In this lesson, students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.
Students will be able to:
Write their first Karel program by typing out all of the Karel commands with proper syntax
Explain how giving commands to a computer is like giving commands to a dog
In this lesson, students learn more about Karel and Karel’s world. Students learn about walls in Karel’s world, the directions Karel can face, and how to identify a location in Karel’s world using streets and avenues. In these exercises, students will begin to see the limitations of Karel’s commands. Students will need to apply Karel’s limited set of commands to new situations. For example, how can they make Karel turn right, even though Karel does not know a turnRight command?
Students will be able to…
In this lesson, students will learn how they can create their own commands for Karel by calling and defining functions. Functions allow programmers to create and reuse new commands that make code more readable and scalable.
Students will be able to:
turnRight()
functionIn this lesson, students learn in more detail about functions, and how they can use functions to break down their programs into smaller pieces and make them easier to understand.
Students will be able to:
In this lesson, students will deepen their understanding of functions by learning about the start function. The start function helps to organize the readability of code by creating a designated place where code that is going to be run in a program can be stored:
function start(){
turnRight();
}
function turnRight(){
turnLeft();
turnLeft();
turnLeft();
}
Students will be able to:
In this lesson, students learn about Top Down Design and Decomposition. Top Down Design is the process of breaking down a big problem into smaller parts.
Students will be able to:
In this lesson, students learn how to style their programs by including comments. Comments allow students to leave notes on their program that makes it easier for other to read. Comments are written in plain English.
Commenting Your Code Example:
/*
* multi-line comments
*/
// single line comments
Students will be able to:
In this lesson, students are introduced to Super Karel! Since commands like turnRight()
and turnAround()
are so commonly used, students shouldn’t have to define them in every single program. This is where SuperKarel comes in. SuperKarel is just like Karel, except SuperKarel already knows how to turnRight and turnAround, so students don’t have to define those functions anymore!
Students will be able to:
In this lesson, students learn how to use for loops in their programs. The for loop allows students to repeat a specific part of code a fixed number of times.
For loops are written like this:
for(var i = 0; i < 4; i++)
{
// Code to be repeated 4 times
}
Students will be able to:
In this lesson, students learn about the conditional statement “if”. Code within an “if statement” will only execute IF the condition is true.
if (frontIsClear()) {
// Code to be executed only if front is clear
}
Students will be able to:
In this lesson, students learn about an additional control structure, if/else statements. If/else statements let students do one thing if a condition is true, and something else otherwise.
if/else statements are written like this:
if(frontIsClear())
{
// code to execute if front is clear
}
else
{
// code to execute otherwise
}
Students will be able to:
In this lesson, students are introduced a new type of loop: while loops. While loops allow Karel to repeat code while a certain condition is true. While loops allow students to create general solutions to problems that will work on multiple Karel worlds, rather than just one.
Students will be able to:
In this lesson, students learn how to combine and incorporate the different control structures they’ve learned to create more complex programs.
Students will be able to:
In this lesson, students get extra practice with control structures. Students will continue to see different ways that the if, if/else, while, and for loops affect their code and what Karel can do.
Students will be able to:
In this lesson, students review how they should indent their code to make it easier to read.
Students will be able to:
Debugging is a very important part of programming. In this lesson, students learn how to effectively debug their programs.
Students will be able to use debugging strategies to find and fix errors in their code.
In this lesson, students will explore the careers available in computer science and learn how bias can affect computer programs.
Students will explore different computer science careers and opportunities.
Students will learn how bias can affect computer programs.
In this unit, students will synthesize all of the skills and concepts learned in the Karel unit to solve increasingly challenging Karel puzzles.
Students will be able to:
Students will be introduced to cybersecurity and learn how cyberattacks can negatively affect businesses.
Students will learn why cybersecurity is an important consideration when developing any computer program.
Students will learn how cyberattacks can negatively affect a business.
As students use the Internet, they are building their digital footprint. In this lesson, students understand how they can control and protect their footprint.
SWBAT understand how their online activity contributes to a permanent and public digital footprint.
SWBAT articulate their own social media guidelines to protect their digital footprint.
Using best practices like setting strong passwords, reading privacy policies, and using https can help us stay safe online.
SWBAT use best practices in personal privacy and security, including strong passwords, using https, and reading privacy policies.
Information literacy is having the ability to find information, evaluate information credibility, and use information effectively.
SWBAT effectively search for and evaluate resources.
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.
SWBAT explain what copyright laws are and why they are important
SWBAT find images they are legally allowed to use in their projects
SWBAT accurately attribute images they find and want to use
A security hacker is someone who seeks to break through defenses and exploit weaknesses in a computer system or network. There are white hat hackers, who help companies find and protect exploits in their systems, and black hat hackers who hack maliciously.
SWBAT identify the difference between white hat hacking and black hat hacking
SWBAT sign an ethical hackers agreement, agreeing that they will only practice hacking under legal and ethical circumstances
Digital Citizenship and Cyber Hygiene unit quiz
SWBAT complete the Digital Citizenship and Cyber Hygiene unit quiz
In this lesson, students will learn how to print messages out onto the console using the Javascript command println
.
Students will be able to:
start
functionIn 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.
Students will be able to…
In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.
Students will be able to…
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.
Students will be able to…
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.
Students will be able to…
In this lesson, students will learn how images are made up of pixels.
Students will learn what a pixel is and how they are used to create images.
Students will enhance their pixel images by incorporating RGB colors to each pixel.
Students will be able to create images using RGB values.
In this lesson, students will learn what pair programming is, why it is used, and the appropriate behaviors of a driver and navigator.
Students will be able to:
In this unit, students will synthesize all of the skills and concepts learned in the JavaScript and Graphics unit to solve increasingly challenging puzzles.
Students will be able to:
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.
Students will be able to…
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.
Students will be able to…
In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.
Students will be able to…
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.
Students will be able to…
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.
Students will be able to…
i
inside the for loop code to do something different on each iterationIn this lesson, students will explore in more detail how they can modify the initialization statement, test statement, and increment statement in a for loop.
Students will be able to…
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.
Students will be able to…
In this lesson, students will learn how randomization can enhance a program and be used in combination with various control structures.
Students will be able to…
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.
Students will be able to…
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.
Students will be able to:
In this unit, students will synthesize all of the skills and concepts learned in the Control Structures unit to solve increasingly challenging puzzles.
Students will be able to:
In this lesson, students learn about functions and parameters in the context of JavaScript, which builds on their prior knowledge of working with functions in Karel. This lesson focuses specifically on defining and calling functions, and passing simple, single parameters to functions.
Students will be able to…
In this lesson, students will work with, define and call their own functions that take in multiple parameters as input and print out output.
Students will be able to:
In this lesson, students continue working with multiple parameters that create graphics as output which is very useful, since creating several different graphical objects involves writing the same code over and over again (set the size, set the color, set the location, etc).
Students will be able to:
In this lesson, students learn about return values so they can write functions that do some work and send the result back or use later in the program.
Students will be able to:
In this lesson, students work with and define functions with return values and more than one parameter.
Students will be able to:
In this lesson, students will explore the scoping of a variable, which is where the variable is “defined” or where it exists.
Students will be able to:
In this unit, students will synthesize all of the skills and concepts learned in the Functions and Parameters unit to solve increasingly challenging puzzles.
Students will be able to:
In this lesson, students will be introduced to the concept of using timers for animation. Now instead of having graphics programs that stay the same, the content changes every time the timer runs. The first program students will see is a moving ball, so discussing this with the class as a demo on the projector is very useful.
Students will be able to:
setTimer
functionIn this lesson, we’ll look at more examples with timers and start making more interesting animations. Students will use timers and the Randomizer to create animations on the canvas.
Students will be able to:
In this lesson, students use timers in combination with the other ideas they have learned, including more graphics as well as coordinate math to create different objects. The random ghosts serves as a fun example to show how you can modify things once you have the basic building blocks in place to make them more readable and easier to alter.
Students will be able to:
In this lesson, students build on the use of timers and utilize if statements inside timers to dynamically change what the animations are doing.
Students will be able to:
In this lesson, students are introduced to a way input can be taken from the user’s mouse using the mouse clicked method.
Students will be able to:
In this lesson, students learn how to extend mouse events to make interactive animations using the dragging motion of the mouse.
Students will be able to:
In this lesson we continue to use user input via the mouse to create interactive programs.
Students will be able to:
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.
Students will be able to:
In this lesson, students will create programs that combine multiple ideas from this unit.
Students will be able to:
In this unit, students will synthesize all of the skills and concepts learned in the Animations unit to solve increasingly challenging puzzles.
Students will be able to:
In this unit, students will bring together everything they have learned in the course to create a fully functional game.
Students will be able to:
In this final programming module, students will put together all of the concepts learned throughout the course to create a program of their choice. They will work with partners or in groups to creatively develop a program of their choosing.
Students will be able to: