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New York Computer Science 9-12

Units

Unit Description
Digital Citizenship and Cyber Hygiene: Students learn topics on Internet etiquette, how to stay safe on the web, potential effects of digital footprints, how to protect their information, and the implications of cyberbullying.
Programming with Karel: Students learn the basics of programming by giving Karel the Dog commands in a grid world.
Networks and 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.
JavaScript Basics: Students learn the basics of JavaScript including variables, user input, mathematics, and functions.
The Canvas and Graphics: Students learn how to add graphics objects and position them on the canvas.
Control Structures: Students learn how to use control structures such as if/else statements and loops to make advanced programs in JavaScript.
Functions: Students learn to write reusable code with functions, parameters, and return values, and explore the impact of variable scopes.
Animation and Games: Students learn how to make objects move around the screen and let users interact using the mouse!
JavaScript Project: Students learn the theory and practice of user interface design. With rapid prototyping and user testing, they design and develop their own engaging web pages.
Computer Science Careers: Students learn potential career paths in the field of computer science.
Introduction to Physical Computing with micro:bit: Students learn the basics of the micro:bit, such as how to light up and change the brightness of LEDs and how to use variables to write more versatile programs.

Unit Description
JavaScript Midterm:
JavaScript Final Exam: This course ends with a 25 question multiple choice exam.
Karel Challenges: Students apply all the foundational concepts from Intro to Karel to solve new challenges.
Practice: Karel: 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.
Practice: Console Challenges: A bunch of fun console programs to get practice with JavaScript.
Practice: Graphics and Animation: A bunch of fun graphics programs to get practice with JavaScript.
Graphics Challenges: Students apply what they have learned about graphics and basic JavaScript to complete a set of challenges.
Control Structures Challenges: Students apply the foundational concepts from the Control Structures module to solve new challenges.
Practice: Functions: 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.
Functions Challenges: Students use what they have learned in the Functions module to solve new challenges.
Animation Challenges: Students apply all the foundational concepts from the Animations module to solve new challenges.
Project: Breakout: Students learn how to make their own Breakout game from scratch using JavaScript.