This week we are going to be working on the following:
Explore
Performance Task – Completion and Submittal
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: Saturday February 2nd @ Auburn HS
Saturday April 6th Mock Exam @ your school
Explore Performance Task: 8
hours
To
Be Completed by December 22, 2017
This
Week’s Agenda:
Your
Explore Performance Task Ends This Week!
Monday
Day B - 12-17-18 – Friday Day F 12–21-18
Objectives
Students will be able to:
- Complete and successfully
submit your College Board Explore Performance Task.
Direct Instruction and
Guided Instruction:
For the next 9.5 Classes, 8 hours of class time you will be
working on your first AP CSP college board Performance Task. This is an
independent assignment. Please plan and use your time wisely and use the Digital
Portfolio online resources including the Explore Performance Task Rubric as a
guide to fulfilling the Explore Performance Task Requirements.
This
is your last week to complete your College Board Explore Performance Task! Make
sure to check with me when you are ready to submit your project.
When
you are done please open the following document and begin reviewing the resource
sheet at the bottom of the document in preparation for the College Board AP
Exam. Thanks!
More Resources for
finding computing innovations:
http://www.ted.com/talks
www.digg.com
http://www.teachersdomain.org
http://www.pbslearningmedia.org/
Tools
for building computing artifacts:
https://sites.google.com/view/cool-tools-for-schools/home
1)
Preparation of
your AP CSP Digital Portfolios: Click on the link below.
Student Digital Portfolio Guide – Save a copy of the Student Digital Portfolio Guide to your
Google Drive
Ø
Please
review the Student Digital Portfolio Guide and follow the directions for setting
up your digital portfolio for your AP CSP course. Thanks.
Join Code 6JESM3
Online Explore Performance Task Resources:
NOTE:
Use the written responses template and checklist found at the bottom of this
document to make sure you are meeting all requirements to earn all points.
AP CSP Performance
Task Directions for Students - College Board Student Handout
Good luck, use your
time wisely, and always do the best you can! Most of all have fun and enjoy!
Summarizer:
Mr.
PC will review each day what each student accomplished and the focus of
tomorrow.
Assessment for/of
learning:
Not applicable.
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: Explore
Performance Task
Thanks for a great
week!
Mr. PC
Preparation
of your AP CSP Digital Portfolios: Click on the link below.
Student Digital Portfolio Guide – Save a copy of the Student Digital Portfolio Guide to your
Google Drive
Ø
Please
review the Student Digital Portfolio Guide and follow the directions for setting
up your digital portfolio for your AP CSP course. Thanks.
Online Explore Performance Task Resources:
AP CSP Performance
Task Directions for Students - College Board Student Handout
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/
Tools
for building computing artifacts:
https://sites.google.com/view/cool-tools-for-schools/home
To Do: Create Digital
Portfolios for Performance Tasks Submissions. Our goal is to complete our
Explore Performance Task before the end of 2018.
UNIT 1 Overview: The Internet:
This
unit explores the technical challenges and questions that arise from the need to
represent digital information in computers and transfer it between people and
computational devices. The unit then explores the structure and design of the
internet and the implications of those design decisions.
In
this unit students learn how computers represent all kinds of information and
how the Internet allows that information to be shared with millions of people.
The
first chapter explores the challenges and questions that arise when representing
information in a computer or sending it from one computer to another. It begins
by investigating why on-off signals, also known as binary signals, are used to
represent information in a computer. It then introduces the way common
information types like text and numbers are represented using these binary
signals. Finally, it illustrates the importance of establishing shared
communication rules, or protocols, for successfully sending and receiving
information.
In
the second chapter, students learn how the design of the internet allows
information to be shared across billions of people and devices. Making frequent
use of the Internet Simulator, they explore the problems the original designers
of the internet had to solve and then students “invent” solutions. To
conclude the unit, students research a modern social dilemma driven by the
ubiquity of internet and the way it works.
Chapter 1: Representing and Transmitting Information
Big Questions
- How do computer represent
information?
- How does information get from one
computer to another?
- What challenges are involved when
developing systems to represent or transmit information?
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.
Unit
1 Vocabulary
Vocabulary
- Innovation - A
novel or improved idea, device, product, etc, or the development thereof.
- Binary - A way of representing information using only
two options.
- Bit - A contraction of "Binary Digit". A
bit is the single unit of information in a computer, typically represented
as a 0 or 1.
- Bandwidth - Transmission capacity measure by bit rate
- Bit - A contraction of "Binary Digit". A
bit is the single unit of information in a computer, typically represented
as a 0 or 1.
- Bit rate - (sometimes written bitrate) the number of
bits that are conveyed or processed per unit of time. e.g. 8 bits/sec.
- Latency - Time it takes for a bit to travel from its
sender to its receiver.
- Protocol - A set of rules governing the exchange or
transmission of data between devices.
- ASCII - ASCII - American Standard Code for
Information Interchange. ASCII is the universally recognized raw text format
that any computer can understand.
- code - (v) to write code, or to write instructions
for a computer.
- IETF -
Internet Engineering Task Force - develops and promotes voluntary Internet
standards and protocols, in particular the standards that comprise the
Internet protocol suite (TCP/IP).
- Internet -
A group of computers and servers that are connected to each other.
- Net
Neutrality - the principle that all Internet traffic should be treated
equally by Internet Service Providers
- IP
Address - A number assigned to any item that is connected to the
Internet.
- Packets -
Small chunks of information that have been carefully formed from larger
chunks of information
- DNS -
The service that translates URLs to IP addresses.
- HTTP -
HyperText Transfer Protocol - the protocol used for transmitting web pages
over the Internet
- Net
Neutrality - the principle that all Internet traffic should be treated
equally by Internet Service Providers.
- TCP -
Transmission Control Protocol - provides reliable, ordered, and
error-checked delivery of a stream of packets on the internet. TCP is
tightly linked with IP and usually seen as TCP/IP in writing.
Unit 1: Chapter 2: Inventing the Internet
Big Questions
- What problems was the internet
designed to solve and how does it solve these problems?
- How has the design of the internet
allowed it to grow or evolve?
- Who or what is “in charge” of the
internet?
- How should we resolve dilemmas caused
by the structure and continuing growth of the internet?
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.
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.
This
unit explores the way large and complex pieces of digital information are stored
in computers and the associated challenges. Through a mix of online research and
interactive widgets, students learn about foundational topics like compression,
image representation, and the advantages and disadvantages of different file
formats. To conclude the unit, students research the history and characteristics
of a real-world file format.
Chapter
1: Digital Information
Big Questions
- How
are images and other complex information represented in a computer?
- How
can we reduce the size of digital information and what tradeoffs are
involved?
- Why
are there so many different formats for representing the same kind of
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
- Heuristic -
a problem solving approach (algorithm) to find a satisfactory solution where
finding an optimal or exact solution is impractical or impossible.
- Lossless Compression -
a data compression algorithm that allows the original data to be perfectly
reconstructed from the compressed data.
- Image -
A type of data used for graphics or pictures.
- metadata -
is data that describes other data. For example, a digital image may include
metadata that describe the size of the image, number of colors, or
resolution.
- pixel -
short for "picture element" it is the fundamental unit of a
digital image, typically a tiny square or dot which contains a single point
of color of a larger image.
- RGB -
the RGB color model uses varying intensities of (R)ed, (G)reen, and (B)lue
light are added together in to reproduce a broad array of colors.
- Lossy Compression -
(or irreversible compression) a data compression method that uses inexact
approximations, discarding some data to represent the content. Most commonly
seen in image formats like .jpg.
- Abstraction -
Pulling out specific differences to make one solution work for multiple
problems.
Unit 3 - Intro to Programming
In Unit 3, students explore the fundamental
topics of programming, algorithms, and abstraction as they learn to
programmatically draw pictures in App Lab. An unplugged sequence at the
beginning of the unit highlights the need for programming languages as well as
the creativity involved in designing algorithms. Students then begin working in
App Lab where they use simple commands to draw shapes and images using a virtual
“turtle.” As they’re introduced to more complex commands and programming
constructs, students learn to break down programming problems into manageable
chunks. The unit ends with a collaborative project to design a digital scene.
Chapter
1: Intro to Programming
Big
Questions
- Why do we need algorithms?
- How is designing an algorithm to solve a
problem different from other kinds of problem solving?
- How do you design a solution for a problem so
that is programmable?
- What does it mean to be a "creative"
programmer?
- How do programmers collaborate?
Enduring
Understandings
- 1.1 Creative development can be an essential
process for creating computational artifacts.
- 1.2 Computing enables people to use creative
development processes to create computational artifacts for creative
expression or to solve a problem.
- 2.2 Multiple levels of abstraction are used to
write programs or create other computational artifacts
- 4.1 Algorithms are precise sequences of
instructions for processes that can be executed by a computer and are
implemented using programming languages.
- 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).
- 5.2 People write programs to execute
algorithms.
- 5.3 Programming is facilitated by appropriate
abstractions.
Unit
3 Vocabulary
Vocabulary
- Algorithm: A precise sequence of instructions for
processes that can be executed by a computer
- High Level Programming Language: A programming language
with many commands and features designed to make common tasks easier to
program. Any high level functionality is encapsulated as combinations of low
level commands.
- Low Level Programming Language: A programming language
that captures only the most primitive operations available to a machine.
Anything that a computer can do can be represented with combinations of low
level commands.
- Iterate: To repeat in order to achieve, or get closer to,
a desired goal.
- Selection: A generic term for a type of programming
statement (usually an if-statement) that uses a Boolean condition to
determine, or select, whether or not to run a certain block of statements.
- Sequencing: Putting commands in correct order so computers
can read the commands.
- Pair Programming: A method of programming in which two
programmers write code using a single computer. One programmer in the
"driver" role uses the mouse and keyboard to actually write the
code while a second acts as a "navigator", keeping track of the
big picture, catching errors, and making suggestions. Programmers switch
roles frequently and communicate throughout the process.
- Turtle Programming: a classic method for learning
programming with commands to control movement and drawing of an on-screen
robot called a "turtle". The turtle hearkens back to early
implementations in which children programmed a physical robot whose
dome-like shape was reminiscent of a turtle.
- Function: A named group of programming instructions.
Functions are reusable abstractions that reduce the complexity of writing
and maintaining programs.
- Top Down Design: a problem solving approach (also known as
stepwise design) in which you break down a system to gain insight into the
sub-systems that make it up.
- API: a collection of commands made available to a
programmer
- Documentation: a description of the behavior of a command,
function, library, API, etc.
- Hexadecimal: A base-16 number system that uses sixteen
distinct symbols 0-9 and A-F to represent numbers from 0 to 15.
- Library: a collection of commands / functions, typically
with a shared purpose
- Parameter: An extra piece of information passed to a
function to customize it for a specific need
- For Loop: Loops that have a predetermined beginning, end,
and increment (step interval).
- Loop: The action of doing something over and over again.
Unit 4 - Big Data and Privacy
In this unit students explore the technical,
legal, and ethical questions that arise from computers enabling the collection
and analysis of enormous amounts of data. In the first half of the unit,
students learn about both the technological innovations enabled by data and the
privacy and security concerns that arise from collecting it. In the second half
of the unit, students learn how cryptography can be used to help protect private
information in the digital age.
Chapter
1: Big Data and Privacy
Big
Questions
- What
opportunities do large data sets provide for solving problems and creating
knowledge?
- How
is cybersecurity impacting the ever-increasing number of Internet users?
- How
does cryptography work?
Enduring
Understandings
- 3.2
Computing facilitates exploration and the discovery of connections in
information.
- 3.3
There are trade offs when representing information as digital data.
- 4.2
Algorithms can solve many but not all computational problems.
- 6.3
Cybersecurity is an important concern for the Internet and the systems
built on it.
- 7.1
Computing enhances communication, interaction, and cognition.
- 7.3
Computing has a global affect -- both beneficial and harmful -- on people
and society.
- 7.4
Computing innovations influence and are influenced by the economic,
social, and cultural contexts in which they are designed and used.
Unit
4 Vocabulary
Vocabulary
- Big Data: a broad term for datasets so large or complex
that traditional data processing applications are inadequate.
- Moore's Law: a predication made by Gordon Moore in 1965
that computing power will double every 1.5-2 years, it has remained more or
less true ever since.
- One-pager: A business/corporate term for a one-page
document that summarizes a large issue, topic or plan.
- Caesar Cipher : a technique for encryption that
shifts the alphabet by some number of characters
- Cipher: the generic term for a technique (or algorithm)
that performs encryption
- Cracking encryption: When you attempt to decode a secret
message without knowing all the specifics of the cipher, you are trying to
"crack" the encryption.
- Decryption: a process that reverses encryption, taking a
secret message and reproducing the original plain text
- Encryption: a process of encoding messages to keep them
secret, so only "authorized" parties can read it.
- Random Substitution Cipher: an encryption technique that
maps each letter of the alphabet to a randomly chosen other letters of the
alphabet.
- Computationally Hard: a "hard' problem for a computer
is one in which it cannot arrive at a solution in a reasonable amount of
time.
- asymmetric encryption: used in public key encryption, it
is scheme in which the key to encrypt data is different from the key to
decrypt.
- modulo: a mathematical operation that returns the
remainder after integer division. Example: 7 MOD 4 = 3
- Private Key: In an asymmetric encryption scheme the
decryption key is kept private and never shared, so only the intended
recipient has the ability to decrypt a message that has been encrypted with
a public key.
- Public Key Encryption: Used prevalently on the web, it
allows for secure messages to be sent between parties without having to
agree on, or share, a secret key. It uses an asymmetric encryption scheme in
which the encryption key is made public, but the decryption key is kept
private.
- Antivirus Software: usually keeps big lists of known
viruses and scans your computer looking for the virus programs in order to
get rid of them.
- DDoS Attack: Distributed Denial of Service Attack.
Typically a virus installed on many computers (thousands) activate at the
same time and flood a target with traffic to the point the server becomes
overwhelmed.
- Firewall: software that runs on servers (often routers)
that only allows traffic through according to some set of security rules.
- Phishing Scam: a thief trying to trick you into sending
them sensitive information. Typically these include emails about system
updates asking you send your username and password, social security number
or other things.
- SSL/TLS: Secure Sockets layer / Transport Layer Security -
An encryption layer of HTTP that uses public key cryptography to establish a
secure connection.
- Virus: a program that runs on a computer to do something
the owner of the computer does not intend.