Oklahoma Computer Science II
- Level High School
- Contact Hours 110
- Timeframe Year
In this course, students will learn the foundations of computer science and basic programming, with an emphasis on helping students develop logical thinking and problem-solving skills. Once students complete this course, they will have learned material equivalent to a semester college introductory course in computer science and be able to program in JavaScript.
To view the entire syllabus, click here or click to explore the full course.
MODULES - 17
Karel helps teach foundational skills in programming by simplifying JavaScript to four simple commands. Using these commands, students solve increasingly difficult problems and explore how complex programming languages can be developed from simple commands.
Students take all the foundational concepts from Karel to solve programming challenges.
Students learn the basics of JavaScript, including variables, user input, mathematics, and basic graphics.
Students learn how to pair program while tackling more challenging tasks with JavaScript graphics.
Students learn how to use control structures such as if/else statements and loops to make more advanced programs in JavaScript.
Students take all the foundational concepts from the Control Structures unit to solve some programming challenges.
Students learn to write reusable code with functions and parameters.
In this module, students learn how to make objects move around the screen and let users interact using the mouse!
In this module, students learn about arrays and how to iterate through them.
In this module, students will learn and use the software development life cycle to create a simple app that will solve an everyday problem.
In this module, students will explore a problem that can be answered by analyzing a dataset. They will form statistical questions and use visualization techniques to analyze the data to answer the question.
In this module, students explore potential career paths in the field of computer science.
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.
A set of all the trickiest Karel puzzles for you to solve
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.
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.
Explore programs that your students will build throughout this course!
Create and organize Assignments in any CodeHS course that you're teaching. You can even add custom assignments to pre-existing CodeHS courses.
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