By the Numbers
|Introduction to Programming: The first module is programming with Karel. Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. Students can give Karel these commands to instruct him to do certain things. We use Karel to show students what it means to program, and allow them to focus on problem solving.|
|Functions and Parameters: Students learn to write reusable code with functions and parameters.|
|Basic Data Structures: This module introduces students to basic data structures that make storing and accessing data easier.|
|Digital Information: In this module, students will learn about the various ways we represent information digitally. Topics covered include number systems, encoding data, programmatically creating pixel images, comparing data encodings, compressing and encrypting data.|
|The Internet and Computers: This module explores the structure and design of the internet, and how this design affects the reliability of network communication, the security of data, and personal privacy.|
|Project: The Effects of the Internet: This module explores the structure and design of the internet, and how this design affects the reliability of network communication, the security of data, and personal privacy.|
|Data: In this module, students will explore using computational tools to store massive amounts of data, manipulate and visualize data, find patterns in data, and pull conclusions from data.|
|Project: Present a Data-Driven Insight: In this module, students will explore using computational tools to store massive amounts of data, manipulate and visualize data, find patterns in data, and pull conclusions from data.|
|Creative Development: This module introduces students to the theory and practice of user interface design. Students learn about what makes an engaging and accessible user interface, and will employ an iterative design process including rapid prototyping and user testing to design and develop their own engaging web pages.|
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Here are a few examples of teacher resources and materials to use in the New Jersey Computer Science course
Format of Course
The entirely web-based curriculum is made up of a series of learning modules that cover the fundamentals of programming. Each module is made up of short video tutorials, example programs, quizzes, programming exercises, challenge problems, and unit tests. The course is designed for a year long class that meets 5 days per week, though schools implement it in a variety of ways.
Who is it for?
This course is designed for students in grades 9 and 10, and it does not require a previous background in computer science. The course is highly visual, dynamic, and interactive making it engaging for new coders.
"My students love it! They are engaged, they can work at their own pace. It's awesome!"
Courtney Moore, Teacher, Battle Mountain High School
"The students say the class is "fun, fun, fun" and that the class period is too short."
Ellen Kohrs, Teacher, Sea Crest School
"CodeHS has been a game-changer in my Intro to Programming class for 9th graders. The students have been much more engaged and motivated since we started using CodeHS"
Tom Simpson, Teacher, Heathwood Hall Episcopal School
"I truly believe the site is the most interactive way to teach programming!"
Seth Nilson, Teacher, Sentinel Peak High SchoolRead More Stories
Interested in teaching this course with CodeHS? Get in touch, so we can help you bring CodeHS to your school!Bring to My School
New Jersey Computer Science is aligned with the following standards
|Standards Framework||View Alignment|
|New Jersey 9-12 Computer Science||View (100%)|