dynamically change the origin and resulting direction of a shape using the translate() function
      • statically and dynamically rotate a shape using the rotate() function
      • statically and dynamically change the size of a shape using the scale() function
    19. 4.7 Direction

    20. Description

      In this lesson, students practice dynamically setting the x and y coordinates for shapes and incrementing and decrementing such values in order to move figures in different directions. Students animate horizontal, vertical, and diagonal motion in their p5.js sketches.

    21. Objective

      Students will be able to:

      • animate horizontal motion by incrementing and decrementing x coordinates.
      • animate vertical motion by incrementing and decrementing y coordinates.
      • animate diagonal motion.
    22. 4.8 Mouse Data

    23. Description

      This lesson teaches students how to develop interactive sketches that respond to user input from the mouse, including mouse movement and mouse clicks.

    24. Objective

      Students will be able to:

      • use the mouseX system variable to keep track of the current horizontal position of the cursor
      • use the mouseY system variable to keep track of the current vertical position of the cursor
      • use the mouseButton system variable to check whether the mouse is left, right, or center clicked
    25. 4.9 Keyboard Data

    26. Description

      This lesson teaches students how to develop interactive sketches that respond to user input from the keyboard. Students also explore how key codes are used to represent physical keys on the keyboard and use them in their sketches.

    27. Objective

      Students will be able to:

      • use the keyIsPressed system variable to create interactive p5.js sketches that respond to any pressed key
      • use keyIsDown() function to create interactive p5.js sketches that respond to a specific key being pressed
      • Represent a physical key on the keyboard digitally using key code
      • Include text in a p5.js sketch
    28. 4.10 Project: Animate an Emoji

    29. Description

      In this project, students create a sketch of their own emoji. An emoji is a small icon used to represent an emotion, symbol, or object. These icons help us express ourselves better and more imaginatively. Students complete a project proposal to plan their sketch and then use drawing and color functions they have learned so far to create it using p5.js.

    30. Objective

      Students will be able to:

      • Plan a p5.js sketch on graph paper
      • Create a color palette of containing RGB values
      • Include two ore more shapes in a p5.js sketch
      • Use two or more colors in a p5.js sketch
      • Animate the color, transformation, and position of shapes
  5. Exploring Game Design

    1. 5.1 Intro to Games

    2. Description

      In this lesson, students begin to reflect on the variety of games they have played and what actually makes a game a game.

    3. Objective

      Students will be able to:

      • Identify the variety of games they have played
      • Identify what aspects they like in games
      • Begin to explain what makes a game a game
    4. 5.2 Unpacking a Game

    5. Description

      In this lesson, students explore and learn to identify game elements, mechanics, and components that make up the overall gameplay experience.

    6. Objective

      Students will be able to:

      • Identify game components
      • Identify game mechanics and how they impact player interactions
      • Identify game elements and how they define a game
    7. 5.3 Categorizing Games

    8. Description

      In this lesson, students explore game genres and perspectives that are used to categorize different types of video games.

    9. Objective

      Students will be able to:

      • Identify different perspectives in video games
      • Identify different game genres
      • Categorize games based on perspective and/or game genre
    10. 5.4 Intro to JavaScript

    11. Description

      In this lesson, students will learn about JavaScript, how to print messages to the console, and about debugging programs.

    12. Objective

      Students will be able to:

      • Write a JavaScript program by typing commands with proper syntax in the main function
      • Write a program that prints out a message to the user
    13. 5.5 Variables

    14. 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.

    15. Objective

      Students will be able to:

      • Explain what variables are and what they are used for
      • Create their own variables
      • Print out the values stored in variables
    16. 5.6 Introducing Libraries

    17. Description

      In this lesson, students learn about the p5play library and see examples of what can be created with it.

    18. Objective

      Students will be able to:

      • Describe what a JavaScript library is
      • Provide an overview of what features the p5play library offers
      • Describe their experience running p5play programs / games
    19. 5.7 Program Structure

    20. Description

      In this lesson, students will learn about the two main functions in a p5play program, setup() and draw().

    21. Objective

      Students will be able to:

      • Describe the role that the setup() function plays in a p5play program
      • Describe the role that the draw() function plays in a p5play program
      • Code the standard structure of p5play program
    22. 5.8 Understanding the Canvas

    23. Description

      In this lesson, students will learn more about the p5play canvas, including how to set one up and navigate its X-Y coordinate system.

    24. Objective

      Students will be able to:

      • Explain what the p5play canvas is
      • Set up a canvas in their code with specified dimensions
      • Understand how the X-Y coordinate system works
    25. 5.9 Your First Sprites

    26. Description

      In this lesson, students will learn about p5play sprites and how to control their appearance with properties like size, position, and color.

    27. Objective

      Students will be able to:

      • Define a p5play sprite
      • Describe some of the properties of p5play sprites and how they are used
      • Create a p5play sprite in their code
      • Use dot notation to set the values of a sprite’s properties
    28. 5.10 The Physics of Sprites

    29. Description

      In this lesson, students will learn about more sprite properties and how they relate to p5play’s built-in physics engine.

    30. Objective

      Students will be able to:

      • Describe what a physics engine is and how it impacts program development
      • Turn on gravity in their programs
      • Identify and use the different sprite colliders
      • Identify and use additional sprite properties that change the sprite’s behavior in the scene
  6. Exploring Data and Spreadsheets

    1. 6.1 Your World in Numbers

    2. Description

      In this lesson, students are introduced to the concept of data and its applications. Students will learn about different types of data, how data is collected and used in technology, and the importance of data privacy.

    3. Objective

      Students will be able to:

      • Differentiate between data, information, and knowledge
      • Evaluate the benefits and risks of sharing personal information online
      • Reflect on how data can be used to improve personal understanding and decision-making
    4. 6.2 Intro to Spreadsheets

    5. Description

      In this lesson, students are introduced to the basic operations and features of spreadsheets. Through a hands-on activity, students will explore how to use spreadsheets to organize and analyze data. They will learn about concepts such as rows, columns, cells, ranges, operations, and functions.

    6. Objective

      Students will be able to:

      • Define key spreadsheet terms such as rows, columns, cells, ranges, operations, and functions
      • Use common spreadsheet functions such as SUM and AVERAGE
    7. 6.3 Sort and Filter

    8. Description

      In this lesson, students will learn how to sort and filter a spreadsheet.

    9. Objective

      Students will be able to:

      • Sort a spreadsheet by a column from least to greatest or greatest to least
      • Filter a spreadsheet based on a selected condition
      • Understand when and how to use a filter or sort their data in order to help them with data analysis
    10. 6.4 Statistical Measures

    11. Description

      In this lesson, students learn how to apply statistical measures (mean, median, and mode) to a dataset in order to gain insights.

    12. Objective

      Students will be able to:

      • Use the AVERAGE() formula in Google Sheets to find the average of a range of values
      • Use the MEDIAN() formula to find the median value in a range of values
      • Use the MODE() formula to find the mode of a range of values
      • Describe what each of the statistical measures above says about the data
    13. 6.5 Visualizing Data

    14. Description

      In this lesson, students will learn how to create visualizations based on Google Sheets data.

    15. Objective

      Students will be able to:

      • Identify the best chart to use for different types of information
      • Use a spreadsheet to create data visualizations
    16. 6.6 Models

    17. Description

      In this lesson, students are introduced to the concept of models in data analysis. Students will explore how models can simplify complex data, identify patterns, and make predictions. This lesson emphasizes the importance of critical thinking and understanding the limitations of models.

    18. Objective

      Students will be able to:

      • Understand the concept of a model and its role in data analysis
      • Understand how models can be used to predict future outcomes
      • Identify real-world problems that could benefit from modeling
      • Make predictions based on data trends
    19. 6.7 Project: Statistical Questions

    20. Description

      In this lesson, students launch their data storytelling project! They will explore how to identify questions that can be answered with data, brainstorm their research topic, and consider the types of information they’ll need.

    21. Objective

      Students will be able to:

      • Differentiate between statistical and non-statistical questions
      • Brainstorm research topics based on their interests and curiosity
      • Identify the types of data that would be needed to answer a given research question
    22. 6.8 Project: Data Storytelling

    23. Description

      In this lesson, students will learn how to use data to support and add to a story. The data story will combine visuals with a compelling narrative to help audiences understand the importance of the data being explained. Students will work on collecting and analyzing data. They will also create a visualization using a spreadsheet program or a data visualization platform of their choice.

    24. Objective

      Students will be able to:

      • Critically examine and reflect on various data visualizations and infographics
      • Collect data using an existing data set, research, or surveys
      • Analyze data to turn the values into meaningful conclusions
      • Create a visualization that will aid in telling their data story
    25. 6.9 Project: Tell Your Story

    26. Description

      In this lesson, students will learn how to use their data to support and add to a story. The data story will combine visuals with a compelling narrative to help audiences understand the importance of the data being explained.

    27. Objective

      Students will be able to:

      • Create a visually appealing infographic that displays important data visualizations
    28. 6.10 Exploring Data and Spreadsheets Quiz

    29. Description

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

    30. Objective
  7. Exploring Web Design 2

    1. 7.1 Webpage Aesthetics

    2. Description

      In this lesson, students will explore how aesthetic design, multimedia, and the CARP principles (Contrast, Alignment, Repetition, and Proximity) influence the look, feel, and usability of websites. Students will analyze both effective and ineffective website designs. By the end of the lesson, students will be equipped with foundational principles to enhance their own web design projects.

    3. Objective

      Students will be able to:

      • Analyze the aesthetic design of websites and explain how it influences user trust, engagement, and perception of the company
      • Identify effective and ineffective use of multimedia and explain its impact on the user experience
      • Define and apply the CARP design principles to evaluate and improve website layouts
      • Reflect on how aesthetic and multimedia design choices can make websites more accessible and engaging.
    4. 7.2 Webpage Design

    5. Description

      In this lesson, students will explore fundamental design principles such as contrast, alignment, repetition, and proximity by analyzing examples and applying CSS properties to improve web page aesthetics and accessibility.

    6. Objective

      Students will be able to:

      • Identify and explain the importance of contrast, repetition, alignment, and proximity in web design
      • Use CSS properties such as color, font-size, and font-weight to visually appealing designs
      • Apply CSS properties like margin, padding, width, and float to adjust spacing and layout
      • Evaluate and improve the design of a web page based on principles of contrast and alignment
    7. 7.3 Citing Image Sources

    8. 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. They will practice finding and citing online images.

    9. 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
    10. 7.4 Let's Add Pages!

    11. Description

      In this lesson, students will learn why multi-file websites are important and how they can create them.

    12. Objective

      Students will be able to:

      • Articulate why multi-page websites make sense from a user experience perspective and from a development perspective
      • Create multi-file websites that are divided for clarity and organization
    13. 7.5 Creating a Sitemap

    14. Description

      In this lesson, students will kick off their project by understanding the project goals, brainstorming, and outlining key content for their web pages. They will also learn about and design a clear, functional sitemap and practice peer review by exchanging feedback on their designs.

    15. Objective

      Students will be able to:

      • Brainstorm and outline information about their chosen community for their webpage
      • Create a sitemap using a digital tool or hand-drawn method to organize the structure of their webpage
    16. 7.6 Wireframing

    17. Description

      In this lesson, students will learn about wireframing as a critical step in web design. They will practice creating wireframes for existing websites or apps and then design their own wireframe for their project.

    18. Objective

      Students will be able to:

      • Explain the purpose of wireframing in the web design process
      • Design a wireframe for their website, considering both functionality and creative design
    19. 7.7 Create Your Site!

    20. Description

      In this lesson, students will draft and review their websites, ensuring they meet project requirements while refining their HTML and CSS code. They will complete self-reviews, check for coding errors, and participate in peer testing to get feedback on their websites. The lesson emphasizes revision and improvement, encouraging students to finalize their websites for submission.

    21. Objective

      Students will be able to:

      • Draft their website using HTML and CSS, applying the principles they’ve learned throughout the module
      • Evaluate their website using a self-review checklist and make revisions based on feedback
      • Participate in peer testing by reviewing a partner’s website and offering constructive feedback
      • Revise their website based on peer feedback and code validation to improve functionality and design
    22. 7.8 Exploring Web Design 2 Quiz

    23. Description

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

    24. Objective

      Students will be able to:

      • Prove their knowledge of web design principles through a multiple choice quiz