AP Computer Science Principals

Big Ideas

  • Creativity
  • Abstraction
  • Data and Information
  • Algorithms
  • Programming
  • The Internet
  • Global Impact

Computational Thinking Practices

  • Connecting computing
  • Creating computational artifacts
  • Abstracting
  • Analyzing problems and artifacts
  • Communicating
  • Collaborating

 

Computer Science: The New Literacy

Whether it’s 3-D animation, engineering, music, app development, medicine, visual design, robotics, or political analysis, computer science is the engine that powers the technology, productivity, and innovation that drive the world. Computer science experience has become an imperative for today’s students and the workforce of tomorrow.

The AP Program designed AP Computer Science Principles with the goal of creating leaders in computer science fields and attracting and engaging those who are traditionally underrepresented with essential computing tools and multidisciplinary opportunities.

 

Rigorously Developed

In development since 2008, AP Computer Science Principles was created with significant support from the National Science Foundation. The College Board worked with more than 50 leading high school and higher education computer science educators who piloted the course at their institutions. This rigorous process of development and testing has yielded a course that not only reflects the latest scholarship in the field, but provides students with a relevant and engaging learning experience.

Over 90 colleges and universities have stated their support for the course, with the majority anticipating they will award college credit for high exam scores.

 

 


AP Computer Science Principals

 

Code.org- AP Computer Science Principals Syllabus

Mr. Burrill's Course Syllabus


---Class Links---

Code Studio - App Lab - Blown to Bits - Nimbus Screencast


CSP Unit 5 - Building Apps ('19-'20)

This unit continues the introduction of foundational concepts of computer programming, which unlocks the ability to make rich, interactive apps. This course uses JavaScript as the programming language, and App Lab as the programming environment to build apps, but the concepts learned in these lessons span all programming languages and tools.

Day 24 Unit 5- Lesson 1: Buttons and Events

Today's Agenda-

  • After Test- Move On!!!
  • Callback function - a function specified as part of an event listener; it is written by the programmer but called by the system as the result of an event trigger.
  • Event - An action that causes something to happen.
  • Event-driven program - a program designed to run blocks of code or functions in response to specified events (e.g. a mouse click)
  • Event handling - an overarching term for the coding tasks involved in making a program respond to events by triggering functions.
  • Event listener - a command that can be set up to trigger a function when a particular type of event occurs on a particular UI element.
  • UI Elements - on-screen objects, like buttons, images, text boxes, pull down menus, screens and so on.
  • User Interface - The visual elements of a program through which a user controls or communicates with the application. Often abbreviated UI
  • Video: Introduction to Design Mode

 

 

Day 25 Unit 5- Lesson 2: Multi-Screen Apps / Lesson 3: Building an App: Multi-Screen App

Today's Agenda-

  • Quiz
  • Debugging - Finding and fixing problems in an algorithm or program.
  • Event-driven program - a program designed to run blocks of code or functions in response to specified events (e.g. a mouse click)
  • Event handling - an overarching term for the coding tasks involved in making a program respond to events by triggering functions.

 

Day 26 Unit 5- Lesson 4: Controlling Memory with Variables / Lesson 5: Building an App: Clicker Game

Unit 5 Chapter 1 Test Next Class (14 code.org Questions)

Today's Agenda-

  • Mrs. Cox Student Survey
  • Introduction to Variables Part 1 Video
  • Introduction to Variables Part 2 Video
  • Data Type - All values in a programming language have a "type" - such as a Number, Boolean, or String - that dictates how the computer will interpret it. For example 7+5 is interpreted differently from "7"+"5"
  • Expression - Any valid unit of code that resolves to a value.
  • Variable - A placeholder for a piece of information that can change.
  • == - The equality operator (sometimes read: "equal equal") is used to compare two values, and returns a Boolean (true/false). Avoid confusion with the assignment operator "=",
  • Global Variable - A variable whose scope is "global" to the program, it can be used and updated by any part of the code. Its global scope is typically derived from the variable being declared (created) outside of any function, object, or method.
  • If-Statement - The common programming structure that implements "conditional statements".
  • Local Variable - A variable with local scope is one that can only be seen, used and updated by code within the same scope. Typically this means the variable was declared (created) inside a function -- includes function parameter variables.
  • Variable Scope - dictates what portions of the code can "see" or use a variable, typically derived from where the variable was first created. (See Global v. Local)

Unit 5 Chapter 1 Test Next Class (14 code.org Questions)

 

Day 27 Unit 5- Chapter 1 Test / Lesson 6: User Input and Strings

Chapter 1 Test Day!

Today's Agenda-

  • Mrs. Cox Student Survey
  • Test Day!
  • Concatenate - to link together or join. Typically used when joining together text Strings in programming (e.g. "Hello, "+name)
  • String - Any sequence of characters between quotation marks (ex: "hello", "42", "this is a string!").

 

Day 28 Unit 5- Lesson 7: "If" Statements Unplugged

Lesson 7: "If" Statements Unplugged

Today's Agenda-

  • Quiz
  • Conditionals - Statements that only run under certain conditions.
  • If-Statement - The common programming structure that implements "conditional statements".
  • 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.
  • Will it Crash?
  • Annotated Pseudocode: if-statements and Robot

 

Day 29 Unit 5- Lesson 8: Boolean Expressions and "If" Statements

Lesson 8: Boolean Expressions and "If" Statements

Today's Agenda-

  • Turn in "Will it crash?"
  • write and use if statements in JavaScript by debugging common problems, solving simple problems, or adding conditional logic into an existing app or game.
  • Boolean - A single value of either TRUE or FALSE
  • Boolean Expression - in programming, an expression that evaluates to True or False.
  • Conditionals - Statements that only run under certain conditions.
  • If-Statement - The common programming structure that implements "conditional statements".
  • 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.

 

Day 30 Unit 5- Lesson 9: "if-else-if" and Conditional Logic

Unit 5- Lesson 9: "if-else-if" and Conditional Logic

Today's Agenda-

  • Worksheet- Compound Conditionals
  • Boolean - A single value of either TRUE or FALSE
  • Boolean Expression - in programming, an expression that evaluates to True or False.
  • Conditionals - Statements that only run under certain conditions.
  • If-Statement - The common programming structure that implements "conditional statements".
  • 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.

 

Day 31 Unit 5- Lesson 10: Building an App: Color Sleuth

Unit 5- Lesson 10: Building an App: Color Sleuth

Great Snickers Bet of 2018

Today's Agenda-

  • Color Sleuth & AP Create Performance Task
  • Boolean Expression - in programming, an expression that evaluates to True or False.
  • Conditionals - Statements that only run under certain conditions.
  • If-Statement - The common programming structure that implements "conditional statements".
  • 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.
  • Unit 5 Chapter 2 Quiz next class
  • Lesson Completion Check

 

Day 32 Unit 5- Assessment 2 / Lesson 11: While Loops

Unit 5- Assessment 2 / Lesson 11: While Loops

Today's Agenda-

  • Test Today!
  • Iterate - To repeat in order to achieve, or get closer to, a desired goal.
  • while loop - a programming construct used to repeat a set of commands (loop) as long as (while) a boolean condition is true.

 

 

Day 33 Unit 5- Lesson 12: Loops and Simulations / Lesson 13: Introduction to Arrays

Unit 5- Lesson 12: Loops and Simulations / Lesson 13: Introduction to Arrays

Today's Agenda-

  • 3 Points Completion Credit
  • Models and Simulations - a program which replicates or mimics key features of a real world event in order to investigate its behavior without the cost, time, or danger of running an experiment in real life.
  • Updating Your Hypotheses - Part 2

 

 

Day 34 Lesson 14: Building an App: Image Scroller

Lesson 14: Building an App: Image Scroller

Today's Agenda-

  • 3 Points Completion Credit
  • Key Event - in JavaScript an event triggered by pressing or releasing a key on the keyboard. For example: "keyup" and "keydown" are event types you can specify. Use event.key - from the "event" parameter of the onEvent callback function - to figure out which key was pressed
  • Unit 5 Assessment 3- Next Class!

 

 

Day 35 Test Unit 5 Assessment 3 / Lesson 15: Processing Arrays

Test Unit 5 Assessment 3 / Lesson 15: Processing Arrays

Today's Agenda-

  • Take Test- 19 Points
  • 3 Points Completion Credit
  • for loop - A typical looping construct designed to make it easy to repeat a section of code using a counter variable. The for loop combines the creation of a variable, a boolean looping condition, and an update to the variable in one statement.

 

Day 36 Lesson 16: Functions with Return Values / Lesson 17: Building an App: Canvas Painter

Lesson 16: Functions with Return Values / Lesson 17: Building an App: Canvas Painter

Today's Agenda-

  • 3 Points Completion Credit
  • Return Value - A value sent back by a function to the place in the code where the function was called form - typically asking for value (e.g. getText(id)) or the result of a calculation or computation of some kind. Most programming languages have many built-in functions that return values, but you can also write your own.
  • Canvas - a user interface element to use in HTML/JavaScript which acts as a digital canvas, allowing the programmatic drawing and manipulation of pixels, basic shapes, figures and images.
  • Key Event - in JavaScript an event triggered by pressing or releasing a key on the keyboard. For example: "keyup" and "keydown" are event types you can specify. Use event.key - from the "event" parameter of the onEvent callback function - to figure out which key was pressed.
  • Unit 5 Assessment 4- Next Class!

 

Day 37 Test Unit 5 Assessement 4 / Unit 5 Assessment 5 - AP Pseudocode Practice Questions

Test Unit 5 Assessement 4 / Unit 5 Assessment 5 - AP Pseudocode Practice Questions

Today's Agenda-

  • Take Test- 12 Points
  • 3 Points Completion Credit
  • Work in Pairs on Psuedocode Practice Test
  • Next class we will start Create Performance Task!

 

Continue - Create Performance Task

 

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