All courses in this catalog are included on Indiana’s High Quality Curriculum Materials Advisory List. Looking for additional programming courses? Explore our full course catalog here.
This course is designed to provide computer science instruction for Indiana Kindergarten students, and it is aligned to Indiana K-2 Computer Science Standards.
This course is designed to provide computer science instruction for Indiana 1st Grade students, and it is aligned to Indiana K-2 Computer Science Standards.
This course is designed to provide computer science instruction for Indiana 2nd Grade students, and it is aligned to Indiana K-2 Computer Science Standards.
his course is designed to provide computer science instruction for Indiana 3rd Grade students, and it is aligned to Indiana 3-5 Computer Science Standards.
This course is designed to provide computer science instruction for Indiana 4th Grade students, and it is aligned to Indiana 3-5 Computer Science Standards.
This course is designed to provide computer science instruction for Indiana 5th Grade students, and it is aligned to Indiana 3-5 Computer Science Standards.
This course is on Indiana’s High Quality Curriculum Materials Advisory List. This course is designed to provide computer science instruction for Indiana 6th grade students, and it is aligned to Indiana 6-8 Computer Science Standards.
This course is on Indiana’s High Quality Curriculum Materials Advisory List. This course is designed to provide computer science instruction for Indiana 7th grade students, and it is aligned to Indiana 6-8 Computer Science Standards.
This course is on Indiana’s High Quality Curriculum Materials Advisory List. This course is designed to provide computer science instruction for Indiana 8th grade students, and it is aligned to Indiana 6-8 Computer Science Standards.
The Indiana Principles of Computing course focuses on teaching students important computing topics such as programming, operating systems, IT infrastructure, and how to work with data. The course also places an emphasis on helping students develop logical thinking and problem-solving skills.
Topics in Computer Science is designed for students to investigate emerging disciplines within the field of computer science. Students will use foundational knowledge from the Indiana Principles of Computing course to study the areas of game development, cybersecurity, data science, and artificial intelligence. Students will utilize knowledge related to these areas and programming skills to develop solutions to authentic problems.
The Indiana Introduction to Computer Science course focuses on teaching students important computing topics such as programming, operating systems, IT infrastructure, and how to work with data. The course also places an emphasis on helping students develop logical thinking and problem-solving skills.
AP Computer Science Principles introduces students to the foundational concepts of computer science and challenges them to explore how computing and technology can impact the world. With a unique focus on creative problem solving and real-world applications, AP Computer Science Principles prepares students for college and career
AP Computer Science Principles introduces students to the foundational concepts of computer science and programming in Python. With a unique focus on creative problem solving and real-world applications, students are challenged to explore how computing and technology can impact the world.
This course is fully aligned to the College Board AP CS A course standards. Learn the basics of object-oriented programming with a focus on problem solving and algorithm development. Take this course and prepare to ace the AP Java test.
| Lesson | Lesson Title | Description |
|---|---|---|
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Sequences (Unplugged) | Students will be able to create a sequence of step-by-step instructions for a dance. |
| Coding Card Game: Sequences | Students will be able to work together to create a sequence of instructions to move Scout through a maze. | |
| Welcome to CodeHop! | Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own or right before a full lesson. | |
| Computer Basics: Introduction | Students will be able to learn what a computer is, how we use it, and what to do when it doesn’t work. They will also be able to identify input, output, hardware, and software. | |
| Mouse Practice | Students will demonstrate mouse skills by dragging and clicking with the mouse in multiple games. | |
| Keyboard Introduction | Students will be able to use the letters, numbers, and basic functions of the keyboard effectively. | |
| Introduction to Responsible Technology Use | Students will be able to identify ways to use technology safely and responsibly, including understanding an Acceptable Use Policy (AUP). | |
| Scout Adventures 1: Introducing Scout | This lesson is part of a sequential story-driven unit. Students will be able to explore the ScratchJr interface and add characters. | |
| Scout Adventures 2: Scout Starts Exploring | This lesson is part of a sequential story-driven unit. Students will be able to add backgrounds and a page to ScratchJr. | |
| Scout Adventures 3: Scout Meets a Friend | This lesson is part of a sequential story-driven unit. Students will be able to delete and modify characters in ScratchJr. | |
| Scout Adventures 4: Scout Explores the Forest | This lesson is part of a sequential story-driven unit. Students will be able to explore and use motion blocks to move characters around the stage in ScratchJr. | |
| Scout Adventures 5: Scout and Bluebird Help | This lesson is part of a sequential story-driven unit. Students will be able to build a sequence of motion blocks to move characters around the stage to collect objects. | |
| Scout Adventures 6: Scout Celebrates with Friends | This lesson is part of a sequential story-driven unit. Students will be able to create a celebration scene in ScratchJr by adding characters, pages, backgrounds, and sequences of motion blocks with events. | |
| Computational Thinking: Morning Routines | Students will be able to use computational thinking concepts to identify patterns, break down tasks, sequence steps, and simplify processes in their morning routines. | |
| Drawing Tools: Fairy Tale Painting | Students will be able to use painting tools to create a fairy-tale scene. | |
| Introduction to Events | Students will be able to create a program using different types of events. | |
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Introduction to Show and Hide Blocks | Students will be able to use "show" and "hide" blocks in a sequence to make characters appear and disappear. |
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Introduction to Grow and Shrink Blocks | Students will create a program that uses "grow" and "shrink" blocks to change the size of characters. |
| Growing Garden | Students will be able to use grow, shrink, and hide blocks to model a garden growing. | |
| Introduction to Pages | Students will be able to create a program with multiple pages. | |
| Pages: Dragon Story | Students will be able to create a program with multiple pages. | |
| Using the Go To Page Block | Students will be able to create a program including a “go to page” block to switch from page to page in an activity. | |
| Introduction to Speed Blocks | Students will be able to create a program that uses different speed blocks to animate characters | |
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All About Me! | Students will be able to create a program that tells information about their favorites. |
| Debugging: Events and Motion | Students will be able to find and correct bugs in sequences. | |
| Transportation Speeds and Sounds | Students will be able to use "say" or "sound" blocks and speed blocks to program modes of transportation. | |
| Loops | Students will be able to create a program using loops and explain how loops are used to repeat code. | |
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Loops: Frog and Rabbit | Students will be able to use loops to repeat code in a program. |
| Forever Loops: Fireworks | Students will be able to create sequences that are repeated while the program runs. | |
| Chicken Crossing Game | Students will be able to program an interactive player character and adjust the difficulty of play in a game. | |
| Wildlife Scene Project | Students will be able to create a wildlife scene in ScratchJr using events, sequences, and loops. | |
| Introduction to Research | Students will be able to find information using research sources and create a program to communicate their research visually. | |
| What Can Data Tell Us? | Students will be able to collect, organize, and analyze data about school transportation. | |
| Introduction to Data Storage and Files | Students will be able to recognize that computers store data as files and model how data is collected and stored. | |
| Keeping Information Safe | Students will be able to identify private and personal information. |
| Lesson | Lesson Title | Description |
|---|---|---|
| Welcome to CodeHop! | Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own or right before a full lesson. | |
| Coding Card Game: Sequences 2 | Students will be able to work together to create a sequence of instructions to move Scout through a maze. | |
| Scout Adventures 1: Introducing Scout | This lesson is part of a sequential story-driven unit. Students will be able to explore the ScratchJr interface and add characters. | |
| Scout Adventures 2: Scout Starts Exploring | This lesson is part of a sequential story-driven unit. Students will be able to add backgrounds and a page to ScratchJr. | |
| Scout Adventures 3: Scout Meets a Friend | This lesson is part of a sequential story-driven unit. Students will be able to delete and modify characters in ScratchJr. | |
| Scout Adventures 4: Scout Explores the Forest | This lesson is part of a sequential story-driven unit. Students will be able to explore and use motion blocks to move characters around the stage in ScratchJr. | |
| Scout Adventures 5: Scout and Bluebird Help | This lesson is part of a sequential story-driven unit. Students will be able to build a sequence of motion blocks to move characters around the stage to collect objects. | |
| Scout Adventures 6: Scout Celebrates with Friends | This lesson is part of a sequential story-driven unit. Students will be able to create a celebration scene in ScratchJr by adding characters, pages, backgrounds, and sequences of motion blocks with events. | |
| Computer Basics: Exploration | Students will be able to learn what a computer is, how we use it, and what to do when it doesn’t work. They will be able to identify input, output, hardware, and software. | |
| Positive Online Behavior | Students will be able to identify appropriate and inappropriate online behavior in a ScratchJr program. | |
| Exploring Responsible Technology Use | Students will be able to explain ways to use technology safely and responsibly. | |
| Computational Thinking: Evening Routines | Students will be able to use computational thinking concepts to identify patterns, break down tasks, sequence steps, and simplify processes in their evening routines. | |
| Drawing Tools: Nature Walk | Students will be able to use drawing tools to create a nature-walk scene. | |
| Events | Students will be able to explain what an event is in programming and use multiple event blocks in a program. | |
| Hide and Seek Game | Students will use the hide block to program an interactive game of hide-and-seek. | |
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Grow and Shrink Blocks in Motion | Students will be able to create a program using motion blocks and grow and shrink blocks to change the size of characters. |
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Introduction to the Wait Block | Students will be able to use "wait" blocks to cause characters to pause in a program. |
| Introduction to Debugging | Students will be able to find and correct bugs in sequences. | |
| Careers in CS: Litter Free Communities | Students will be able to explain how computer science can help solve community problems and create a program to collect and sort litter. | |
| Introduction to Repeat Loops | Students will be able to use repeat loops to run a section of code multiple times. | |
| Loops: Predator and Prey | Students will be able to use events, sequences, and loops to program two animal characters to interact with each other. | |
| Forever Loop Dance Party | Students will be able to create a sequence using a “repeat forever” loop to make characters repeat actions. | |
| Message Events: Simon Says | Students will be able to use message events to make one character communicate to many characters in a program. | |
| Debugging | Students will be able to describe what bugs are and find and correct bugs in sequences. | |
| Speed Block: Bouncy Ball | Students will be able to use speed blocks and messages to program a character to move at different speeds. | |
| Garden Project | Students will use message events, grow, shrink, hide, and show blocks to animate seeds growing in a garden. | |
| Pages: Create a Tapping Game | Students will be able to create a game that moves from one page to the next using "go to page" blocks. | |
| Create a Mini Golf Game | Students will be able to use messages and loops to create a mini golf game. | |
| Impacts of Technology in Our World | Students will be able to create a program to demonstrate how technology impacts our world. | |
| Grid: Solving Mazes | Students will be able to design a maze and use the grid to program a character to move through the maze. | |
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End Block: Program a Race | Students will be able to complete a project to program a race and use the “end” block in an animation. |
| River Crossing Game | Students will be able to program obstacles in a game and change the level of difficulty using speed blocks. | |
| About Me Project | Students will be able to plan a program to describe their characteristics and interests. | |
| Giving Credit Through Attributions | Students will be able to explain why giving credit for another person's ideas and creations is important. They will reuse parts of a story to make a new story and give attribution to the original creator. | |
| Guided Research | Students will be able to find information using research sources and create a program to communicate their research visually. | |
| Data Storage and Files Practice | Students will be able to recognize that computers store data as files and model how data is collected and stored. | |
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Basic Data and Programming | Students will be able to collect data and create a program to present their data visually. |
| Lesson | Lesson Title | Description |
|---|---|---|
| Welcome to CodeHop! | Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own or right before a full lesson. | |
| Introduction to ScratchJr | Students will be able to navigate the ScratchJr interface to create a scene with characters. | |
| Events | Students will be able to explain what an event is in programming and use multiple event blocks in a program. | |
| Introduction to Repeat Loops | Students will be able to use repeat loops to run a section of code multiple times. | |
| Forever Loop Dance Party | Students will be able to create a sequence using a “repeat forever” loop to make characters repeat actions. | |
| Introduction to Message Events | Students will be able to program a relay race that uses messages to cause characters to interact. | |
| Computer Basics: Connections | Students will be able to learn what a computer is, how we use it, and what to do when it doesn’t work. They will also be able to identify input, output, hardware, and software, and explain how they work together. | |
| Responsible Digital Citizens | Students will be able to explain what it means to be a responsible digital citizen, including understanding digital footprints, discussing cyberbullying, and knowing how to report concerns. | |
| Practicing Responsible Technology Use | Students will be able to demonstrate ways to use technology safely and responsibly. | |
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Computational Thinking: School Day Routines | Students will be able to use computational thinking concepts to identify patterns, break down tasks, sequence steps, and simplify processes in their school day routines. |
| Debugging: Events and Sequences | Students will be able to find and fix errors in provided code. | |
| Tap-a-Mole Game | Create an interactive game using events. | |
| Introduction to the Grid | Students will be able to use the grid feature to move characters to a specific location on the stage. | |
| Careers in CS: Fashion-Retail | Students will be able to explain how coding helps create and improve fashion designs and will create a program to design and animate a fashion character. | |
| Two-Step Dance & Feedback | Students will be able to create a program and revise it based on peer feedback and give attribution to a peer who helped improve their work. | |
| Message Events: Scout Plays in the Forest | Students will be able to use message events to control the flow of a program. | |
| Programming a Cycle | Students will be able to use message events to model a cycle. | |
| Pages: Scout's Travels | Students will be able to use messages to help Scout travel between pages in a program. | |
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Loops: Follow the Path | Students will be able to identify patterns, and create a program using loops. |
| Debugging: Message Events and Loops | Students will be able to find and fix (debug) message event and loop errors in the provided code. | |
| Making a Timer | Students will be able to use loops, wait blocks, and turn blocks to create and compare two timers with different speeds. | |
| Original Story Animations - Fiction Story | Students will be able to develop an original story and create a program to animate a story. | |
| Moving Targets Game | Create a moving target game using sequences, events, and pages. | |
| Maze Game Project | Students will create and explore multiple ways to program an interactive game using events, messages, loops and sequences, as well as revise their program based on feedback. | |
| Design an Adventure Game | Students will be able to create a story-based, multi-page game using Computer Science skills they have learned. | |
| Advanced Data and Programming | Students will be able to develop an investigative question, collect data using a survey, and create a program to present the data visually. | |
| Password Protectors | Students will understand the importance of usernames and passwords and demonstrate strategies to keep login information safe. | |
| Managing Data Storage and Files | Students will be able to recognize that computers store data as files and model how data is collected and stored. | |
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Data Patterns and Predictions | Students will be able to identify and describe patterns and trends in data visualizations, then create a program using events to communicate patterns, trends and predictions from a given data set. |
| Choice Research | Students will be able to collect and assess sources to answer a research question and communicate their findings visually. | |
| Types of Software | Students will be able to compare and select appropriate software applications to complete different computing tasks. | |
| Coding Card Game: Conditionals | Students will be able to work together to create a sequence of instructions with conditionals to move Scout through a maze. | |
| Coding Card Game: Conditionals 2 | Students will be able to work together to create a sequence of instructions with conditionals to move Scout through a maze. | |
| Variables: Keeping Score | Students will be able to create a program that simulates keeping score using a variable. | |
| From ScratchJr to Scratch | Students will be able to navigate the basic interface of the Scratch editor to create a simple program. | |
| ScratchJr to Scratch: Events and Loops | Students will be able to create a program in Scratch that uses an event and a loop. |
| Lesson | Lesson Title | Description |
|---|---|---|
| Welcome to CodeHop! | Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own, or right before a full lesson. | |
| Introduction to Computing Systems | Students will be able to identify parts of the computing system and solve simple hardware and software problems. | |
| Scout's Scratch Expedition Part 1 | This lesson is part of a sequential story-driven unit. Students will use basic Scratch commands to program a sprite to move and talk. | |
| Scout's Scratch Expedition Part 2 | This lesson is part of a sequential story-driven unit. Students will follow along with a story. Students will add sprites in Scratch and create a sequence to animate a story. | |
| Scout's Scratch Expedition Part 3 | This lesson is part of a sequential story-driven unit. Students will create an animated Scout story in Scratch using loops, events, looks, and motion blocks. | |
| Scout's Scratch Expedition Part 4 | This lesson is part of a sequential story-driven unit. Students will create an animated Scout story in Scratch using events, looks, and motion blocks. | |
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Computational Thinking: Design an Obstacle Course | Students will be able to use Computational Thinking to design an obstacle course. |
| Events | Students will be able to create a program using events. | |
| Costumes, Backdrops, and Animations | Students will be able to create a program that includes animated sprites and interactive backdrops. | |
| Sequences: Parallel Programming | Students will be able to create a program using parallel sequences. | |
| Remixing Programs | Students will be able to remix digital programs and give appropriate credit to original creators. | |
| Broadcast Messages: Marco Polo | Students will be able to use broadcast messages to trigger action between sprites in a program. | |
| Loops | Students will be able to explain that a loop repeats one or more instructions, and use loops in Scratch. | |
| Debugging: Events and Loops | Students will be able to decompose a program to debug and make the program run as intended. | |
| Introduction to Conditionals | Students will be able to explain what a conditional is in programming and create a program that uses if/then blocks. | |
| Conditionals: Color Sense | Students will be able to explain what a conditional is and use them in a program. | |
| Complex Conditionals: Balloon Game | Students will be able to explain what an “if/then/else” conditional is and use it in a program. | |
| Platform Game Design | Students will be able to implement the mechanics of a platform game for a player to navigate, use keyboard events to add player movement, and use a forever loop to check and respond to game conditions. Students will debug and improve their programs. | |
| Variables | Students will be able to explain what a variable is and create and change the value of a variable in a program. | |
| Introduction to Comparison Operators | Students will be able to use comparison operators as the condition in an if/else block, and use numbers and variables as values in a comparison operator. | |
| I-Spy with Lists | Students will be able to create an I-Spy style activity using variables and lists in Scratch. | |
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Race Track Game | Students will be able to use drawing tools to design their own race car and race track, then program a racing game that tracks players' scores using conditionals, variables, and lists. |
| Introduction to Functions | Students will be able to create and use functions in a program. | |
| Functions Dance Project | Students will be able to create and use functions to call dance moves in a sequence that aligns with the music. | |
| Digital Pet Project | Students will create a digital pet project using events, conditionals, variables, comparison operators, and broadcasts. | |
| Inquiry Project: Survey Bar Graph | Students will be able to follow the inquiry process and modify a program to display the results of their investigation. | |
| Digital Identity | Students will be able to connect their real world identity with their online identity and identify actions that create a positive digital footprint. | |
| Modeling Network Connections | Students will be able to describe how messages move between devices using a network and create a program that shows how data travels from one device to another. | |
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Scout's Cybersecurity Adventure: Part 1 | Students will understand basic cybersecurity concepts, identify common cyber threats, and explain practical tips for staying safe online. |
| Lesson | Lesson Title | Description |
|---|---|---|
| Welcome to CodeHop! | Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own, or right before a full lesson. | |
| The Coordinate Plane | Students will be able to create an opened-ended animation using the coordinate plane in Scratch. | |
| Scratch Drawing Tools | Students will be able to create customized sprites and backdrops using the drawing tools. | |
| Exploring Computing Systems | Students will be able to identify parts of the computing system and identify simple hardware and software problems. | |
| Internet Positivity | Students will be able to explain how their actions can spread positivity on the internet and create a code of conduct for responsible online behavior. | |
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Computational Thinking: Design a School | Students will be able to use computational thinking to design a school. |
| Events: Dot in Space | Students will be able to create a program using multiple types of event blocks. | |
| Creating Algorithms | Students will be able to program multiple algorithms and assess which one best meets their needs. | |
| Pair Programming: Create a Band | Students will be able to collaborate through pair programming to design and code a band in Scratch using keyboard inputs. | |
| Broadcast Messages: Tell a Joke | Students will be able to use broadcast messages to program two sprites to tell a knock knock joke. | |
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Loops: Catch the Ball | Students will be able to use two types of loops to create a simple game in Scratch. |
| Debugging: Mazes | Students will be able to decompose a program to debug and make the program run as intended. | |
| Conditionals: Underwater Exploration | Students will be able to create a program that uses conditionals. | |
| Scout's Quest: Conditionals | Students will be able to create a program using if/then conditionals. Part 4 of 4 in Scout's Quest skill review series. | |
| Conditionals: Flying Bird | Students will be able to use different conditionals to program a Flying Bird game. | |
| Game Effects | Students will be able to modify a game to add engaging effects and make updates to their game based on peer feedback. | |
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Scout's Quest: Variables | Students will be able to create and use variables to track points in a program. Part 2 of 4 in Scout's Quest skill review series. |
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Lists: Spelling Bee | Students will be able to use lists to create a spelling bee game. |
| Pong Game | Students will create and use variables to keep score in an interactive pong game. | |
| Introduction to Clones | Students will be able to create an animation using clones and investigate the limitations of their program. | |
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Snake Game | Students will use variables and clones to create a snake game. |
| Scout's Quest: Functions with Boolean Inputs | Students will be able to create a function including a boolean input to perform different actions based on whether a password is correct. Part 1 of 4 in Scout's Quest skill review series. | |
| Scout's Quest: Functions with Number Inputs | Students will be able to create a drawing using functions with number inputs. Part 3 of 4 in Scout's Quest skill review series. | |
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Click-a-Mole | Students will create an interactive Whack-a-Mole style game using conditionals, variables, booleans, and events. |
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Code Tunes | Students will be able to use variables, operators, and conditionals to create their own custom music player in Scratch. |
| Choose Your Own Path: Elements of Culture | Students will be able to identify elements of culture as they create a cultural choose-your-own-path game. | |
| Impacts of Computing: Exploration | Students will be able to explain how technology and culture influence each other and create a Scratch project that shows a past and present version of a technology, identifies a trend, and explains one positive and one negative impact of technology and screen time. | |
| Inquiry Project: Data Bar Graph | Students will be able to follow the inquiry process and modify a program to display the results of their investigation. | |
| Humans Vs. Machines | Students will be able to compare and contrast human and computer performance on similar tasks, explain advantages and limitations of technology, and describe computer perception. | |
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Scout's Cybersecurity Adventure: Part 2 | Students will demonstrate how to stay safe online by practicing secure habits and understanding the tools and technologies that protect their information. |
| Networks, Packets, and the Internet | Students will be able to explain how information travels through the Internet. They will model how messages are sent as packets and reassembled. They will create and use a secure classroom communication method. |
| Lesson | Lesson Title | Description |
|---|---|---|
| Welcome to CodeHop! | Students will learn how to log in and use the CodeHop Playground. This short introductory lesson can be used on its own, or right before a full lesson. | |
| The Coordinate Plane | Students will be able to create an opened-ended animation using the coordinate plane in Scratch. | |
| Introduction to Computer Science and Scratch | Students will be able to define important computer science vocabulary and create a simple program in Scratch. | |
| Practicing with Computing Systems | Students will be able to identify parts of the computing system and identify simple hardware and software problems. | |
| Standing Up to Cyberbullying | Students will be able to recognize different types of online hurtful behavior, including cyberbullying, and describe ways to respond or take responsibility. | |
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Computational Thinking: Design a Neighborhood | Students will be able to use computational thinking to design a neighborhood. |
| Events: Traveling with Scout | Students will be able to use events in a program. | |
| Debugging: Make a Pizza | Students will be able to decompose a program to debug and make the program run as intended. | |
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Creating Turtle Graphics | Students will be able to use the pen tool in Scratch to create looping turtle graphics. |
| Animation Loops Project | Students will be able to use repeat loop blocks to program an animation with multiple scenes. | |
| Conditionals: Mazes | Students will be able to create a program that uses conditionals. | |
| Plan a Quest | Students will be able to plan and decompose the steps needed to create a quest program. | |
| Operators: Coin Flip | Students will be able to create a coin flipping program using variables and operators. | |
| Variables in Dance | Students will be able to use variables to control pitch and dance speeds in a program. | |
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Lists: Shopping with Scout | Students will be able to create a shopping simulator using variables, lists, and operators. |
| Game Mechanics with Comparison Operators | Students will be able to use comparison operators and variables to create ending game mechanics. | |
| Pinball Game Project | Students will be able to design and build a functional pinball game by applying key game design principles. | |
| Classes and Objects in Games | Students will learn about classes and objects in programming while they create an interactive game and use randomizers to change the characteristics of objects. | |
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Clones: Throwing Acorns Game | Students will be able to create a throwing acorns game using clones. |
| Clones in Games | Students will be able to use clones to program an endless runner game and explain why clones are useful in game programs. | |
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Functions: About Me | Students will be able to create and use a function with input in a program. |
| Game Design Project | Students will be able to design and create a game using multiple programming skills such as loops, conditionals, and variables. | |
| Design an App | Students will be able to use the design thinking process to design an app that helps to solve a user's need. | |
| Using Digital Tools to Create Line Graphs | Students will be able to examine a table of information and convert the values into a data visualization (line graph) that supports a claim. | |
| Networks and Protocols | Students will be able to explain how network protocols enable data transfer and compare WiFi, wired, and cellular networks. | |
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How Machines Learn | Students will be able to explain the different machine learning approaches and create a classification system using a tree structure. |
| Giving Credit Through Attributions | Students will be able to give appropriate attribution when creating or remixing programs online. | |
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Scout’s Cryptography Escape Room | Students will learn basic cryptography and solve multiple ciphers. |
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Karel Adventures 1 Students learn the basics of JavaScript as they follow Karel the Dog on two fun-filled adventures. Recommended for early middle school. |
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Karel Adventures 2 Students learn the basics of JavaScript as they follow Karel the Dog on two fun-filled adventures. |
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Exploring Computing Students explore different technologies and the impact they have on our world. |
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Tracy the Turtle Adventures Students will learn how to use basic commands, variables, and functions in their programs using the Python programming language. Recommended for early middle school. |
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Exploring the Internet Students are introduced to network protocols and different strategies used to protect online information. |
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Exploring Web Design 1 Students explore HTML and CSS styling as they work to create their homepage. |
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Exploring Code with Karel Students learn the basics of programming by giving Karel the Dog commands in a grid world. |
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Exploring Digital Citizenship Students learn about Internet etiquette and how to stay safe on the world wide web. |
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Exploring Art with Code Students explore the intersection of art and technology by creating art programs using p5.js. |
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Exploring Game Design Students learn the basics of video game design elements, game mechanics, and sprite and world design. |
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Programming With Karel Karel helps teach foundational skills in programming by simplifying JavaScript to four simple commands. Using these commands, students solve increasingly difficult problems and explore how complex programming languages can be developed from simple commands. |
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Karel Challenges Students take all the foundational concepts from Karel to solve programming challenges. |
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Cybersecurity Students learn topics on Internet etiquette, how to stay safe on the web, potential effects of digital footprints, how to protect their information, and the implications of cyberbullying. |
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What is Computing? Students dive into the history of computing, consider how computing impacts today's world, and learn about the various parts that make up modern computers. |
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Digital Information Students learn about the various ways we represent information digitally including number systems, encoding data, and creating pixel images. |
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The Internet Students explore the structure and design of the internet, and how this design affects the reliability of network communication, the security of data, and personal privacy. |
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Project: The Effects of the Internet Students choose an innovation that was enabled by the Internet and explore the effects of this innovation! |
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JavaScript and Graphics Students learn the basics of JavaScript, including variables, user input, mathematics, and basic graphics. |
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Graphics Challenges Students learn the basics of pair programming and take all the foundational concepts from JavaScript Graphics to solve programming challenges. |
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JavaScript Control Structures This module covers the basics of how to use control structures such as if/else statements and loops to make more advanced programs in JavaScript. |
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Control Structures Challenges This module requires students to use all the foundational concepts from the Control Structures module to solve programming challenges. |
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Functions and Parameters This module teaches students how to write reusable code using functions and parameters. |
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Functions Challenges This module requires students to use all the foundational concepts from the Functions module unit to solve programming challenges. |
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Operating Systems and Software Students will compare and contrast common operating systems (Windows, Linux, OS) and explain the importance of compatibility. Students will also explore software and apps while discussing software licenses and running through the software development life cycle. |
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IT Infrastructure Students learn about the physical elements of computers and networking, such as motherboards, RAM, routers, and the use of port numbers, ethernet, and wireless devices. |
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Data In this unit, 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. |
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Final Project Students take all the skills they've learned throughout the course to create a final program with a partner. |
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Final Exam This module includes a culminating exam, testing students on their knowledge of all course materials. |
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Midterm |
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Extra Karel Practice It can take some time to learn all of Karel's tricks. Brush up here with some extra Karel practice problems. These reinforce all of the fundamental concepts introduced in Karel, including commands, functions, loops, conditions control structures, and problem decomposition. |
|
Animation and Games Students learn how to make objects move around the screen, and how to let users interact with programs using the mouse. |
|
Animation Challenges This module requires students to use all the foundational concepts from the Animations unit to solve some programming challenges. |
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Project: Breakout In this module, students build their very own breakout game from scratch using JavaScript. |
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Extra Karel Puzzles A set of all the trickiest Karel puzzles for you to solve |
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Functions and Parameters Practice Functions are the critical building block of any program. To be able to use functions, you want to make sure you fully understand parameters, return values, and how to create your own functions. That is what this practice module is for. |
|
Extra Console Challenges A bunch of fun console programs to get practice with JavaScript. |
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More Graphics and Animation A bunch of fun graphics programs to get practice with JavaScript. |
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Data Structures Challenge Problems Learn to code Conway's Game of Life and your own Connect Four game using your skills in data structures. |
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Evolution Simulation |
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Demo Problems |
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Extra Quiz Questions |
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Visualizing Music Learn how to create your own music visualizer! |
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Data Structures We introduce lists/arrays, maps/objects, sets, and grids. These are the essential basic data structures that any program will use. |
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Project: Tic Tac Toe Did you know that Tic Tac Toe may have been played in Ancient Egypt? Now, you get to make your own game of tic tac toe on the computer! In this module, you will take what you have learned about data structures and make a two player tic tac toe game. |
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Project: Helicopter Game You now have the tools to make amazing games. This module walks you through the creation of the classic Helicopter game one step at a time. |
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Principles of Computing Pretest |
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More Cloud Storage Resources |
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Animation and Games Students learn the history of video games and how to develop games using the JavaScript graphics library. |
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Create a Game! In this project, students will work in a group following the Software Development Life Cycle to create a game using the JavaScript Graphics library. |
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Cybersecurity and You Students explore key areas such as personal data collection, the reliability of online information, personal data security, and strategies to combat common cyber threats and their prevention. |
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Python Basics Students learn the basics of programming in Python by writing programs that interact with users through the keyboard. |
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Functions in Python Students learn how their programs can be decomposed into smaller pieces that work together to solve a problem. |
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Python Data Structures Students learn how tuples, lists, 2D lists, and dictionaries are formed and the various methods that can alter them. |
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Introduction to Data Science Students will learn and apply the process of the data science life cycle. This includes asking statistical questions, collecting or obtaining reliable raw data, analyzing the data using measures of central tendency and spread and interpreting and summarizing the results. |
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Data Science for Business Students will gather business data that can be used to make decisions about how to better the company or product. They will present their findings in a business report that suggests several action items that they predict will help the business's performance and growth. |
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The World of Artificial Intelligence Students will explore the basics of Artificial Intelligence (AI) and Machine Learning, understand how neural networks power AI, and discuss its ethical implications. |
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Creating an Image Recognizing AI Students will learn to utilize TensorFlow for building image prediction models and selecting appropriate datasets. This module provides hands-on experience with TensorFlow, guiding through the creation of AI models and the critical process of dataset validation. |
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Using Natural Language Processing Students will develop skills in creating sentiment analysis models and generating new text using machine learning techniques. |
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AI Final Project Students will work on a project to build their own AI, starting from concept selection to planning, execution, and tracking progress, culminating in a reflection on their learning experience. |
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Programming With Karel Karel helps teach foundational skills in programming by simplifying JavaScript to four simple commands. Using these commands, students solve increasingly difficult problems and explore how complex programming languages can be developed from simple commands. |
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Karel Challenges Students take all the foundational concepts from Karel to solve programming challenges. |
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Cybersecurity Students learn topics on Internet etiquette, how to stay safe on the web, potential effects of digital footprints, how to protect their information, and the implications of cyberbullying. |
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What is Computing? Students dive into the history of computing, consider how computing impacts today's world, and learn about the various parts that make up modern computers. |
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Digital Information Students learn about the various ways we represent information digitally including number systems, encoding data, and creating pixel images. |
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The Internet Students explore the structure and design of the internet, and how this design affects the reliability of network communication, the security of data, and personal privacy. |
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Project: The Effects of the Internet Students choose an innovation that was enabled by the Internet and explore the effects of this innovation! |
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JavaScript and Graphics Students learn the basics of JavaScript, including variables, user input, mathematics, and basic graphics. |
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Graphics Challenges Students learn the basics of pair programming and take all the foundational concepts from JavaScript Graphics to solve programming challenges. |
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JavaScript Control Structures This module covers the basics of how to use control structures such as if/else statements and loops to make more advanced programs in JavaScript. |
|
Control Structures Challenges This module requires students to use all the foundational concepts from the Control Structures module to solve programming challenges. |
|
Functions and Parameters This module teaches students how to write reusable code using functions and parameters. |
|
Functions Challenges This module requires students to use all the foundational concepts from the Functions module unit to solve programming challenges. |
|
Operating Systems and Software Students will compare and contrast common operating systems (Windows, Linux, OS) and explain the importance of compatibility. Students will also explore software and apps while discussing software licenses and running through the software development life cycle. |
|
IT Infrastructure Students learn about the physical elements of computers and networking, such as motherboards, RAM, routers, and the use of port numbers, ethernet, and wireless devices. |
|
Data In this unit, 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. |
|
Final Project Students take all the skills they've learned throughout the course to create a final program with a partner. |
|
Final Exam This module includes a culminating exam, testing students on their knowledge of all course materials. |
|
Midterm |
|
Extra Karel Practice It can take some time to learn all of Karel's tricks. Brush up here with some extra Karel practice problems. These reinforce all of the fundamental concepts introduced in Karel, including commands, functions, loops, conditions control structures, and problem decomposition. |
|
Animation and Games Students learn how to make objects move around the screen, and how to let users interact with programs using the mouse. |
|
Animation Challenges This module requires students to use all the foundational concepts from the Animations unit to solve some programming challenges. |
|
Project: Breakout In this module, students build their very own breakout game from scratch using JavaScript. |
|
Extra Karel Puzzles A set of all the trickiest Karel puzzles for you to solve |
|
Functions and Parameters Practice Functions are the critical building block of any program. To be able to use functions, you want to make sure you fully understand parameters, return values, and how to create your own functions. That is what this practice module is for. |
|
Extra Console Challenges A bunch of fun console programs to get practice with JavaScript. |
|
More Graphics and Animation A bunch of fun graphics programs to get practice with JavaScript. |
|
Data Structures Challenge Problems Learn to code Conway's Game of Life and your own Connect Four game using your skills in data structures. |
|
Evolution Simulation |
|
Demo Problems |
|
Extra Quiz Questions |
|
Visualizing Music Learn how to create your own music visualizer! |
|
Data Structures We introduce lists/arrays, maps/objects, sets, and grids. These are the essential basic data structures that any program will use. |
|
Project: Tic Tac Toe Did you know that Tic Tac Toe may have been played in Ancient Egypt? Now, you get to make your own game of tic tac toe on the computer! In this module, you will take what you have learned about data structures and make a two player tic tac toe game. |
|
Project: Helicopter Game You now have the tools to make amazing games. This module walks you through the creation of the classic Helicopter game one step at a time. |
|
More Cloud Storage Resources |
|
Introduction to Programming Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. You can give Karel these commands to instruct him to do certain things. We use Karel to show you what it means to program, and allow you to focus on problem-solving. |
|
Practice PT: Pair-Programming Paint! In this project, students apply their knowledge of Karel to express their artistic side and create an image using Ultra Karel commands. |
|
Programming with JavaScript Students learn the basics of JavaScript, including variables, user input, control structures, functions with parameters and return values, and basic graphics, how to send messages to objects. |
|
JavaScript Control Structures Students learn how to use booleans and logical operators with control structures to make more advanced programs in JavaScript. |
|
Functions and Parameters Students learn how to write reusable code with functions and parameters. |
|
Practice PT: Tell a Story Students apply what they've learned from the previous module to write reusable code with functions and parameters. |
|
Basic Data Structures Students learn about lists and arrays which are essential basic data structures that any program will use. |
|
Digital Information Students learn about the various ways to represent information digitally including number systems, encoding data, programmatically creating pixel images, comparing data encodings, compressing and encrypting data. |
|
Practice PT: Steganography Students apply knowledge about digital representation of data in a real-world application of using steganography to encrypt information. |
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Practice PT: Create an Image Filter! Students apply data structure and digital information concepts together to create their own image filters. |
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The Internet Students explore 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 Students apply their knowledge of the internet as they look at the impacts that it has on our world. |
|
Data Students 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 Students apply data concepts into a project where they can explore their own data application. |
|
Project: The Impacts of Computing While the performance task is no longer a graded part of the AP test, the skills needed for the performance task are still a part of the curriculum. This module will give students a chance to apply these concepts in a project format. |
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Create Performance Task |
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AP Exam Review Students review of the topics covered in the course and practice solving AP Exam style multiple choice questions. |
|
Creative Development Students learn 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. |
|
Final Final exam for the course. |
|
Midterm |
|
Extra Karel Practice It can take some time to learn all of Karel's tricks. Brush up here with some extra Karel practice problems. These reinforce all of the fundamental concepts introduced in Karel, including commands, functions, loops, conditions control structures, and problem decomposition. |
|
Extra Karel Puzzles A set of all the trickiest Karel puzzles for you to solve |
|
Karel Challenges In this module you'll take all the foundational concepts from Karel to solve some programming challenges. |
|
Web Development In this unit, students will go through a high level introduction to HTML, CSS, and the processes involved in viewing web pages on the internet. Students will create several simple web pages using the CodeHS online editor to gain practice using the various features of HTML and CSS. |
|
Functions and Parameters Practice Functions are the critical building block of any program. To be able to use functions, you want to make sure you fully understand parameters, return values, and how to create your own functions. That is what this practice module is for. |
|
Extra Console Challenges A bunch of fun console programs to get practice with JavaScript. |
|
Animation and Games Now, your graphics will come to life. You will learn how to make objects move around the screen. You will also learn how to let the user interact with your program with the mouse. At the end of this section, you will program your very own video game. |
|
Project: Breakout Learn to make the game invented by Steve Jobs and Steve Wozniak! In this module, you will build your very own breakout game from scratch using JavaScript. |
|
Data Structures Challenge Problems Learn to code Conway's Game of Life and your own Connect Four game using your skills in data structures. |
|
Visualizing Music Learn how to create your own music visualizer! |
|
Project: Tic Tac Toe Did you know that Tic Tac Toe may have been played in Ancient Egypt? Now, you get to make your own game of tic tac toe on the computer! In this module, you will take what you have learned about data structures and make a two player tic tac toe game. |
|
Project: Helicopter Game You now have the tools to make amazing games. This module walks you through the creation of the classic Helicopter game one step at a time. |
|
More Basic Data Structures We introduce more data structures: sets, objects, and grids. These are the essential basic data structures that any program will use. |
|
Computer Science Principles Pretest This is a pretest to get a baseline level of understanding before the course begins. |
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Computer Science Principles Posttest This is a posttest to help get a baseline of grown for students. |
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Practice PT: The Shopping List |
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Practice PT: Testing 1, 2, 3 ... |
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Section I: End-of-Course Multiple-Choice Exam Review This unit contains hundreds of AP style exam questions to help students prepare for Section I of the AP Computer Science Principles end-of-course exam. |
|
Section II: Create Performance Task: Written Responses Review This unit contains sample written response quizzes to help students prepare for Section II of the AP Computer Science Principles end-of-course exam. |
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Reader Question Bank Quizzes This module contains hundreds of AP-style questions created by the Readers Question Bank Group. Readers Question Bank Group is an association of teachers that collectively created a curated set of multiple choice questions designed to help students prepare for the AP Computer Science Principles exam. |
|
Introduction to Programming Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. You can give Karel these commands to instruct him to do certain things. We use Karel to show you what it means to program, and allow you to focus on problem-solving. |
|
Practice PT: Pair-Programming Paint! In this project, students apply their knowledge of Karel to express their artistic side and create an image using Ultra Karel commands. |
|
Programming with Python Students learn the basics of Python, including variables, user input, control structures, functions with parameters and return values, and basic graphics, and how to send messages to objects. |
|
Python Control Structures Students learn how to use booleans and logical operators with control structures to make more advanced programs in Python. |
|
Functions and Parameters Students learn how to write reusable code with functions and parameters. |
|
Practice PT: Tell a Story Students apply what they've learned from the previous module to write reusable code with functions and parameters. |
|
Basic Data Structures Students will learn the basics of lists in Python while exploring tuples and lists. Students will explore how to create each of these and the various methods to access or alter them. |
|
Digital Information Students learn about the various ways to represent information digitally including number systems, encoding data, programmatically creating pixel images, comparing data encodings, compressing and encrypting data. |
|
Practice PT: Steganography Students apply knowledge about digital representation of data in a real-world application of using steganography to encrypt information. |
|
Practice PT: Create an Image Filter! Students apply data structure and digital information concepts together to create their own image filters. |
|
The Internet Students explore 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 Students apply their knowledge of the internet as they look at the impacts that it has on our world. |
|
Data Students 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 Students apply data concepts into a project where they can explore their own data application. |
|
Project: The Impact of Computing While the performance task is no longer a graded part of the AP test, the skills needed for the performance task are still a part of the curriculum. This module will give students a chance to apply these concepts in a project format. |
|
Create Performance Task |
|
AP Exam Review Students review of the topics covered in the course and practice solving AP Exam-style multiple-choice questions. |
|
Creative Development Students learn 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 programs. |
|
Final Final exam for the course. |
|
Computer Science Principles Pretest |
|
Midterm |
|
Computer Science Principles Posttest |
|
Extra Karel Practice It can take some time to learn all of Karel's tricks. Brush up here with some extra Karel practice problems. These reinforce all of the fundamental concepts introduced in Karel, including commands, functions, loops, conditions control structures, and problem decomposition. |
|
Extra Karel Puzzles A set of all the trickiest Karel puzzles for you to solve |
|
Karel Challenges In this module you'll take all the foundational concepts from Karel to solve some programming challenges. |
|
Web Development In this unit, students will go through a high level introduction to HTML, CSS, and the processes involved in viewing web pages on the internet. Students will create several simple web pages using the CodeHS online editor to gain practice using the various features of HTML and CSS. |
|
Classes and Objects Learn the principles of object-oriented design. |
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Additional Topics Teach your program to make decisions based on the information it receives. Learn how to decompose your program into smaller pieces that work together to solve a problem! |
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Project: Who Said It? Use your programming knowledge to build a program that can predict whether a small sample of text was written by Jane Austen or William Shakespeare! |
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Project: Mastermind Students use their knowledge of lists, functions, variables, and control structures to create a basic Mastermind game where players must guess a generated sequence of numbers. |
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Practice PT: Testing 1, 2, 3 ... |
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Practice PT: The Shopping List |
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Strings Students use more sophisticated strategies for manipulating text in their programs - slicing, concatenating, and formatting. |
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Extending Data Structures Students learn to build more complex programs that make use of grids and dictionaries. |
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Unit Tests |
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Section I: End-of-Course Multiple-Choice Exam Review This unit contains hundreds of AP style exam questions to help students prepare for Section I of the AP Computer Science Principles end-of-course exam. |
|
Section II: Create Performance Task: Written Responses Review This unit contains sample written response quizzes to help students prepare for Section II of the AP Computer Science Principles end-of-course exam. |
|
Reader Question Bank Quizzes This module contains hundreds of AP-style questions created by the Readers Question Bank Group. Readers Question Bank Group is an association of teachers that collectively created a curated set of multiple choice questions designed to help students prepare for the AP Computer Science Principles exam. |
|
Primitive Types Students learn about writing the main method and start to call preexisting methods to produce output. Students learn about three built-in data types and learn how to create variables, store values, and interact with those variables using basic operations. |
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Using Objects Students learn how to create and use classes and objects. This unit builds on students’ ability to write expressions by introducing them to Math class and String methods to write expressions for generating random numbers and other more complex operations. |
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Boolean Expressions and if Statements Students learn the syntax and proper use of conditional statements in Java, as well as how to implement Boolean variables in their programs by writing Boolean expressions with relational and logical operators. |
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Iteration Students learn how to use iteration to improve the reusability and speed of their programs. Students evaluate which iterative structures should be used in a given context, and build programs that require them to choose the iterative structure that works best. |
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Writing Classes Students learn how to create and implement complex classes and objects. |
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Array Students learn about how to use and manipulate data in the form of arrays. Students explore the limitations of primitive data types in the context of storing data, and develop programs that use arrays to store and search for data. |
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ArrayList Students learn about the limitations of arrays, and are introduced to a new data structure - ArrayLists. Students are asked to compare the two data structures and implement programs that utilize each. |
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2D Array Students learn how to store data in increasingly complex ways by introducing them to the 2D arrays. Students learn standard algorithms to utilize and search 2D arrays, as well as ways to use them effectively in their programs. |
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Inheritance Students learn how to recognize common attributes and behaviors that can be used in a superclass and create hierarchies by writing subclasses to extend a superclass. |
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Recursion Students learn how to write simple recursive methods and determine the purpose or output of a recursive method by tracing. |
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Java Pretest |
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Recursion - Demo Unit Students learn how to write simple recursive methods and determine the purpose or output of a recursive method by tracing. |
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Introduction to Programming in Java with Karel the Dog Intro to Java with Karel the Dog. Learn the basics of java commands, control structures, and problem solving by solving puzzles with Karel. This is recommended as Summer Work for students entering AP CS A, or for students who are taking AP CS A as their first programming class. |
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AP Test Practice In this module students will get a practice exam in the same format as the AP Computer Science in Java test. |
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Additional Exercises |
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Elevens In the Elevens lab, you will use Object Oriented design to create a solitaire card game. At the end of the lab, you'll use a Graphical User Interface to play the game you create! Students can complete this assignment after finishing Unit 6: Data Structures in AP CS A (Mocha). This assignment does not align with College Board Standards, as abstract classes are not covered in AP CS A (Nitro). |
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Magpie In the Magpie lab, you will use String methods and pattern matching to create a chat bot that you can have a conversation with. Students can complete this assignment after finishing Unit 5: Writing Classes in AP CS A (Nitro), or Unit 4: Classes and Objects in AP CS A (Mocha). |
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Picture Lab In this lab, you will write methods to modify pictures. You'll explore the way pictures are stored in memory, nested loops, interfaces, and inheritance. Students can complete this assignment after finishing Unit 9: Inheritance in AP CS A (Nitro), or Unit 5: Data Structures in AP CS A (Mocha). This assignment does not align with College Board Standards, as it uses Interfaces. |
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Consumer Review Lab The persuasive power of words can be seen in a variety of places such as entertainment, news, social media, and even reviews and comments. Students learn about sentiment value and how this can be used to construct or modify a review to be more positive or negative using String manipulation. This lab can be used after Unit 4: Iteration in Nitro, and Unit 3 Methods in Mocha |
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Celebrity Lab Students will discuss class design as it relates to the game Celebrity, where a person or team tries to guess the name of a celebrity from a given clue or set of clues. This lab includes inheritance as the basis for one of the activities, and also includes a Graphical User Interface. This lab can be completed after Unit 9 Inheritance in Nitro, and Unit 5 Data Structures in Mocha. |
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Steganography Lab Steganography is the practice of concealing messages or information within other non-secret text or data. Students will use the same code from Picture Lab to explore the concepts of steganography and 2D arrays, hiding images or text inside of other images. This lab can be completed after Unit 8 2D Arrays in AP CS A Nitro, and after unit Unit 5 Data Structures in AP CS A Mocha. |
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Java Level 1 Certification Practice Students prepare for the CodeHS Java Level 1 Certification by taking practice quizzes and reviewing content from the CodeHS Java courses. |