In this lesson, students will learn what is meant by cybersecurity and explore a few news worthy cyber attacks. They will also discuss the Internet of Things and the increase in connected devices.
Cybersecurity is the protection of computer systems, networks, and data from digital attacks. Increased connectivity via the Internet of Things and reliance on computer devices to send and store data makes users more vulnerable to cyber attacks.
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In this lesson, students will learn about The CIA Triad. The CIA Triad is a widely-accepted security measure that should be guaranteed in every secure system. It stands for Confidentiality, Integrity, and Availability.
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In this lesson, students understand how they can control and protect their footprint. As students use the Internet, they are building their digital footprint. This includes social media posts, emails, picture and video uploads amongst other online activities.
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In this lesson, students will learn about and discuss cyberbullying. Cyberbullying is the use of electronic communication to harass or target someone. Cyberbullying includes sending, posting, or sharing negative, harmful, false, or mean content about someone else.
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In this lesson, students will learn to recognize online predatory behavior and strategies on how to avoid and respond to it. The Internet is a great place to socialize, but it is important to be aware of risks. Common sense and following safety guidelines can help students stay safe online.
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In this lesson, students will discuss and examine policies regarding privacy and security. Using best practices like setting strong passwords, reading privacy policies, and using https can help in staying safe online.
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In this lesson, students will learn about and discuss information literacy. Information literacy is having the ability to find information, evaluate information credibility, and use information effectively.
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In this lesson, students will learn about the impact of visually representing data to make information easier to analyze and use.
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In this lesson, students learn how computers can be used to collect and store data. They learn best practices for interpreting data that is presented. Data visualizations can be very helpful in recognizing patterns and answering questions, but can also be used to mislead if skewed or full of bias.
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In this lesson, students will learn what copyright laws are and how to avoid copyright infringement. They will explore why copyright laws are important and how they protect the creators.
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In this lesson, students will explore and discuss the ethics and legality around hacking. A security hacker is someone who seeks to break through defenses and exploit weaknesses in a computer system or network. There are white hat hackers, who help companies find and protect exploits in their systems, and black hat hackers who hack maliciously.
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Now that students have learned about digital citizenship and cyber hygiene, they will take what they have learned and create a PSA to inform members in the community about a topic!
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In this lesson, students complete a summative assessment of the unit’s learning objectives.
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In this lesson, students are introduced to CodeHS and how Karel the Dog can be given a set of instructions to perform a simple task.
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Write their first Karel program by typing out all of the Karel commands with proper syntax
Explain how giving commands to a computer is like giving commands to a dog
In this lesson, students learn more about Karel and Karel’s world. Students learn about walls in Karel’s world, the directions Karel can face, and how to identify a location in Karel’s world using streets and avenues. In these exercises, students will begin to see the limitations of Karel’s commands. Students will need to apply Karel’s limited set of commands to new situations. For example, how can they make Karel turn right, even though Karel does not know a turnRight command?
Students will be able to…
In this lesson, students will learn how they can create their own commands for Karel by calling and defining functions. Functions allow programmers to create and reuse new commands that make code more readable and scalable.
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turnRight()
functionIn this lesson, students learn in more detail about functions, and how they can use functions to break down their programs into smaller pieces and make them easier to understand.
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In this lesson, students will deepen their understanding of functions by learning about the start function. The start function helps to organize the readability of code by creating a designated place where code that is going to be run in a program can be stored:
function start(){
turnRight();
}
function turnRight(){
turnLeft();
turnLeft();
turnLeft();
}
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In this lesson, students learn about Top Down Design and Decomposition. Top Down Design is the process of breaking down a big problem into smaller parts.
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In this lesson, students learn how to style their programs by including comments. Comments allow students to leave notes on their program that makes it easier for other to read. Comments are written in plain English.
Commenting Your Code Example:
/*
* multi-line comments
*/
// single line comments
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In this lesson, students will learn about abstraction. Abstraction is the act of managing complexity by dissociating information and details in order to focus on relevant concepts.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students are introduced to Super Karel! Since commands like turnRight()
and turnAround()
are so commonly used, students shouldn’t have to define them in every single program. This is where SuperKarel comes in. SuperKarel is just like Karel, except SuperKarel already knows how to turnRight and turnAround, so students don’t have to define those functions anymore!
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In this lesson, students learn how to use for loops in their programs. The for loop allows students to repeat a specific part of code a fixed number of times.
For loops are written like this:
for(var i = 0; i < 4; i++)
{
// Code to be repeated 4 times
}
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In this lesson, students learn about the conditional statement “if”. Code within an “if statement” will only execute IF the condition is true.
if (frontIsClear()) {
// Code to be executed only if front is clear
}
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In this lesson, students learn about an additional control structure, if/else statements. If/else statements let students do one thing if a condition is true, and something else otherwise.
if/else statements are written like this:
if(frontIsClear())
{
// code to execute if front is clear
}
else
{
// code to execute otherwise
}
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In this lesson, students are introduced a new type of loop: while loops. While loops allow Karel to repeat code while a certain condition is true. While loops allow students to create general solutions to problems that will work on multiple Karel worlds, rather than just one.
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In this lesson, students learn how to combine and incorporate the different control structures they’ve learned to create more complex programs.
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In this lesson, students get extra practice with control structures. Students will continue to see different ways that the if, if/else, while, and for loops affect their code and what Karel can do.
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In this lesson, students review how they should indent their code to make it easier to read.
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Debugging is a very important part of programming. In this lesson, students learn how to effectively debug their programs.
Students will be able to use debugging strategies to find and fix errors in their code.
In this lesson, students will learn what pair programming is, why it is used, and the appropriate behaviors of a driver and navigator.
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In this unit, students will synthesize all of the skills and concepts learned in the Karel unit to solve increasingly challenging Karel puzzles.
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In this lesson, students will have a high level discussion about what the internet is and how the internet works. The topics of anonymity and censorship will also be discussed.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students will explore the hardware that makes up the internet and the characteristics of that hardware that define our experience on the internet.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students will explore how internet hardware communicates using Internet Addresses and the Internet Protocol.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students will explore the DNS system and how it maps human readable domain names into actual accessible IP addresses.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students explore how messages get from one address on the internet to another.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students learn about the last piece of the puzzle for how the Internet works: Packets and Protocols. All information sent over the internet is broken down into small groups of bits called packets. The format for creating and reading packets is defined by open protocols so that all devices can read packets from all other devices.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
In this lesson, students are presented with different ways that the Internet impacts their lives. The Internet affects the way that people communicate (emails, social media, video chat) and collaborate to solve problems. It has revolutionized the way that people can learn and even buy things. Because the Internet is present in almost every facet of people’s lives, there are severe ethical and legal concerns that derive from the Internet.
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This lesson builds toward the following Enduring Understandings (EUs) and Learning Objectives (LOs). Students should understand that?
This lesson is a summative assessment of the unit’s learning objectives.
Assess student achievement of the learning goals of the unit
In this lesson, students will learn how to print messages out onto the console using the Javascript command println
.
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start
functionIn this lesson, students learn how to assign values to variables, manipulate those variable values, and use them in program statements. This is the introductory lesson into how data can be stored in variables.
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In this lesson, students learn how they can allow users to input information into their programs, and use that input accordingly.
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In this lesson, students learn about the different mathematical operators they can use to perform mathematical computations and create useful programs that compute information for the user.
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In this lesson, students will learn the basics of creating graphics objects. Graphic creation relies on setting the type, shape, size, position, and color on the artist?s canvas before adding to the screen. Using the geometric concepts, and the concept of getWidth()
and getHeight()
, multiple graphic objects can be created in JavaScript.
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Students will enhance their pixel images by incorporating RGB colors to each pixel.
Students will be able to create images using RGB values.
In this unit, students will synthesize all of the skills and concepts learned in the JavaScript and Graphics unit to solve increasingly challenging puzzles.
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In this lesson, students will learn more about boolean values. Booleans refer to a value that is either true or false, and are used to test whether a specific condition is true or false.
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In this lesson, students will learn about logical operators. Logical operators allow students to connect or modify Boolean expressions. Three logical operators are the !, ||, && characters.
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In this lesson, students learn how to use comparison operators. Comparison operators let students compare two values.
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In this lesson, students learn about if statements as a way to make decisions and execute specific code depending on the validity of a condition.
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In this lesson, students will learn in greater detail about for loops. For loops in Javascript are written and executed in the same manner as Karel exercises, except now students will explore modifying the initialization statement, test statement, and increment statements of the loops.
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i
inside the for loop code to do something different on each iterationIn this lesson, students will explore in more detail how they can modify the initialization statement, test statement, and increment statement in a for loop.
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In this lesson, students will learn how to create for loops to solve increasingly challenging problems by using nested for loops and branching control structures.
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In this lesson, students will learn how randomization can enhance a program and be used in combination with various control structures.
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In this lesson, students will explore while loops and JavaScript variables. This combines the ideas of creating variables, updating variables throughout a loop, and determining the correct ending condition.
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In this lesson, students will learn how to create a Loop and Half. A Loop and a Half is a specific way to write a while loop with the condition being true
. Inside the loop, students create a SENTINEL
value to break out of the loop whenever that condition is met, causing the loop to end.
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In this unit, students will synthesize all of the skills and concepts learned in the Control Structures unit to solve increasingly challenging puzzles.
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In this lesson, students learn about functions and parameters in the context of JavaScript, which builds on their prior knowledge of working with functions in Karel. This lesson focuses specifically on defining and calling functions, and passing simple, single parameters to functions.
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In this lesson, students will work with, define and call their own functions that take in multiple parameters as input and print out output.
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In this lesson, students continue working with multiple parameters that create graphics as output which is very useful, since creating several different graphical objects involves writing the same code over and over again (set the size, set the color, set the location, etc).
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In this lesson, students learn about return values so they can write functions that do some work and send the result back or use later in the program.
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In this lesson, students work with and define functions with return values and more than one parameter.
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In this lesson, students will be introduced to the concept of using timers for animation. Now instead of having graphics programs that stay the same, the content changes every time the timer runs. The first program students will see is a moving ball, so discussing this with the class as a demo on the projector is very useful.
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setTimer
functionIn this lesson, we’ll look at more examples with timers and start making more interesting animations. Students will use timers and the Randomizer to create animations on the canvas.
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In this lesson, students use timers in combination with the other ideas they have learned, including more graphics as well as coordinate math to create different objects. The random ghosts serves as a fun example to show how you can modify things once you have the basic building blocks in place to make them more readable and easier to alter.
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In this lesson, students build on the use of timers and utilize if statements inside timers to dynamically change what the animations are doing.
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In this lesson, students are introduced to a way input can be taken from the user’s mouse using the mouse clicked method.
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In this lesson, students learn about lists/arrays and how to access an element in an array with an index so they can create ordered collections of items and use them in their programs.
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In this lesson, students learn how to add and remove elements at the end of an array using the push
and pop
methods.
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push
methodpop
methodIn this lesson, students will be able to get the length of an array and learn how to loop through an array so they can have more functionality with arrays in their programs.
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In this lesson, students will be able to get the length of an array and loop through an array so they can use arrays in problems involving random numbers and JavaScript graphics.
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In this lesson, students are introduced to the concept of design thinking and learn the steps in the design cycle.
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In this lesson, students will be introduced to prototyping. They will be given guidelines for this step and shown examples in order to successfully create prototypes of their own final project ideas.
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In this lesson, students will explore the testing step of the design process. They will see good and bad examples of testing practices and will be able to get feedback on their own prototypes before moving into the building process.
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In this final programming module, students will put together all of the concepts learned throughout the course to create a website. They will work with partners or in groups to creatively develop a website that includes aspects from each part of the course.
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