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North Carolina Intro to Computer Science (2020)

Description

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

Objective

Students will be able to:

  • Recognize, explain, and use the commands that Karel can be given. These commands are: move(), putBall(), takeBall() and turnLeft().
Description

In this lesson, students build on their understanding of how Karel the Dog can be given a set of instructions to perform a simple task.

Objective

Students will be able to:

  • Recognize, explain, and use the commands that Karel can be given
  • Debug and rework their code as well as someone else’s code
Description

In this lesson, students will learn how to define and call a function using proper syntax.

Objective

Students will be able to:

  • Define and call functions
Description

In this lesson, functions will be used to teach Karel a new word or command. Using functions allows programs to be broken down into smaller pieces and makes it easier to understand.

Objective

Students will be able to:

  • Understand what functions are, how they are used and how using them improves programs
  • Design and implement their own functions to solve problems
Description

In this lesson, students will learn the importance of writing readable code and how using the start function can help achieve this.

Objective

Students will be able to:

  • Explain the importance of writing readable code
  • Analyze and compare the readability of different programs
  • Use the start function to make their programs more readable
Description

In this lesson, students learn top down design and decomposition as the processes of breaking big problems into smaller, manageable pieces. The functions improve the readability of the code and avoid repeated code.

Objective

Students will be able to:

  • Break a large problem down into smaller, simpler problems
  • Write functions that solve the simpler problems, and use them as building blocks to solve the larger problem
  • Compare programs and identify good vs. poor decomposition
Description

In this lesson, students will learn how to utilize comments in their code to explain what their code is doing. Comments should include preconditions and postconditions. Preconditions are assumptions we make about what is true before a function is called in our program. Postconditions are what should be true after a function is called in our program.

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
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.

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
Description

In this lesson, students will be introduced to SuperKarel and APIs. SuperKarel includes commands like turnRight() and turnAround() since they are so commonly used. These commands come prepackaged with the SuperKarel library (API).

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 the documentation to understand how to use an API (SuperKarel is an example of this)
Description

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

A for loops is written as follows:

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

Students will be able to:

  • Create for loops to repeat code a fixed number of times
  • Explain when a for loop would be a useful tool
  • Utilize for loops to write programs that would be difficult/impossible without loops
Description

In this lesson, students will learn about conditions and if statements. A condition is a function that returns a true/false answer. JavaScript uses if statements as a way to make decisions and execute specific code. If statements are helpful in writing code that can be used in different situations.

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 to only execute code if a certain condition is true
Description

In this lesson, students will take a deeper look into conditional statements, more specifically if/else statements. If/else statements allow for one thing to be done if a condition is true, and something else otherwise.

We write if/else statements like this:

if(frontIsClear()) {
    // code to execute if front is clear
} else {
    // code to execute otherwise
}
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 an If/Else statement is appropriate to be used
Description

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

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
Description

In this lesson, students take a look at all of the control structures. Control structures can be selective, like if and if / else statements and are based on a condition. Other control structures are iterative and allow for repeated code like for loops and while loops. Basically, control structures control the way the commands execute.

Objective

Students will be able to:

  • Identify the different control structures that can be used to modify the flow of control through a program
  • Combine control structures to solve complicated problems
  • Choose the proper control structure for a given problem
Description

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

Objective

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

Description

In this lesson, students learn about the importance of planning when writing complex programs. Students learn that flowcharts and pseudocode are essential tools that help break down a problem. Students also learn how to use comments in JavaScript as a way to make their code more readable.

Objective

Students will be able to:

  • Explain the role of pseudocode and flow charts in writing complex programs
  • Explain how adding comments make a program clearer and more readable
Description

In this lesson, students are introduced to algorithms which are step by step instructions that solve a problem. Programs implement algorithms. All algorithms are built using sequencing, selection, and iteration. Karel has control structures for each of these. This lesson is designed to test students’ knowledge of control structures and algorithm design in preparation for upcoming Karel challenges.

Objective

Students will be able to:

  • Analyze an algorithm and explain why it works
  • Use control structures to create general algorithms that work on all Karel worlds
Description

In this lesson, students will learn the proper way to indent their code. Indentation is especially important when using multiple loops, functions, and if statements to show the structure of the code. Indentation provides a good visual approach to see which commands are inside vs. outside of a loop or if statement.

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
Description

In this lesson, students are introduced to Ultra Karel! Ultra Karel has all the abilities of Super Karel, plus two new functions (paint and isColor) added to the API.

Students will explore the Ultra Karel API and use Ultra Karel’s ability to paint the grid world to create digital images. Students will create generalized algorithms that solve Ultra Karel problems for multiple worlds.

This lesson is the first time students will use functions that accept parameters as inputs.

Objective

Students will be able to:

  • Use Ultra Karel commands to paint Karel’s world
  • Call functions that accept parameters as inputs
  • Explain the relationship between a function and a parameter
  • Create generalized Ultra Karel algorithms that correctly solve multiple Karel worlds
  • Identify differences between the Super Karel API and the Ultra Karel API
Description

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

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
Description

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

Objective

Students will be able to:

  • Prove their knowledge of control structures, functions, decomposition, and comments through a multiple choice quiz
Description

We define what “code” is, find examples in the real world, and learn about programming as one specific example of code.

Objective

Students will be able to explain what code is in their own words, and provide examples of code in their lives.

Description

We learn about some of the applications of computer programs.

Objective

Students understand why programming is a useful skill, and can explain ways in which programs are being used today. Students will be able to analyze the positive and negative effects of programs and communicate their findings to their classmates.

Description

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

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
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.

Objective

Students will be able to:

  • Explain what variables are and what they are used for
  • Use the different types of variables in JavaScript
  • Distinguish between declaring, initializing and assigning variables
  • Create their own variables with proper naming conventions
  • Print out the values stored in variables
Description

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

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
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.

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
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.

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
Description

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

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
Description

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

Objective

Students will be able to:

  • Prove their knowledge of basic coding concepts through a multiple choice quiz
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.

Objective

Students will be able to:

  • Create boolean variables to represent meaningful yes/no values
  • Print out the value of a boolean variable

Enduring Understandings

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

  • EU 4.1 Algorithms are precise sequences of instructions for processes that can be executed by a computer and are implemented using programming languages. (LO 4.1.1)
  • EU 5.5 Programming uses mathematical and logical concepts. (LO 5.5.1)
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
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
Description

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

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
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.

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
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.

Objective

Students will be able to:

  • Create interactive programs that use events to respond to the keyboard input.
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.

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
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.

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)
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.

Objective

Students will be able to:

  • Explain the purpose of for loops
  • Create for loops to solve increasingly challenging problems
  • Create nested for loops
Description

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

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
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.

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
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.

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
Description

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

Objective

Students will be able to:

  • Prove their knowledge of control structures through a multiple choice quiz
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.

Objective

Students will be able to:

  • Define an array
  • Access certain elements of an array by using an index
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.

Objective

Students will be able to:

  • Use indexing to call and assign items in an array
Description

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

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
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.

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
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.

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
Description

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

Objective

Students will be able to:

  • Use the indexOf method to find the index of a particular element in an array.
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.

Objective

Students will be able to:

  • Use the splice and remove methods to remove an element from an array.
Description

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

Objective

Assess student achievement of the learning goals of the unit

Description

How do computers store and manipulate information? In this lesson, students learn how computers abstract complicated information into manageable chunks that they can then store and manipulate.

Objective

Students will be able to:

  • explore and explain abstraction and the different ways that we can represent digital information.
Description

In this lesson, students will learn what a number system is, the difference between the decimal number system and the binary number system, and how to convert between decimal and binary.

Objective

Students will be able to:

  • Represent numbers in different number systems
  • Understand how to convert between the decimal and binary system
Description

In this lesson, students will learn what a number system is, the difference between the decimal number system and the binary number system, and how to convert between decimal and binary.

Objective

Students will be able to :

  • Understand the binary system
  • Encode various types of information using binary
Description

In this lesson, students will learn how computers break down images into concrete values that can be stored. Students will learn how images are represented digitally using pixels.

Objective

Students will be able to:

  • Understand how images can be encoded as data
Description

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

Objective

Students will be able to:

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

In this lesson, students will learn and explain the purposes and use of various peripheral types. They will classify the peripherals as input or output devices and explore different ways of installing them on a laptop or PC.

Objective

Students will be able to:

  • Explain the purposes and uses of various peripheral types
  • Classify common types of input/output device interfaces.
  • Explain how to install common peripheral devices to a laptop/PC
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.

Objective

Students will be able to:

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

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
Description

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

Objective

Assess student achievement of the learning goals of the unit

Description

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

Objective

Students will be able to:

  • Define design thinking
  • Name the steps in the design cycle
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.

Objective

Students will be able to:

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

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
Description

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

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