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Georgia Computer Science Principles


Unit Description
Introduction to Programming : Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. You can give Karel these commands to instruct him to do certain things. We use Karel to show you what it means to program, and allow you to focus on problem-solving.
Project: Pair-Programming Paint!: In this project, students apply their knowledge of Karel to express their artistic side and create an image using Ultra Karel commands.
Programming with JavaScript : Students learn the basics of JavaScript, including variables, user input, control structures, functions with parameters and return values, and basic graphics, how to send messages to objects.
JavaScript Control Structures : Students learn how to use booleans and logical operators with control structures to make more advanced programs in JavaScript.
Functions and Parameters: Students learn how to write reusable code with functions and parameters.
Project: Tell a Story: Students apply what they've learned from the previous module to write reusable code with functions and parameters.
Basic Data Structures: Students learn about lists and arrays which are essential basic data structures that any program will use.
Digital Information : Students learn about the various ways to represent information digitally including number systems, encoding data, programmatically creating pixel images, comparing data encodings, compressing and encrypting data.
Project: Steganography : Students apply knowledge about digital representation of data in a real-world application of using steganography to encrypt information.
Project: Create an Image Filter! : Students apply data structure and digital information concepts together to create their own image filters.
The Internet : Students explore the structure and design of the internet, and how this design affects the reliability of network communication, the security of data, and personal privacy.
Project: The Effects of the Internet : Students apply their knowledge of the internet as they look at the impacts that it has on our world.
Data : Students explore using computational tools to store massive amounts of data, manipulate and visualize data, find patterns in data, and pull conclusions from data.
Project: Present a Data-Driven Insight : Students apply data concepts into a project where they can explore their own data application.
Project: The Impacts of Computing : While the performance task is no longer a graded part of the AP test, the skills needed for the performance task are still a part of the curriculum. This module will give students a chance to apply these concepts in a project format.
Creative Development: Students learn the theory and practice of user interface design. Students learn about what makes an engaging and accessible user interface and will employ an iterative design process including rapid prototyping and user testing to design and develop their own engaging web pages.
Final : Final exam for the course.
Computer Science Careers : Students take some time to explore and discover different computer science careers. Students will learn more about resumes and develop one of their own. Students will also research about professional student organizations and the benefits they offer to their members.

Unit Description
Midterm :
Extra Karel Practice : It can take some time to learn all of Karel's tricks. Brush up here with some extra Karel practice problems. These reinforce all of the fundamental concepts introduced in Karel, including commands, functions, loops, conditions control structures, and problem decomposition.
Extra Karel Puzzles : A set of all the trickiest Karel puzzles for you to solve
Karel Challenges : In this module you'll take all the foundational concepts from Karel to solve some programming challenges.
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.
Functions and Parameters Practice : Functions are the critical building block of any program. To be able to use functions, you want to make sure you fully understand parameters, return values, and how to create your own functions. That is what this practice module is for.
Extra Console Challenges : A bunch of fun console programs to get practice with JavaScript.
Animation and Games : Now, your graphics will come to life. You will learn how to make objects move around the screen. You will also learn how to let the user interact with your program with the mouse. At the end of this section, you will program your very own video game.
Project: Breakout : Learn to make the game invented by Steve Jobs and Steve Wozniak! In this module, you will build your very own breakout game from scratch using JavaScript.
Data Structures Challenge Problems : Learn to code Conway's Game of Life and your own Connect Four game using your skills in data structures.
Visualizing Music : Learn how to create your own music visualizer!
Project: Tic Tac Toe : Did you know that Tic Tac Toe may have been played in Ancient Egypt? Now, you get to make your own game of tic tac toe on the computer! In this module, you will take what you have learned about data structures and make a two player tic tac toe game.
Project: Helicopter Game : You now have the tools to make amazing games. This module walks you through the creation of the classic Helicopter game one step at a time.
More Basic Data Structures : We introduce more data structures: sets, objects, and grids. These are the essential basic data structures that any program will use.
Computer Science Principles Pretest : This is a pretest to get a baseline level of understanding before the course begins.
Computer Science Principles Posttest : This is a posttest to help get a baseline of grown for students.
Project: The Shopping List :
Project: Testing 1, 2, 3 ... :