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South Carolina Fundamentals of Computing

Lessons

  1. Digital Citizenship and Cyber Hygiene

    1. 1.1 Welcome to Fundamentals of Computing!

    2. Description
      • This lesson should be combined with the following lesson as an introduction to the course.

      • There is a document provided in the lesson plan that includes suggestions for how to cover certain SC standards using teacher pedagogy.

    3. Objective
    4. 1.2 What is Cybersecurity?

    5. 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.

    6. Objective

      Students will be able to:

      • Define cybersecurity
      • Describe how the Internet of Things makes people more vulnerable to cyber attacks
      • Reflect on recent cyber attacks and identify the financial and societal impact of the attack
    7. 1.3 The CIA Triad

    8. 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.
    9. 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
    10. 1.4 Digital Footprint and Reputation

    11. Description

      In this lesson, students understand how they can control and protect their footprint. As students use the Internet, they are building their digital footprint. This includes social media posts, emails, picture and video uploads amongst other online activities.

    12. Objective

      Students will be able to:

      • Understand how their online activity contributes to a permanent and public digital footprint
      • Articulate their own social media guidelines to protect their digital footprint
    13. 1.5 Cyberbullying

    14. Description

      In this lesson, students will learn about and discuss cyberbullying. Cyberbullying is the use of electronic communication to harass or target someone. Cyberbullying includes sending, posting, or sharing negative, harmful, false, or mean content about someone else.

    15. Objective

      Students will be able to:

      • Understand the impact of cyberbullying, and identify unacceptable bullying behavior
      • Identify proper actions to take if they are victims of cyberbullying or if they observe someone being cyberbullied
    16. 1.6 Internet Safety

    17. Description

      In this lesson, students will learn to recognize online predatory behavior and strategies on how to avoid and respond to it. The Internet is a great place to socialize, but it is important to be aware of risks. Common sense and following safety guidelines can help students stay safe online.

    18. Objective

      Students will be able to:

      • Identify predatory behavior and how to respond to it online
    19. 1.7 Privacy & Security

    20. Description

      In this lesson, students will discuss and examine policies regarding privacy and security. Using best practices like setting strong passwords, reading privacy policies, and using https can help in staying safe online.

    21. Objective

      Students will be able to:

      • Use best practices in personal privacy and security, including strong passwords, using https, and reading privacy policies
    22. 1.8 Information Literacy

    23. Description

      In this lesson, students will learn about and discuss information literacy. Information literacy is having the ability to find information, evaluate information credibility, and use information effectively.

    24. Objective

      Students will be able to:

      • Effectively search for and evaluate resources
    25. 1.9 Visualizing and Interpreting Data

    26. Description

      In this lesson, students will learn about the impact of visually representing data to make information easier to analyze and use.

    27. 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
    28. 1.10 Data Collection & Limitations

    29. 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.

    30. 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
    31. 1.11 Creative Credit & Copyright

    32. 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.

    33. 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
    34. 1.12 Hacking Ethics

    35. Description

      In this lesson, students will explore and discuss the ethics and legality around hacking. A security hacker is someone who seeks to break through defenses and exploit weaknesses in a computer system or network. There are white hat hackers, who help companies find and protect exploits in their systems, and black hat hackers who hack maliciously.

    36. Objective

      Students will be able to:

      • Identify the difference between white hat hacking and black hat hacking
      • Explain career opportunities in cybersecurity
    37. 1.13 Project: Public Service Announcement

    38. Description

      Now that students have learned about digital citizenship and cyber hygiene, they will take what they have learned and create a PSA to inform members in the community about a topic!

    39. Objective

      Students will be able to:

      • Create a public service announcement for members of their community about a topic in digital citizenship or cyber hygiene
      • Use google sheets to store and analyze data, and create a data visualization.
    40. 1.14 Digital Citizenship and Cybersecurity Quiz

    41. Description

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

    42. Objective

      Students will be able to:

      • Prove their knowledge of digital citizenship and cyber hygiene concepts through a multiple choice quiz
  2. What is Computing?

    1. 2.1 History of Computers

    2. 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.

    3. 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
    4. 2.2 Computer Organization

    5. Description

      How are computers organized? What are the main components of a computer?

      In this lesson, we will explore how different organizational structures of computers interact with each other to make computers functional.

    6. Objective

      Students will be able to:

      • Understand the main parts of a computer
      • Differentiate the difference between hardware and software
      • Identify input and output devices
      • Learn different types of networks
    7. 2.3 Software

    8. 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.

    9. Objective

      Students will be able to:

      • Understand and identify different types of software and their functions
    10. 2.4 Hardware

    11. 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.

    12. Objective

      Students will be able to:

      • Understand and identify the physical components of a computer & their roles in computer functionality
    13. 2.5 Future of Computing

    14. 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.

    15. Objective

      Students will be able to:

      • Discuss the future of technology and computers in the world
    16. 2.6 Computer Model

    17. 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.

    18. 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).

    19. 2.7 What is Computing? Quiz

    20. Description
    21. Objective
  3. Programming With Karel

    1. 3.1 Introduction to Programming With Karel

    2. Description

      In this lesson, students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.

    3. Objective

      Students will be able to:

      • Write their first Karel program by typing out all of the Karel commands with proper syntax

      • Explain how giving commands to a computer is like giving commands to a dog

    4. 3.2 More Basic Karel

    5. Description

      In this lesson, students learn more about Karel and Karel’s world. Students learn about walls in Karel’s world, the directions Karel can face, and how to identify a location in Karel’s world using streets and avenues. In these exercises, students will begin to see the limitations of Karel’s commands. Students will need to apply Karel’s limited set of commands to new situations. For example, how can they make Karel turn right, even though Karel does not know a turnRight command?

    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
      • Identify a location in Karel’s world using Street, Avenue terminology
    7. 3.3 Karel Can't Turn Right

    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.
      • Teach Karel a new command by creating a turnRight() function
    10. 3.4 Functions in Karel

    11. Description

      In this lesson, students learn in more detail about functions, and how they can use functions to break down their programs into smaller pieces and make them easier to understand.

    12. Objective

      Students will be able to:

      • Create functions to teach Karel new commands
      • Explain the difference between defining and calling a function
      • Utilize these functions to write higher level Karel programs that go beyond the basic toolbox of commands that Karel starts with
    13. 3.5 The Start Function

    14. Description

      In this lesson, students will deepen their understanding of functions by learning about the start function. The start function helps to organize the readability of code by creating a designated place where code that is going to be run in a program can be stored:

      function start(){
         turnRight();
      }
      
      function turnRight(){
         turnLeft();
         turnLeft();
         turnLeft();
      }
    15. Objective

      Students will be able to:

      • Explain the functionality of the start function
      • Use the start function appropriately in their programs
      • Improve the readability of their code
    16. 3.6 Top Down Design and Decomposition in Karel

    17. Description

      In this lesson, students learn about Top Down Design and Decomposition. Top Down Design is the process of breaking down a big problem into smaller parts.

    18. Objective

      Students will be able to:

      • Break a large problem down into smaller, simpler problems
      • Write methods that solve the simpler problems, and use them as building blocks to solve the larger problem
      • Compare programs and identify good vs poor decomposition
    19. 3.7 Commenting Your Code

    20. Description

      In this lesson, students learn how to style their programs by including comments. Comments allow students to leave notes on their program that makes it easier for other to read. Comments are written in plain English.
      Commenting Your Code Example:

      /*
       *  multi-line  comments
       */
      
      // single line comments
    21. 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
    22. 3.8 Abstraction

    23. 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.

    24. 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

      Enduring Understandings

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

      • EU 2.2 Multiple levels of abstraction are used to write programs or create other computational artifacts. (LO 2.2.3)
      • 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 4.2 Algorithms can solve many, but not all, computational problems. (LO 4.2.4)
      • 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)
      • EU 5.2 People write programs to execute algorithms. (LO 5.2.1)
      • EU 5.3 Programming is facilitated by appropriate abstractions. (LO 5.3.1)
      • EU 5.4 Programs are developed, maintained, and used by people for different purposes. (LO 5.4.1)
    25. 3.9 Super Karel

    26. Description

      In this lesson, students are introduced to Super Karel! Since commands like turnRight() and turnAround() are so commonly used, students shouldn’t have to define them in every single program. This is where SuperKarel comes in. SuperKarel is just like Karel, except SuperKarel already knows how to turnRight and turnAround, so students don’t have to define those functions anymore!

    27. 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 documentation to understand how to use a library (SuperKarel is an example of this)
    28. 3.10 For Loops

    29. 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(var i = 0; i < 4; i++)
      {
          // Code to be repeated 4 times
      }
    30. 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
    31. 3.11 If Statements

    32. 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
      }
    33. 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
    34. 3.12 If/Else Statements

    35. 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
       }
      
    36. 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
    37. 3.13 While Loops in Karel

    38. 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.

    39. 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
    40. 3.14 Control Structures Example

    41. Description

      In this lesson, students learn how to combine and incorporate the different control structures they’ve learned to create more complex programs.

    42. 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
    43. 3.15 More Karel Examples and Testing

    44. Description

      In this lesson, students get extra practice with control structures. Students will continue to see different ways that the if, if/else, while, and for loops affect their code and what Karel can do.

    45. Objective

      Students will be able to:

      • Debug common errors in code
      • Use control structures to create general solutions that work on all Karel worlds
    46. 3.16 How to Indent Your Code

    47. Description

      In this lesson, students review how they should indent their code to make it easier to read.

    48. 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
    49. 3.17 Debugging Strategies

    50. Description

      Debugging is a very important part of programming. In this lesson, students learn how to effectively debug their programs.

    51. Objective

      Students will be able to use debugging strategies to find and fix errors in their code.

  4. Karel Challenges

    1. 4.1 Collaborative Programming

    2. Description

      In this lesson, students will learn what pair programming is, why it is used, and the appropriate behaviors of a driver and navigator.

    3. Objective

      Students will be able to:

      • Effectively communicate their ideas to a partner
      • Successfully complete a coding exercise using pair programming
      • Identify the pros and cons of pair programming
    4. 4.2 Challenge Problems

    5. Description

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

    6. 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
  5. Networks and the Internet

    1. 5.1 Intro to the Internet

    2. 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.

    3. 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

      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 3.1.2)
      • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
      • EU 7.1 Computing enhances communication, interaction, and cognition. (LOs 7.1.1, 7.1.2)
      • EU 7.2 Computing enables innovation in nearly every field. (LO 7.2.1)
      • EU 7.3 Computing has global effects — both beneficial and harmful — on people and society. (LO 7.3.1)
      • EU 7.4 Computing innovations influence and are influenced by the economic, social, and cultural contexts in which they are designed and used. (LO 7.4.1)
    4. 5.2 Internet Hardware

    5. Description

      In this lesson, students will explore the hardware that makes up the internet and the characteristics of that hardware that define our experience on the internet.

    6. Objective

      Students will be able to:

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

      Enduring Understandings

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

      • EU 2.1 A variety of abstractions built on binary sequences can be used to represent all digital data. (LO 2.1.1)
      • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
      • EU 6.2 Characteristics of the Internet influence the systems built on it. (LOs 6.2.1, 6.2.2)
    7. 5.3 Internet Addresses

    8. Description

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

    9. Objective

      Students will be able to:

      • Discuss the necessity of internet protocols
      • Recognize the hierarchy of elements in an IP address

      Enduring Understandings

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

      • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
      • EU 6.2 Characteristics of the Internet influence the systems built on it. (LOs 6.2.1, 6.2.2)
    10. 5.4 DNS

    11. Description

      In this lesson, students will explore the DNS system and how it maps human readable domain names into actual accessible IP addresses.

    12. Objective

      Students will be able to:

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

      Enduring Understandings

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

      • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
      • EU 6.2 Characteristics of the Internet influence the systems built on it. (LOs 6.2.1, 6.2.2)
    13. 5.5 Routing

    14. Description

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

    15. 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

      Enduring Understandings

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

      • EU 4.2 Algorithms can solve many, but not all, computational problems. (LOs 4.2.1, 4.2.2)
      • EU 6.2 Characteristics of the Internet influence the systems built on it. (LOs 6.2.1, 6.2.2)
    16. 5.6 Packets and Protocols

    17. 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.

    18. 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 Hyper Text Transfer Protocol

      Enduring Understandings

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

      • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
      • EU 6.2 Characteristics of the Internet influence the systems built on it. (LOs 6.2.1, 6.2.2)
    19. 5.7 The Impact of the Internet

    20. 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.

    21. 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

      Enduring Understandings

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

      • EU 1.2 Computing enables people to use creative development processes to create computational artifacts for creative expression or to solve a problem. (LO 1.2.3)
      • EU 3.1 People use computer programs to process information to gain insight and knowledge. (LO 3.1.2)
      • EU 6.1 The Internet is a network of autonomous systems. (LO 6.1.1)
      • EU 7.1 Computing enhances communication, interaction, and cognition. (LOs 7.1.1, 7.1.2)
      • EU 7.2 Computing enables innovation in nearly every field. (LO 7.2.1)
      • EU 7.3 Computing has global effects — both beneficial and harmful — on people and society. (LO 7.3.1)
      • EU 7.4 Computing innovations influence and are influenced by the economic, social, and cultural contexts in which they are designed and used. (LO 7.4.1)
    22. 5.8 Networks and the Internet Quiz

    23. Description

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

    24. Objective

      Assess student achievement of the learning goals of the unit

  6. JavaScript and Graphics

    1. 6.1 Hello World

    2. Description

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

    3. 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
    4. 6.2 Variables

    5. 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.

    6. 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
    7. 6.3 User Input

    8. Description

      In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.

    9. 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
    10. 6.4 Basic Math in JavaScript

    11. 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.

    12. 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
    13. 6.5 Using Graphics in JavaScript

    14. 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.

    15. 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
    16. 6.6 Using RGB to Create Colors

    17. Description

      Students will enhance their pixel images by incorporating RGB colors to each pixel.

    18. Objective

      Students will be able to create images using RGB values.

  7. Graphics Challenges

    1. 7.1 Graphics Challenges

    2. Description

      In this unit, students will synthesize all of the skills and concepts learned in the JavaScript and Graphics unit to solve increasingly challenging puzzles.

    3. 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
      • Write clear and readable graphics programs
  8. Web Design

    1. 8.1 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. 8.2 Structure of an HTML Page

    5. Description

      In this lesson we upgrade from simple tags to full HTML documents. We learn some new tags that let us put information in different places on the web page, and we 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. 8.3 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. 8.4 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. 8.5 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
    16. 8.6 HTML 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
    19. 8.7 HTML Tables

    20. Description

      In this lesson, students learn how to create and add tables to their web pages!

    21. Objective

      Students will be able to:

      • Create tables in their web pages
      • Explain the benefits of including tables on web pages
      • Compare various ways of displaying information and choose the appropriate format
    22. 8.8 HTML Styling

    23. Description

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

    24. Objective

      Students will be able to:

      • Apply HTML styling to make their web pages more visually appealing and unique
    25. 8.9 Introduction to CSS

    26. Description

      In this lesson, students will begin using CSS to add styling to their HTML pages.

    27. Objective

      Students will be able to:

      • Describe how CSS adds styling to HTML pages
    28. 8.10 CSS Select by Tag

    29. Description

      In this lesson, students use CSS tag selectors to select all elements of the same kind (<table>, or <h1> for example) and give them all the same style.

    30. Objective

      Students will be able to:

      • Use CSS tag selectors to select all elements of the same kind and give them all the same style
    31. 8.11 CSS Select by Class

    32. Description

      In this lesson, students learn to use CSS class selectors to apply CSS styling to all HTML elements that share a specified class which allows students to be more specific when applying their styling.

    33. Objective

      Students will be able to:

      • Use CSS class selectors to apply CSS styling to all HTML units that share a specified class
    34. 8.12 CSS Select by ID

    35. Description

      In this lesson, students will use CSS Selectors by ID to select a single element to format on a webpage.

    36. Objective

      Students will be able to:

      • Use CSS Selectors by ID to select a single element to format on a webpage
    37. 8.13 Viewing Websites

    38. Description

      In this lesson, students learn what a URL is and what happens when they visit a URL.

    39. 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
    40. 8.14 Project: Your First Website

    41. Description

      In this project, students will be developing their first digital artifact: their very own website! This website will start off as their own personal homepage, and as students progress through the course, they can keep adding links to their favorite projects. By the end of the course this homepage will serve as their own personal portfolio website showcasing their work!

    42. Objective

      Students will be able to:

      • Create their own website from scratch, hosted at their own custom domain
  9. Computer Science Careers

    1. 9.1 Computer Science Careers

    2. Description

      In this lesson, students will explore the careers available in computer science and learn how bias can affect computer programs.

    3. Objective

      Students will explore different computer science careers and opportunities.
      Students will learn how bias can affect computer programs.

  10. Machine Learning

    1. 10.1 Intro to Machine Learning

    2. Description

      In this lesson, students explore machine learning and visualize how neural networks work.

    3. Objective

      Students will be able to:

      • Define machine learning, neural networks, and convolutional neural networks
      • Understand the process of a convolutional neural network and its inner workings
    4. 10.2 Supervised Learning

    5. Description

      In this lesson, students will explore and engage with the supervised learning method through the use of Google’s Teachable Machine.

    6. Objective

      Students will be able to:

      • explain how supervised learning is used to train an AI model
      • explain the benefits of using a supervised learning method
    7. 10.3 Unsupervised Learning

    8. Description

      In this lesson, students will explore and engage with the unsupervised learning method of machine learning. They will get a chance to act as a computer and will explore 3 different Google Experiments to explore how unsupervised learning can be used to categorize large amounts of data.

    9. Objective

      Students will be able to:

      • explain how unsupervised learning is used to train an AI model
      • explain the benefits of using an unsupervised learning method
    10. 10.4 Reinforcement Learning

    11. Description

      In this lesson, students will learn about the reinforcement learning method of machine learning through both on an offline activities.

    12. Objective

      Students will be able to:

      • explain how reinforcement learning is used to train an AI model
      • explain the benefits of using a reinforcement learning method
  11. Intro to AI

    1. 11.1 Human & Artificial Intelligence

    2. Description

      In this lesson, students will explore the concept of intelligence, engaging with various resources to make their own determination on the level of intelligence of AI models.

    3. Objective

      Students will be able to:

      • Define intelligence as it will be used in this course
      • Describe the Turing Test, its uses, and where it falls short
      • Engage with various resources to gauge the intelligence level of AI tools
    4. 11.2 How Are AI Models Trained?

    5. Description

      In this lesson, students will engage with the actual training of AI models. They will use Teachable Machine to create a model that will then be used inside a program in the CodeHS editor.

    6. Objective

      Students will be able to:

      • Explain how AI models are created from training data
      • Use Teachable Machine to train a model that will be used in an HTML program
    7. 11.3 AI Models in Industry

    8. Description

      In this lesson, students will explore the use cases for AI in various industries by using image and audio data sets to create Teachable Machine models.

    9. Objective

      Students will be able to:

      • Explore the use cases of AI in industries such as healthcare, fashion, animal sciences, sales, and music
      • Use Teachable Machine to engage with data in various ways
    10. 11.4 Bias in Training

    11. Description

      In this lesson, students will explore how biased training data can affect an AI model’s output.

    12. Objective

      Students will be able to:

      • Explain the concept of biased training data
      • Describe how the use of biased training data can affect an AI model
  12. Final Project

    1. 12.1 Intro to Design Thinking

    2. Description

      In this lesson, students are introduced to the concept of design thinking and learn the steps in the design cycle.

    3. Objective

      Students will be able to:

      • Define design thinking
      • Name the steps in the design cycle
    4. 12.2 Prototype

    5. 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.

    6. Objective

      Students will be able to:

      • Explain what prototyping is and why it is an important part of the design process
    7. 12.3 Test

    8. 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.

    9. 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
    10. 12.4 Project Prep and Development

    11. Description

      In this final programming module, students will put together all of the concepts learned throughout the course to create a final program. They will work with partners or in groups to creatively develop a program that includes aspects from each part of the course.

    12. 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
  13. JavaScript Control Structures

    1. 13.1 Booleans

    2. 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.

    3. Objective

      Students will be able to…

      • Create boolean variables to represent meaningful yes/no values
      • Print out the value of a boolean variable
    4. 13.2 Logical Operators

    5. 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
    6. 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
    7. 13.3 Comparison Operators

    8. Description

      In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.

    9. 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
    10. 13.4 If Statements

    11. 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.

    12. 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
    13. 13.5 For Loops in JavaScript

    14. 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.

    15. 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
    16. 13.6 General For Loops

    17. 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.

    18. 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)
    19. 13.7 For Loop Practice

    20. 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.

    21. Objective

      Students will be able to…

      • Explain the purpose of for loops
      • Create for loops to solve increasingly challenging problems
      • Create nested for loops
    22. 13.8 Random Numbers

    23. Description

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

    24. 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
    25. 13.9 While Loops

    26. 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.

    27. 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
    28. 13.10 Loop and a Half

    29. 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.

    30. 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
  14. Control Structures Challenges

    1. 14.1 Control Structures Challenges

    2. Description

      In this unit, students will synthesize all of the skills and concepts learned in the Control Structures unit to solve increasingly challenging puzzles.

    3. 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
      • Write clear and readable code using control structures, decomposition, and comments
  15. Functions, Events, and Lists

    1. 15.1 Functions and Parameters 1

    2. 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.

    3. Objective

      Students will be able to…

      • Explain the purpose of functions
      • Create JavaScript functions
      • Utilize JavaScript functions to solve simple problems
      • Create functions that take in parameters as input
    4. 15.2 Functions and Parameters 2

    5. Description

      In this lesson, students will work with, define and call their own functions that take in multiple parameters as input and print out output.

    6. Objective

      Students will be able to:

      • Explain the purpose of functions
      • Create JavaScript functions
      • Utilize JavaScript functions to solve simple problems
      • Create functions that take in multiple parameters as input, and use print statements for output
    7. 15.3 Functions and Parameters 3

    8. 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).

    9. Objective

      Students will be able to:

      • Explain the purpose of functions
      • Create JavaScript functions
      • Utilize JavaScript functions to simplify graphics programs
      • Identify repeated code that can be simplified with functions and parameters
      • Create functions that take in multiple parameters as input, and create graphics as output
    10. 15.4 Functions and Return Values 1

    11. 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.

    12. 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 store the result for later use.
    13. 15.5 Functions and Return Values 2

    14. Description

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

    15. 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.
    16. 15.6 Timers

    17. Description

      In this lesson, students will be introduced to the concept of using timers for animation. Now instead of having graphics programs that stay the same, the content changes every time the timer runs. The first program students will see is a moving ball, so discussing this with the class as a demo on the projector is very useful.

    18. Objective

      Students will be able to:

      • Explain in their own words how animation works
      • Create animation in programs using the setTimer function
      • Explain what a callback function is
    19. 15.7 Random Circles

    20. Description

      In this lesson, we’ll look at more examples with timers and start making more interesting animations. Students will use timers and the Randomizer to create animations on the canvas.

    21. Objective

      Students will be able to:

      • Create programs with timers to create increasingly challenging animations
      • Analyze existing programs and explain how they create animations
      • Utilize the Randomizer to generate random events in their animations
    22. 15.8 Random Ghosts

    23. Description

      In this lesson, students use timers in combination with the other ideas they have learned, including more graphics as well as coordinate math to create different objects. The random ghosts serves as a fun example to show how you can modify things once you have the basic building blocks in place to make them more readable and easier to alter.

    24. Objective

      Students will be able to:

      • Explain the general workflow of creating an animation program
      • Analyze animation programs and identify similarities and differences
      • Create increasingly challenging animations using timers, graphics, and the Randomizer
    25. 15.9 Bouncing Ball

    26. Description

      In this lesson, students build on the use of timers and utilize if statements inside timers to dynamically change what the animations are doing.

    27. Objective

      Students will be able to:

      • Create increasingly challenging animations that simulate movement using timers
    28. 15.10 Mouse Events: Mouse Clicked

    29. Description

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

    30. 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
    31. 15.11 Intro to Lists/Arrays

    32. 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.

    33. Objective

      Students will be able to:

      • Define an array
      • Access certain elements of an array by using an index
    34. 15.12 Adding/Removing From an Array

    35. Description

      In this lesson, students learn how to add and remove elements at the end of an array using the push and pop methods.

    36. 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
    37. 15.13 Array Length and Looping Through Arrays

    38. 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.

    39. 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
    40. 15.14 Iterating Over an Array

    41. 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.

    42. 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
  16. Extra Karel Practice

    1. 16.1 Extra Karel Practice

    2. Description
    3. Objective
  17. Extra Karel Puzzles

    1. 17.1 Extra Karel Puzzles

    2. Description
    3. Objective
  18. Functions and Parameters Practice

    1. 18.1 Functions and Parameters Practice

    2. Description
    3. Objective
  19. Animation and Games- Extended User Interaction

    1. 19.1 Mouse Events: Mouse Moved

    2. Description

      In this lesson, students learn how to extend mouse events to make interactive animations using the dragging motion of the mouse.

    3. Objective

      Students will be able to:

      • Explain how events are different from timers.
      • Create interactive programs that use events to respond to the mouse moving
    4. 19.2 Drawing Lines

    5. Description

      In this lesson we continue to use user input via the mouse to create interactive programs.

    6. Objective

      Students will be able to:

      • Explain how events are different from timers.
      • Create interactive programs that use events to respond to the mouse moving.
    7. 19.3 Key Events

    8. 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.

    9. Objective

      Students will be able to:

      • Explain how events are different from timers.
      • Create interactive programs that use events to respond to the keyboard input.
    10. 19.4 Crazy Ball Game

    11. Description

      In this lesson, students will create programs that combine multiple ideas from this unit.

    12. Objective

      Students will be able to:

      • Synthesize the skills and concepts learned in the Animation and Games unit to create advanced, interactive programs.
    13. 19.5 Animation and Games Quiz

    14. Description

      In this lesson, students review content with a 25 question End-of-Unit Quiz.

    15. Objective

      Students will be able to:

      • Prove their knowledge of various concepts in animation through a multiple choice quiz
  20. Extended Array Concepts

    1. 20.1 Indexing Into an Array

    2. 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.

    3. Objective

      Students will be able to:

      • Use indexing to call and assign items in an array
    4. 20.2 Finding an Element in a List

    5. Description

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

    6. Objective

      Students will be able to:

      • Use the indexOf method to find the index of a particular element in an array.
    7. 20.3 Removing an Element From an Array

    8. 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.

    9. Objective

      Students will be able to:

      • Use the splice and remove methods to remove an element from an array.
  21. Extended Data Structures

    1. 21.1 Intro to Objects/Maps

    2. Description

      In this lesson, students will learn how to create objects and store key/value pairs of data.

    3. Objective

      Students will be able to…

      • Understand what objects are and how they store data.
      • Understand the difference between an object’s key and value.
      • Create an empty object and assign it a key/value pair.
    4. 21.2 Basics of Objects

    5. Description

      In this lesson, students will learn additional techniques to initialize an object with data and assign new data.

    6. Objective

      Students will be able to…

      • Initialize an object with key/value data
      • Assign values to objects using Object Property Notation
      • Understand more examples of how to assign and use keys
    7. 21.3 Iterating Over an Object

    8. Description

      In this lesson, students will learn how to use a for…in loop to iterate over all of the keys in an object.

    9. Objective

      Students will be able to…

      • Iterate through the keys of an object
      • Better understand the difference between keys and values in an object
    10. 21.4 When Do I Use an Object?

    11. Description

      In this lesson, students will reflect on when to use an object as their data structure and learn about programming paradigms.

    12. Objective

      Students will be able to…

      • Better understand when to choose an object as their data structure.
      • How to check if a key is in an object.
      • Define and compare different programming paradigms
    13. 21.5 Intro to Sets

    14. Description

      In this lesson, students are introduced to sets as a way to store an unordered, unique list of items.

    15. Objective

      Students will be able to…

      • Understand when to choose a set as the appropriate data structure.
      • Create a new set.
      • Populate a set, check if an element is in a set, and remove an item from a set.
    16. 21.6 Intro to Grids

    17. Description

      In this lesson, students learn how to store data in a table-like format using grids.

    18. Objective

      Students will be able to…

      • Conceptually understand and visualize how grids store data.
      • Create, populate, and retrieve data from grids.
    19. 21.7 Looping Over a Grid

    20. Description

      In this lesson, students will learn how to iterate through every element stored in a grid.

    21. Objective

      Students will be able to…

      • Iterate through all of the elements stored in a grid.
    22. 21.8 Grid Example: Get a Row

    23. Description

      In this lesson, students will practice looping through grids.

    24. Objective

      Students will be able to…

      • Confidently loop through the elements in a grid and output a single row.
    25. 21.9 Data Structures Challenges

    26. Description

      In this lesson, students will develop a digital watercolor program and complete a culminating Data Structures quiz.

    27. Objective

      Students will be able to…

      • Demonstrate their proficiency with different JavaScript data structures.
      • Recall prior knowledge about JavaScript graphics and mouse events.
  22. Project: IT Professional

    1. 22.1 Communication is Key!

    2. Description

      In this lesson, students explore what it means to be a cybersecurity professional. Students learn about a wide variety of cybersecurity careers, what each job entails, and what skills sets are needed to be successful. Students learn about the importance of communication and practice responding to a customer support call.

    3. Objective

      Students will be able to:

      • Explore skill sets and duties of multiple cybersecurity careers
      • Describe the skills involved in successful customer support
      • Utilize customer support and communication skills in a mock customer support call
    4. 22.2 Building a Knowledge Base

    5. Description

      In this lesson, students continue to develop their customer service skills by writing a knowledge base article. Students will research a common network issue and create an article that effectively details the steps to resolve it. Students will also go through a peer review process as a way to practice giving and receiving feedback.

    6. Objective

      Students will be able to:

      • Explain the purpose of a knowledge base and describe the characteristics of an effective knowledge base article
      • Effectively provide instructions for how to troubleshoot a common network issue
    7. 22.3 Star in a Video!

    8. Description

      In this lesson, students learn about the planning and recording process of making an instructional video. Students will create their own video by first planning the topic and audience as well as writing a script and storyboard. Students will then learn how to record and edit their video.

    9. Objective

      Students will be able to:

      • Explain the role videos play in supporting customers and clients
      • Describe the characteristics of an effective instructional video
      • Develop a plan for an instructional video, including identifying the topic and audience, writing a script, and developing a storyboard
      • Record and edit an instructional video
  23. Functions and Parameters

    1. 23.1 Functions and Parameters 1

    2. 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.

    3. Objective

      Students will be able to…

      • Explain the purpose of functions
      • Create JavaScript functions
      • Utilize JavaScript functions to solve simple problems
      • Create functions that take in parameters as input
    4. 23.2 Functions and Parameters 2

    5. Description

      In this lesson, students will work with, define and call their own functions that take in multiple parameters as input and print out output.

    6. Objective

      Students will be able to:

      • Explain the purpose of functions
      • Create JavaScript functions
      • Utilize JavaScript functions to solve simple problems
      • Create functions that take in multiple parameters as input, and use print statements for output
    7. 23.3 Functions and Parameters 3

    8. 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).

    9. Objective

      Students will be able to:

      • Explain the purpose of functions
      • Create JavaScript functions
      • Utilize JavaScript functions to simplify graphics programs
      • Identify repeated code that can be simplified with functions and parameters
      • Create functions that take in multiple parameters as input, and create graphics as output
    10. 23.4 Functions and Return Values 1

    11. 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.

    12. 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 store the result for later use.
    13. 23.5 Functions and Return Values 2

    14. Description

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

    15. 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.
    16. 23.6 Local Variables and Scope

    17. Description

      In this lesson, students will explore the scoping of a variable, which is where the variable is “defined” or where it exists.

    18. 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
    19. 23.7 Functions and Parameters Quiz

    20. Description

      In this lesson, students review content with a 15 question Unit Quiz.

    21. Objective

      Students will be able to:

      • Prove their knowledge of functions and parameters through a multiple choice quiz
  24. Advanced HTML and CSS

    1. 24.1 Getting Started - Advanced HTML and CSS - Update

    2. Description

      In this lesson, students will preview some of the advanced HTML/CSS features they will be learning how to use in this module!

    3. Objective

      Students will be able to:

      • Reflect on what they have learned so far in this course
      • Preview what they will learn in the advanced HTML/CSS module
    4. 24.2 Multi-file Websites

    5. Description

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

    6. 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
    7. 24.3 Embedding iframes

    8. Description

      In this lesson, students will learn how to embed content from other websites into their own websites using IFrames.

    9. Objective

      Students will be able to:

      • Define what an IFrame is, and explain how they might be used in websites
      • Use IFrames to embed other websites into their own website
    10. 24.4 Divs

    11. Description

      In this lesson, students will learn how to use divs to group and style multiple elements.

    12. Objective

      Students will be able to:

      • Use divs to group and style multiple elements at once
    13. 24.5 Spans

    14. Description

      In this lesson, students will learn how to use spans to group and style multiple elements of inline text.

    15. Objective

      Students will be able to:

      • Use the <span> tag to style multiple elements of inline text
    16. 24.6 Semantic Tags

    17. Description

      In this lesson, students learn about HTML5 semantic tags and create web pages that leverage these tags to enhance the structure of their HTML documents.

    18. Objective

      Students will be able to:

      • Identify HTML5 semantic tags primarily used for page layout and structure
      • Describe the benefits of using semantic tags in HTML documents
      • Create web pages using semantic tags aligned with best web design practices
    19. 24.7 Combining CSS Selectors

    20. Description

      In this lesson, students wlll learn how to combine CSS selectors so they can style multiple selectors and combinations, or specific parent/child selectors.

    21. Objective

      Students will be able to:

      • Combine CSS selectors to style multiple selectors, parent/child selectors, and specific combinations of classes, ids, and tags
    22. 24.8 The Don't Repeat Yourself Principle

    23. Description

      In this lesson, students will learn the Don’t Repeat Yourself (DRY) principle.

    24. Objective

      Students will be able to:

      • Articulate the importance of the DRY Principle
      • Cut down on the amount of repeated code in their programs by combining selectors and using divs
    25. 24.9 Special Selectors

    26. Description

      In this lesson, students will learn about special selectors such as :hover and :focus, and how these selectors can be used to style elements as the user interacts with them on the page.

    27. Objective

      Students will be able to:

      • Use special selectors to style their website as the user interacts with elements on the page
    28. 24.10 Visibility

    29. Description

      In this lesson, students will learn how to use the visibility property to make elements visible or invisible on their page.

    30. Objective

      Students will be able to:

      • Use the visibility property to make elements visible or invisible on their page.
      • Articulate the difference between visibility and display properties (visibility still takes up space when it’s not visible, display does not)
    31. 24.11 Reading Documentation

    32. Description

      In this lesson, students will learn how they can use documentation as a resource to learn more about HTML and CSS features.

    33. Objective

      Students will be able to:

      • Use documentation to explore HTML and CSS features that are not covered in the course
    34. 24.12 Using the Inspector

    35. Description

      In this lesson, students will learn how to use the inspector tool to explore and modify code inline.

    36. Objective

      Students will be able to:

      • Use the inspector tool to modify styling and content inline
    37. 24.13 The Box Model

    38. Description

      In this lesson, students will learn what the box model is and how they can use it to add a border around elements and to define space between elements.

    39. Objective

      Students will be able to:

      • Name the different components that wrap around an HTML element
      • Modify the margins, borders, and padding of an HTML element
    40. 24.14 Image Manipulation

    41. 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.

    42. Objective

      Students will be able to:

      • Include images in their programs
      • Manipulate the stored pixel data arbitrarily
    43. 24.15 Animation

    44. Description

      In this lesson, students will learn how to add simple animations to their websites.

    45. Objective

      Students will be able to:

      • Add simple animations to their websites, such as transitions, transition delays, color changes, size changes, and rotations
    46. 24.16 Interaction

    47. Description

      In this lesson, students will combine special selectors like :hover with animations to create sites that respond to the user’s actions.

    48. Objective

      Students will be able to:

      • Add simple interactions to their websites, so that parts of the website change if the user hovers or clicks on parts of the site
    49. 24.17 Advanced HTML and CSS Quiz

    50. Description

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

    51. Objective

      Students will be able to:

      • Prove their knowledge of advanced HTML and CSS styling through a multiple choice quiz