Welcome to AP Computer Science Principles




Great job on your Introduction to Programming!

This week we are going to be working on the following:

Unit 3: Programming Continued

Unit 4: Big Data and Privacy

Unit 6: Explore Performance Task – Beginning December

To Think; To Develop Problem-Solving Skills; To Discover; and To Create;

Learning to Compute and Computing to Learn

Classroom Protocol:

 

This is where you will come every day to find out what we are going to do in class for that day. Every day you are to come to your Quia class web page upon arriving to class, go to your class web page, and follow the directions for today.

 

Homework Policy:

 

All assignments will be due on the deadline date given. It is the responsibility for all students to complete their assignments on time. Any assignments received late will not be accepted and a grade will not be given for that assignment.

Accessing your Class Weekly Agenda:

Each week’s agenda and assignments will be updated and posted on your Quia class web page on a weekly basis.  Previous weeks Assignments/Agendas will be provided with a link at the end of the current week’s Class Web Page in case you need to revisit due to an absence, or you’re required to make up, or catch up on your course assignments.

Homework Assignment: Daily homework assignments may be found at the end of each day’s agenda. Daily Journal Entries as seen in Daily Ticket to Leave are to be entered as part of your daily homework. All students will receive a homework grade on a weekly basis, and your journal will receive a project grade each mid-term and final semester.

 

IMPORTANT DATES:     Explore Performance Task:  8 hours

To Be Completed by December 22, 2017

Saturday February 3, 2017 Study Session – Auburn HS

This Week’s Agenda:

Unit 3: Programming and Algorithms

And

Unit 4: Big Data and Privacy

Introduction to UNIT 3: Algorithms and Programming: This unit introduces the foundational concepts of computer programming, which unlocks the ability to make rich, interactive apps. This course uses JavaScript as the programming language, and App Lab as the programming environment to build apps, but the concepts learned in these lessons span all programming languages and tools.

Chapter 1: Programming Languages and Algorithms

Big Questions

 

 

Enduring Understandings

 

 

Vocabulary

Lesson 2: The Need for Algorithms

Lesson 3: Creativity in Algorithms

Lesson 4: Using Simple Commands

Lesson 5: Creating Functions

Lesson 6: Functions and Top-Down Design

Lesson 7: APIs and Using Functions with Parameters

Lesson 8: Creating Functions with Parameters

Lesson 9: Looping and Random Numbers

 

Introduction to UNIT 4: Big Data and Privacy: The data rich world we live in also introduces many complex questions related to public policy, law, ethics and societal impact. In many ways this unit acts as a unit on current events. It is highly likely that there will be something related to big data, privacy and security going on in the news at any point in time. The major goals of the unit are:

1) for students to develop a well-rounded and balanced view about data in the world around them and both the positive and negative effects of it and

2) to understand the basics of how and why modern encryption works.

Chapter 1: The World of Big Data and Encryption

Big Questions

 

 

Enduring Understandings

 

 

Vocabulary

Lesson 1: What is Big Data?

Lesson 2: Rapid Research - Data Innovations

Lesson 5: Simple Encryption

Lesson 6: Encryption with Keys and Passwords

Lesson 7: Public Key Cryptography

Week 12: Monday Day F - 11-20-17 – Wednesday Day H – 11-22-17

 

Monday 11-20-17 Day F – 11-20-17 - Period 7

AND

Tuesday Day G – 11-21-17 - Period 6 and Period 7

 

Lesson 6: Functions and Top-Down Design

 

 

Standards Alignment

CSTA K-12 Computer Science Standards

CL - Collaboration

CPP - Computing Practice & Programming

CT - Computational Thinking

Computer Science Principles

2.2 - Multiple levels of abstraction are used to write programs or create other computational artifacts

2.2.1 - Develop an abstraction when writing a program or creating other computational artifacts. [P2]

2.2.2 - Use multiple levels of abstraction to write programs. [P3]

2.2.3 - Identify multiple levels of abstractions that are used when writing programs. [P3]

5.1 - Programs can be developed for creative expression, to satisfy personal curiosity, to create new knowledge, or to solve problems (to help people, organizations, or society).

 

5.1.2 - Develop a correct program to solve problems. [P2]

5.1.3 - Collaborate to develop a program. [P6]

5.3 - Programming is facilitated by appropriate abstractions.

5.3.1 - Use abstraction to manage complexity in programs. [P3]

Objectives

Students will be able to:

Activator: Open up your Engineering Journal and review what you entered last class. Review the Standards, Objectives, above, for today’s lesson. Click on https://studio.code.org/ and log in. Locate the Unit 3: The ‘Intro to Programming’ tile and click ‘View course’.

Direct Instruction:

Purpose

A technique for deciding what functions you should write is to look at the problem with a "top-down design" perspective. The process of creating software begins long before the first lines of code are written. Breaking a problem down into layers of sub-tasks, and writing well-named functions that solve those tasks is a creative act of abstraction. It also leads to good code that is more efficient, easier to read, and therefore easier to debug when problems arise.

In professional settings, teams of people first identify the problems and sub-problems the particular software will be addressing and how it will be used. This approach to designing software is critical when facing large-scale programming tasks. Once the problem is well understood, it can be broken into parts that teams or individual programmers can begin to work on solving at the same time. Full software systems take advantage of the power of abstraction; each programmer in a team can write code, assuming the sub-problems will be solved and written by other teammates.

 

What Does Efficiency Mean?

 

Recall:

In the previous lesson we wrote a program that used layers of functions (functions that called other functions) to get the turtle to draw a diamond-shaped figure.

Prompt:

"Imagine that you have two programs that drew the diamond-shaped figure. One program uses functions as we did in the previous lesson. The other doesn’t use functions; it’s just a long sequence of the turtle’s primitive commands. Which program is more efficient? Make an argument for why one is more efficient than the other."

Discuss:

Have students briefly share their arguments for one program over the other:

Transition: Efficiency is an interesting thing to think about, but functions also introduce the ability to leverage the power of abstraction: when we write a function, it solves a small piece of a bigger problem. Having the small problem solved allows us to ignore its details and focus on bigger problems or tasks.

Today we’ll get more practice with thinking about how to break problems down into useful functions.

 

Review this Explanation of Top-Down Design

 

Guided Instruction:

1)   Log into code.org and go to Unit 3: Lesson 6.

2)   Open the Top-Down Design - Worksheet

 

a.   Students should work in pairs.

b.   Read the first page of the worksheet that describes the top-down problem solving process.

c.    Design a solution to the problem on the second page by writing down the functions they would write to solve the problem.

d.   After a pair has come up with a solution on paper, compare with another group to see similarities and differences.

3)   Go into Code Studio for Lesson 6

4)   Complete all of the programming challenges. When you have successfully completed a challenge take a screen shot using the Snipping tool, and add to your Engineering Notebook.

5)   Complete the AP Practice Response exercise after you have completed your programming challenges.

6)   Complete the lesson assessment

 

Summarizer:

Mr. PC will review each day what each student accomplished and the focus of tomorrow.

Assessment for/of learning:

Students are to be assessed on the completion of Lesson 6 challenges and assessment exercises. All information should be completed online within code.org.  Thanks

Ticket to Leave:

In order to prepare you for your two AP CSP college-board performance tasks we need to get use to reflecting on our daily work and experiences. This is a skill that will prove to be useful when you go on to college, enter the workforce, and even in every aspect of your everyday life.  Every day at the end of class you should save your work, open up your journal, put down today’s date, and provide the following information.

1.   Provide at least on new thing that you learned today – Refer to today’s Objectives

2.   What did you accomplish today?

3.   Indicate any problems or obstacles you experienced

4.   How did you solve the problems or obstacles that you experienced?

Feel free to provide screen shots of your daily work in order to illustrate your day’s activities. Windows provides a Snipping Tool within its provided Accessories that may be used for this purpose.

Homework: 

 

Preparation for College Board Explore Performance Task:

 

Ø  Look for a computing innovation that will allow you to meet all requirements of the Explore Performance Task. Begin thinking about the digital tools you will use to create your innovation artifact.

Ø  Complete your ticket to leave journal entry.

 

 

Wednesday Day H – 11-22-17 – No Class

 

Thanks for a great week!

Mr. PC 

Assessment Overview and Performance Task Directions for Students.

An Introduction to Programming with the MIT App Inventor

 

Vocabulary:        Software Development Environment (SDE)

                        Computer Programming Environment (CPE)

Programming Language                        Components

                        Software                                    Objects

                        Instructions                                        Processes

                        Program                                     Project

                        Built in Functions                                Recursive

                        Commands                                 Repeat

                        Syntax                                       Test

                        Procedures                                 Debug

                        Functions                                   Software Bugs (Errors)

                        Arguments                                 Run or Execute

                        Variables                                   Problem Solving

                        Logical Thinking 

 

Direct Instruction: Introduction to Cell Phone App Design

Setting up the APP Inventor and Emulator for Testing

 

Setting Up App Inventor 2

You can set up App Inventor and start building apps in minutes. The Designer and Blocks Editor now run completely in the browser (aka the cloud). To see your app on a device while you build it (also called "Live Testing"), you'll need to follow the steps below.


You have three options for setting up live testing while you build apps

If you are using an Android device and you have a wireless internet connection, you can start building apps without downloading any software to your computer. You will need to install the App Inventor Companion App for your device. Choose Option One below. This option is STRONGLY RECOMMENDED

 

For Class Use this Option: If you do not have an Android device, you'll need to install software on your computer so that you can use the on-screen Android emulator. Choose Option Two below.

 

If you do not have a wireless internet connection, you'll need to install software on your computer so that you can connect to your Android device over USB. Choose Option Three below. The USB Connection option can be tricky, especially on Windows. Use this as a last resort.

 

Option One - RECOMMENDED
Build apps with an Android device and WiFi Connection (preferred): 
Instructions

If you have a computer, an Android device, and a WiFi connection, this is the easiest way to test your apps.

********* Option Two – use these instructions for class! **********
Don’t have an Android device? Use the Emulator: Instructions

If you don’t have an Android phone or tablet handy, you can still use App Inventor. Have a class of 30 students? Have them work primarily on emulators and share a few devices.

 

System requirements

Note: Internet Explorer is not supported. We recommend Chrome or Firefox.

 

Guided Instruction: Continue from where you left off last week!

 

1)Setup your emulator by following these Instructions

2)Check out the Designer and Blocks Editor Overview

Designer and Blocks Editor Overview: Gives a tour of the App Inventor environment.

 

3)Setup Review the following Beginner Tutorials

 

Beginner Tutorials: Highly recommended as the best way to get started programming in App Inventor.

 

4)Click on the Beginner Tutorial link above and follow the directions and watch the video tutorial for the TalkToMe app. Develop the APP and test using your cell phone Emulator.

5)Click on the Beginner Tutorial link above and follow the directions and watch the video tutorial for the Extended TalkToMe Shake app. Develop the APP and test using your cell phone Emulator.

6)Click on the Beginner Tutorials link above and follow the directions and watch the video tutorial for the BallBounce Game app. Develop the APP and test using your cell phone Emulator.

7)Click on the Beginner Tutorials link above and follow the directions and watch the video tutorial for the Digital Doodle app. Develop the APP and test using your cell phone Emulator.

8)Click on the Tutorial below and follow the directions to change your TalkToText App to the Magic 8 Ball app. Develop the APP and test using your cell phone Emulator.

 

Directions for the Magic 8 Ball App

 

 

Click Here to Access Your Development Environment

 

Explore Performance Task Rubric

More Resources for finding computing innovations:

http://www.ted.com/talks

 

www.digg.com

 

http://www.teachersdomain.org

 

http://www.pbslearningmedia.org/

 

www.paper.li

 

Tools for building computing artifacts:

 

http://cooltoolsforschools.wikispaces.com/

 

To Do: Create Digital Portfolios for Performance Tasks Submissions. Our goal is to complete our Explore Performance Task before the end of 2017.

·         Begin preparing for the May 11th Exam with practice exam questions from AP training google drive and the career board. Use online student response system for class review and discussion.

 

Chapter 1: Representing and Transmitting Information

Objectives

Students will be able to:

Big Questions

·        Why do computers use binary to represent digital information?

·        How does data physically get from one computer to another?

·        Are the ways data is represented and transmitted with computers laws of nature or laws of man?

Enduring Understandings

·        2.1 A variety of abstractions built upon binary sequences can be used to represent all digital data.

·        3.3 There are trade offs when representing information as digital data.

·        6.2 Characteristics of the Internet influence the systems built on it.

·        7.2 Computing enables innovation in nearly every field.

Chapter 2: Inventing the Internet

Big Questions

·        Who and what is “in charge” of the Internet and how it functions?

·        How is information transmitted from one computer to the other when they are not directly connected?

·        How can the Internet keep growing? How does that work?

Enduring Understandings

·        2.1 A variety of abstractions built upon binary sequences can be used to represent all digital data.

·        6.1 The Internet is a network of autonomous systems.

·        6.2 Characteristics of the Internet influence the systems built on it.

·        7.3 Computing has a global affect -- both beneficial and harmful -- on people and society.

Vocabulary

Vocabulary

Introduction to UNIT 2: Digital Information: This unit further explores the ways that digital information is encoded, represented and manipulated. Being able to digitally manipulate data, visualize it, and identify patterns, trends and possible meanings are important practical skills that computer scientists do every day. Understanding where data comes from, having intuitions about what could be learned or extracted from it, and being able to use computational tools to manipulate data and communicate about it are the primary skills addressed in the unit.

Chapter 1: Encoding and Compressing Complex Information

Big Questions

 

·        Are the ways in which digital information is encoded more laws of nature or man made?

·        What kinds of limitations does the binary encoding of information impose on what can be represented inside a computer?

·        How accurately can human experience and perception be captured or reflected in digital information?

 

Enduring Understandings

 

·        1.1 Creative development can be an essential process for creating computational artifacts.

·        1.3 Computing can extend traditional forms of human expression and experience.

·        2.1 A variety of abstractions built upon binary sequences can be used to represent all digital data.

·        3.3 There are trade offs when representing information as digital data.

Vocabulary

 

Chapter 2: Manipulating and Visualizing Data

 

Big Questions

 

 

Enduring Understandings

 

 

Vocabulary

UNIT 6: AP Performance Tasks

 

·         This unit contains lessons to help students with preparation and execution of the AP® Performance Tasks: Create and Explore

·         The lessons in this unit are meant to be taken piecemeal rather than as a typical unit sequence. Instead of a sequence of connected lessons, these represent a more modular breakdown of the things you need to do to:

1) Understand the AP Performance Tasks

2) Make a plan for completing the tasks in the time allotted and

3) Actually doing the tasks and submitting

Online Explore Performance Task Resources:

AP CSP Course and Exam Description 

Explore PT Prep: Reviewing the Task

Explore Performance Task Rubric

 

AP CSP Week 1 Agenda

AP CSP Week 2 Agenda  

AP CSP Week 3 Agenda

AP CSP Week 4 Agenda

AP CSP Week 5 Agenda

AP CSP Week 6 Agenda  

AP CSP Week 7 Agenda

AP CSP Week 8 Agenda

AP CSP Week 9 Agenda  

AP CSP Week 10 Agenda  

AP CSP Week 11 Agenda