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Computer Science Principles (Project Based Learning)

Computer Science Principles (Project Based Learning)

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Quick Overview

TCH220E2-PBL Computer Science Principles is a CodeHS course that introduces students to the foundational concepts of computer science and explores the impact computing and technology have on our society. The course utilizes a project-based learning approach. With a unique focus on creative problem solving and real-world applications, the CodeHS Computer Science Principles course gives students the opportunity to explore several important topics of computing using their own ideas and creativity, use the power of computing to create artifacts of personal value, and develop an interest in computer science that will foster further endeavors in the field.
Teacher-Led Course (one-time payment)   $450.00

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Details

TCH220E2-PBL Computer Science Principles is a CodeHS course that introduces students to the foundational concepts of computer science and explores the impact computing and technology have on our society. The course utilizes a project-based learning approach.

With a unique focus on creative problem solving and real-world applications, the CodeHS Computer Science Principles course gives students the opportunity to explore several important topics of computing using their own ideas and creativity, use the power of computing to create artifacts of personal value, and develop an interest in computer science that will foster further endeavors in the field.

Software Requirements

There are no additional software requirements. Students write and run code in the browser using the CodeHS editor, and create websites and digital artifacts.

Course Content

Unit 1: 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. This unit culminates with each

student making their own website about themselves, hosted on their own custom CodeHS URL. This personal website will be continually improved by the student as they continue on in the course and will serve as a running portfolio of each creative project they create in the course.

1.1 Project Introduction

1.2 Introduction to HTML

1.3 Structure of an HTML Page

1.4 Formatting Text

1.5 Links

1.6 Images

1.7 HTML Lists

1.8 HTML Tables

1.9 HTML Styling

1.10 Introduction to CSS

1.11 CSS Select by Tag

1.12 CSS Select by Class

1.13 CSS Select by ID

1.14 Viewing Websites

1.15 Web Development Quiz

Unit 2: Benchmark 1: Website Design

Students are asked to explore and compare websites with respect to their layout and design elements. They will either create a website advertising and promoting their new FRED game or use HTML and CSS to design the gaming interface of their marine robot program.

2.1 Benchmark: Website Design

Unit 3: Introduction to Programming

Students will use Karel, a dog that only knows how to move, turn left, and place tennis balls in his world, to show students what it means to program, and allow students to focus on computational problem-solving. Students will learn about the need for programming languages, the uses of programs, how to write programs to solve computational problems, how to design algorithms, how to analyze and compare potential solutions to programming problems, and learn the value and challenges involved in collaborating with others to solve programming problems.

3.1 Introduction to Programming with Karel

3.2 More Basic Karel

3.3 Karel Can't Turn Right

3.4 Functions in Karel

3.5 The Start Function

3.6 Top Down Design and Decomposition in Karel

3.7 Commenting Your Code

3.8 Abstraction

3.9 Super Karel

3.10 For Loops

3.11 If Statements

3.12 If/Else Statements

3.13 While Loops in Karel

3.14 Control Structures Example

3.15 Debugging Strategies

3.16 Karel Algorithms

3.17 How to Indent Your Code

3.18 Ultra Karel

3.19 Karel Challenges

3.20 End of Unit Quiz

Unit 4: Benchmark 2: Creating and Using a Prototype

Students are asked to research and use components of creative development and project management. They will use Karel to build a prototype of their FRED game. The prototype will include commands, functions and control structures that will be needed while further exploring top down design and abstraction. They will examine how these concepts apply to program development, problem solving, and project planning.

4.1 Benchmark: Creating and Using a Prototype

Unit 5: The Internet

This unit explores the structure and design of the internet, and how this design affects the reliability of network communication, the security of data, and personal privacy. Students will learn about the protocols and algorithms used on the internet and the importance of cybersecurity.

5.1 Intro to the Internet

5.2 Internet Hardware

5.3 Internet Addresses

5.4 DNS

5.5 Routing

5.6 Packets and Protocols

5.7 Sequential, Parallel & Distributed Computing

5.8 Cybersecurity

5.9 The Impact of the Internet

5.10 Networks and the Internet Quiz

Unit 6: Benchmark 3: Computing Innovations

Students will research an emerging ocean technology and its intended effects as well as any unintended effects, security concerns or ethical concerns. With the intention of avoiding negative effects while designing their FRED game, students will choose an example of an emerging ocean technology and explore the effects of this innovation. They will research its intended effects as well as any unintended effects or security concerns.

6.1 Benchmark: Computing Innovations

Unit 7: 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 draw conclusions from data. Students will consider how the modern wealth of data collection has impacted society in positive and negative ways. Students will work in teams to investigate a question of personal interest and use public data to present a data-driven insight to their peers.

7.1 Getting Started

7.2 Visualizing and Interpreting Data

7.3 Data Collection & Limitations

Unit 8: Benchmark 4: Present a Data-Driven Insight

Students will research and use data from a reputable source about the amount of plastic in the ocean. They will also explore different data visualizations that can be used to present patterns and draw conclusions. They will present their visualization and conclusions to a group of investors to draw attention to the growing need for a clean water solution. Using data from reputable source about the amount of plastic in the ocean, students will find patterns and draw conclusions. They will create an informative data visualization and present their findings.

8.1 Benchmark: Present a Data-Driven Insight

Unit 9: Final Presentation

9.1 Final Presentation

Additional Information

Course Length 4 Weeks
Prerequisites N/A
Course Materials No
Course Start Date

Courses Taught by a K12 Teacher

Courses with a teacher have designated start dates throughout Fall, Spring, and Summer. Full-year courses last 10 months and semester courses last 4 months. Courses are taught by teachers in K12 International Academy. For details on start dates, click here.

Teacher Assisted Yes, this course is taught by a K12 International Academy teacher. If you are looking for a teacher-supported option with additional flexibility and year-round start dates, click here to learn about the Keystone School, another K12 online private schooling option.
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To use this course, you'll need a computer with an Internet connection.  Some courses require additional free software programs, which you can download from the Internet.

Hardware and Browsers (Minimum Recommendations)

Windows OS

  • CPU: 1.8 GHz or faster processor (or equivalent)

  • RAM: 1GB of RAM

  • Browser: Microsoft Internet Explorer 9.0 or higher, Mozilla Firefox 10.0 versions or higher, Chrome 17.0 or higher

  • At this time our users are encouraged not to upgrade to Windows 10 or Edge (the new browser)

 

Mac OS

  • CPU: PowerPC G4 1 GHz or faster processor; Intel Core Duo 1.83 GHz or faster processor

  • RAM: 1GB of RAM

  • Browser: Firefox 10.0 versions or higher, Chrome 17.0 or higher (Safari is not supported!)

Internet Connections

It is highly recommended that a broadband connection be used instead of dial up.

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