Computer Science 1-3 (AP) Syllabus/Online Course Plan



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Computer Science 1-3 (AP) Syllabus/Online Course Plan Certificated Teacher: Date: 2015-2016 Stage One Desired Results Course Title/Grade Level: Computer Science (AP) Credit: one semester (.5) _X_ two semesters (1) Estimate of hours per week engaged in learning activities Students will typically commit a minimum of 5 hours of class work per week. Prerequisites and/or recommended preparation: Basic Algebra, mathematical representation and logic. Course Overview: (Include at least one essential question and/or enduring understanding to indicate focus of the course.) This course is designed to cover the same material present in the first semester of a college level course. In this course we want to use computers to create new/unique solutions or recycled-new solutions as we explore Object Oriented Programming (O.O.P.s) to solve problems. Enduring Understandings for Course: design and implement solutions to problems by writing, running, and debugging computer programs. use and implement commonly used algorithms and data structures. develop and select appropriate algorithms and data structures to solve problems. code fluently in an object-oriented paradigm using the programming language Java. Students are expected to be familiar with and be able to use standard Java library classes from the AP Java subset. read and understand a large program consisting of several classes and interacting objects. Students should be able to read and understand a description of the design and development process leading to such a program. (An example of such a program is the AP Computer Science Case Study.) recognize the ethical and social implications of computer use. List external resources and include cost for each. (i.e. multimedia resources, 3 rd party vendors, subscriptions, etc.) BPJ_TextBook by Charles E. Cook (pdf) (provided) JCreator LE (provided) Curent JRE from Sun Systems (provided) Graphical Labs (BPJ) by Charles E. Cook (pdf) (provided) AP07_gridworld_Studmanual (pdf) (provided) Blackboard Account (provided) Establish Goals: (Grade Level Expectations) C2 The course includes all of the topics listed in the Computer Science A column of the Topic Outline in the AP Computer Science Course Description. C3 The course teaches students to design and implement computer based solutions to problems in a variety of application areas. C4 The course teaches students to use and implement commonly used algorithms and data structures. C5 The course teaches students to develop and select appropriate algorithms and data structures to

solve problems. C6 The course teaches students to code fluently in an object-oriented paradigm using the programming language Java. The course teaches students to use standard Java library classes from the AP Java subset delineated in appendices A and B of the AP Computer Science Course Description. (Note: Students who study a language other than Java in AP Computer Science must also be taught to use Java, as specified in the AP Java subset.) C7 The course teaches students to read and understand a large program consisting of several classes and interacting objects, and enables students to read and understand the current AP Computer Science Case Study posted on AP Central. C8 The course teaches students to identify the major hardware and software components of a computer system, their relationship to one another, and the roles of these components within the system. C9 The course teaches students to recognize the ethical and social Implications of computer use. Understandings: What will students understand (about what big ideas) as a result of the unit? Students will understand... Semester 1 Unit 1: Basic Java Students will be introduced to the various primitive data types and distinguishes when to use each. Unit 2: Going with the flow Students will develop statements and loops to code more efficiently or adapt to circumstance. Unit 3: Introducing Things Students will use classes, objects, strings and arrays to develop programs. Unit 4: W hat goes in Processing (formatting) inputs from various sources. Semester 2 Unit 5: Bool Loop Using GridW orld to review Booleans, switches, and loops. Unit 6: Creating an Array of Objects Using constructors, scanners, and File IO-stream to make an array of objects. Unit 7: A Review of 2-D Arrays, Inheritance, Exceptions and Recursion. Unit 8: Sorting an Array of Objects A review of object comparisons to sort, make sets, or write to a file (introduction of data structures). Essential Questions: What arguable, recurring, and thought provoking questions will guide inquiry and point toward the big ideas of the unit? How can we store data? What can we do with it after it is stored? How can we write programs that dynamically determine what to do next? How can we accomplish repetitive tasks easily? How can I make/use Objects to solve problems? How can an array help me to manage large volumes of data? Can an abstract definition make my code more efficient? What is a data structure? How can I manipulate inputs so that it may be processed in any way I see fit? How can we use Booleans, with loops, to solve problems? Can we combine Booleans and loops to make compact solutions to complicated or arduous tasks? Can we define (overload) a constructor to aid in array implementation? How might an external file be used to initiate or save a program? How can inheritance help objects work together? What is recursion? How might exceptions be used in your program? What methods exist for sorting an array, list, or an arraylist? How can you decide which sort method is better?

Semester 3 (AP) Unit 9: A Review of W rappers, Arrays, and ArrayLists. Unit 10: Data Structures: Linked Lists, Queues, Heaps, and tables. Unit 11: Case Study: A prescribed unit from the College board. Unit 12: self directed project. The student will plan, implement a project of their own design (or one may be assigned). When might you use the primitive s wrapper? Can you build, sort, and make sets of objects? What is a linked list? When is a queue helpful? Can you use a heap or table to solve problems? Can you manipulate (overload/extend objects)? Given a framework, can you recycle/repurpose the code to suit your needs? Can a student make a timeline for themselves? How accurate is that timeline? Can a student walk themselves through the steps necessary to design, code, and debug their own code? Can they control the quality of their own work with less management? W hat is the key knowledge and skill needed to develop the desired understandings? W hat knowledge and skill relates to the content standards on which the unit is focused? Students will know: How to use the java language to develop algorithms that will solve problems. Students will be able to: design and implement solutions to problems by writing, running, and debugging computer programs. use and implement commonly used algorithms and data structures. develop and select appropriate algorithms and data structures to solve problems. code fluently in an object-oriented paradigm using the programming language Java. Students are expected to be familiar with and be able to use standard Java library classes from the AP Java subset. read and understand a large program consisting of several classes and interacting objects. Students should be able to read and understand a description of the design and development process leading to such a program. (An example of such a program is the AP Computer Science Case Study.) recognize the ethical and social implications of computer use. Syllabus/Online Course Plan Stage Two Evidence of Assessment What evidence will be collected to determine whether or not the understandings have been developed, the knowledge and skill attained, and the state standards met? [Anchor the work in performance tasks that involve application, supplemented as needed by prompted work, quizzes, observations, etc.] Performance Tasks: Students will read and practice small pieces of a larger target. The students will then take quizzes and complete projects that may involve several of these pieces. Students will also take Unit Tests which span several quizzes. Throughout this process students will blog about their debugging process and communicate solutions to their peers. Other Evidence (self-assessments, observations, work samples, quizzes, tests and so on): Work on a portfolio Quizzes through blackboard Blogging Project submission

Stage Three Learning Plan Learning Activities: What sequence of learning activities and teaching will enable students to perform well at the understandings in Stage 2 and thus display evidence of the desired results in stage one? Possibly use the W HERE acronym to design activities (see below). Each Unit follows the same sequence. Read a section and practice in JCreator LE. Blog about bugs, errors and other questions. Complete a review quiz. Complete a project. Test. Indicate from the table below all applicable learning strategies that may be used in the course. Direct Instruction _x Structured Overview _x Mini presentation Drill & Practice _x Demonstrations Indirect Instruction _x Problem-based _x Case Studies _x Inquiry _x Reflective Practice _x Project Paper Concept Mapping Experiential Learning Virt. Field Trip Experiments _x Simulations _x Games Field Observ. Role-playing Model Bldg. _x Surveys Independent Study Essays _x Self-paced computer _x Journals Learning Logs Reports Directed Study _x Research Projects Interactive Instruction _x Discussion Debates Role Playing Panels Peer Partner Learning _x Project team Laboratory Groups _x _Think, Pair, Share Cooperative Learning Tutorial Groups _Interviewing Conferencing Scope and Sequence: Semester One Week 1 Read/Notes/Quiz Lesson 1 Read/Notes/Exercise/Quiz Lesson 2 Week 2 Read/Notes/Exercise/Quiz Lesson 3 Read/Notes/Exercise/Quiz Lesson 4 Week 3 Read/Notes/Exercise/Quiz Lesson 5 Project 4-1 Cheating on your Algebra Assignment Project 5-1 Mixed Results

Week 4 Read/Notes/Exercise/Quiz Lesson 6 Read/Notes/Circle Project/Quiz Lesson 7 Week 5 Read/Notes/Exercise/Quiz Lesson 8 Read/Notes/Exercise/Quiz Lesson 9 Week 6 Read/Notes/Exercise/Quiz Lesson 10 Project 10-1 Weight on Other Planets Test #1 Lessons 1-10. STUDY YOUR NOTES. Week 7 Read/Notes/Exercise/Quiz Lesson 11 Bottles of Root Beer song 30 1 Read/Notes/Exercise/Quiz Lesson 12 Week 8 Read/Notes/Exercise/Quiz Lesson 13 Read/Notes/Exercise/Quiz Lesson 14 Week 9 Read/Notes/Exercise/Quiz Lesson 15 Loopy WS [nested loops] Week 10 Old McDonald Song Project [class animal] Project Overdrawn at Bank 15-1 Read/Notes/Exercise/Quiz Lesson 16 Week 11 Read/Notes/Exercise/Quiz Lesson 17 Read/Notes/Exercise/Quiz Lesson 18 Week 12 Encryption Project Read/Notes/Exercise/Quiz Lesson 19 Read/Notes/Exercise/Quiz Lesson 20 Week 13 Encryption Project time (See course materials folder) Test #2 Lessons 11-20 STUDY YOUR NOTES. Week 14 Read/Notes /Quiz Lesson 24 Read/Notes/Exercise/Quiz Lesson 25 Week 15 Read/Notes/Exercise/Quiz Lesson 26 Read/Notes/Exercise/Quiz Lesson 27 Week 16 Read/Notes/Exercise/Quiz Lesson 30 Test #3 Lessons 24-30. Week 17 Project 25-2 Student Averages

Project 30-3 Monte Carlo Technique Week 18 Final Game Project (see course materials) Semester Two Week 1 Install Bug Jar Bug Lab 1/journal entry and Bug Lab 2/journal entry Week 2 Bug Lab 3/journal entry Bug Lab 4/journal entry Week 3 Bug Lab 5/journal entry Bug Lab 6/journal entry Week 4 Bug Lab 7/journal entry Bug Lab 8/journal entry Week 5 Bug Lab 9/journal entry Bug Lab 10/journal entry Week 6 Bug Lab 11/journal entry Bug Lab 12/journal entry Bug Lab 13/journal entry Week 7 Bug Lab 14/journal entry Bug Lab 15/journal entry Week 8 Make a bug that has components of each bug lab. Bug Lab mixed bug/journal entry Week 9 Bug Lab 16/journal entry Bug Lab 17/journal entry Week 10 Read/Notes/Exercise/Quiz Lesson 33 Bug Lab 18/journal entry Read/Notes/Exercise/Quiz Lesson 35 Bug Lab 19/journal entry Week 11 Read/Notes/Exercise/Quiz Lesson 36 Bug Lab 20/journal entry Bug Lab 21/journal entry Week 12 Read/Notes/Exercise/Quiz Lesson 37 Read/Notes/Exercise/Quiz Lesson 38 Bug Lab 22/journal entry

Week 13 Read/Notes/Exercise/Quiz Lesson 39 Read/Notes/Exercise/Quiz Lesson 40 Bug Lab 23/journal entry Week 14 Unit 4 Test (L:33,35-40) ***One Shot at it*** Read/Notes/Exercise/Quiz Lesson 41 Week 15 Read/Notes/Exercise/Quiz Lesson 42 Read/Notes/Exercise/Quiz Lesson 43 Week 16 Read/Notes/Exercise/Quiz Lesson 44 Bug Lab 24/journal entry Bug Lab 25/journal entry Week 17 Read/Notes/Exercise/Quiz Lesson 45 Read/Notes/Exercise/Quiz Lesson 46 Week 18 Mix Bug, put at least 10 different bug labs together. Unit 5 Test (L:41-47) ***One Shot at it*** Semester 3 (AP) Week 1 Retro Bug Lab 23 Read/Notes/Exercise/Quiz Lesson 21 Week 2 Read/Notes/Exercise/ CTB s /Quiz Lesson 22 Read/Notes/Exercise/ CTB s /Quiz/Project Milt.Sensor Lesson 23 Week 3 Read/Notes/Exercise/Quiz Lesson 31 Read/Notes/Exercise/Quiz Lesson 32 Bug Lab 27/journal entry Read/Notes/Exercise/ CTB s /Quiz/Project PassGravy Lesson 34 Week 4 Read/Notes/Exercise/Quiz Lesson 42 Read/Notes/Exercise/Quiz Lesson 43 Retro Bug Lab 24 Lesson 43 Project Big Bucks at the Bank Week 5 Read/Notes/Exercise/ CTB s /Quiz Lesson 44 Retro Bug Lab 25 Read/Notes/Exercise/Quiz Lesson 45 Week 6 Bug Lab 26/journal entry Read/Notes/Exercise/Quiz Lesson 46 Project (46) HashSet/Intersection Week 7

Bug Lab 29/ journal entry Read/Notes/Exercise A&B/Quiz Lesson 47 Bug Lab 30/ journal entry Week 8 Read/Notes//Quiz Lesson 48 Project (48) Optimized Code for Divisors of a Number Week 9 Read/Notes/ CTB s /Quiz Lesson 49 Read/Notes/ CTB s /Quiz/Lesson 50 Week 10 Project (50) StackLL Class Project (50) Stack Calc Week 11 Read/Notes/Exercise/Quiz/ProjectReverseOrder Leson 51 Read/Notes/Quiz/Project BSTfindMethod Lesson52 Week 12 Read/Notes/ Exercise/ CTB s /Quiz/Project Who snext Lesson53 Read/Notes/ Exercise/Quiz/Project PrintingHeap/AHeapOfTrouble Lesson 55 Week 13 Read/Notes/ Exercise/Quiz/Project Who has PrioLess56 Week 14 Read/Notes/ CTB s /Quiz Lesson 57 Project(56)SmilefortheCamera Week 15-17 Case study Week 18 Make a game that uses, random numbers, and four Sem. 3 ideas. Adapted from Understanding by Design Template available online and the Understanding by Design: Professional Development Workbook. References: Wiggins, G., & McTighe, J. (n.d.). Understanding by Design Exchange. Retrieved November 2, 2004 from http://www.ubdexchange.org/ W iggins, G., & McTighe, J. (2004). Understanding by design: Professional development workbook. Alexandria, VA: Association for Supervision and Curriculum Development.)