
--Online Distance Learning Assignments and Information--
AP Test Information
Section I: End-of-Course Multiple-Choice Exam- Thursday May 14, 2026 at 12pm in the WR Gym.
70 Multiple-Choice Questions | 120 Minutes | 70% of Score | 4 answer options
57 single-select multiple-choice
5 single-select with reading passage about a computing innovation
8 multiple-select multiple-choice: select 2 answers
Section II: Create Performance Task- Project Due Tuesday April 30, 8:59pm PST.
30% of Score
Students will develop a computer program of their choice. Students need at least 16 hours of in-class time to complete.
Written Response questions about Your Code on AP Exam Day.
AP Computer Science Principles Period Information
Period 1 |
Period 3 |
Period 5 |
Code.org Class Code-
WVVJFZ |
Code.org Class Code-
GSPMBR |
Code.org Class Code-
HQCCDS |
AP Test Class Code-
XDM32L |
AP Test Class Code-
QJJXWY |
AP Test Class Code-
G9X2MA |
2025-2026 2nd Semester Assignments, Help, and Information
View 1st Semester Daily Project, Vocab, and Lessons
Week 8 |

Day 17- Monday March 2- Unit 7 (24-25)- Lessons 1-3 Parameters and Return (6pts)
All work from last Thursday due at start of class today!
Lessons 2 & 3 due at end of class today- 6pts
Lesson 1- Parameters and Return Explore- 0pts
- Vocab-
- Argument - the value passed to the parameter
- Parameter - a variable in a function definition. Used as a placeholder for values that will be passed through the function
- Return - used to return the flow of control to the point where the procedure (also known as a function) was called and to return the value of expression
No need to complete Lesson 1 code.org
Lesson 2- Parameters and Return Investigate- 3pts
In this lesson, students work with friends to investigate two different apps that use parameters and return values.
- Vocab-
- Procedural Abstraction - a process and allows a procedure to be used only knowing what it does, not how it does it. Procedural abstraction allows a solution to a large problem to be based on the solution of smaller subproblems. This is accomplished by creating procedures to solve each of the subproblems.
Complete Lesson 2- 3pts
Lesson 3- Parameters and Return Practice- 3pts
Students practice writing programs with parameters and return values by creating and debugging functions that use them
Complete Lesson 3- 3pts
Feel Free to Start on Lesson 4- Parameters and Return Make
You will have Wednesday to complete Lesson 4.

Day 18- Wednesday March 4- Unit 7 (24-25)- Lesson 4
Student Wellness Survey- Per 1 During WRTV
Using Programming Patterns and a step-by-step approach students make their own version of a Reminder app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. Students use an Activity Guide to go through the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt. Student apps and written responses can be assessed using a provided rubric.
Complete Lesson 4- Rock, Paper, Scissors App- 10pts
Parameters and Return Make Rock, Paper, Scissors Activity Guide- 5pts, 1-3 Students
Help Video for App and Activity Guide
Lesson 4 Completion and Activity Guide Due at End of Class today- 15pts Total

Day 19- Friday March 6- Unit 7 (24-25)- Lessons 5-7 Libraries- 9pts
Lesson 5- Libraries Explore- 3pts
Students learn the basics of libraries while building upon the envelope model of a function with a folder to represent a library.
- Video- Libraries in App Lab
- Vocab-
- API - Application Program Interface - specifications for how functions in a library behave and can be used
- Library - a group of functions (procedures) that may be used in creating new programs
Complete Libraries Explore Lesson 5- 3pts
Lesson 6- Libraries Investigate- 3pts
In this lesson students work with partners to investigate two apps that use libraries as well as the code used to make a library. Through a series of guided discussions they learn how libraries help programmers simplify and reuse their code.
- Vocab-
- Modularity - the subdivision of a computer program into separate subprograms
Complete Libraries Investigate Lesson 6- 3pts
Lesson 7- Libraries Practice- 3pts
Students practice important skills for working with libraries, including testing and debugging libraries, and using libraries to help develop apps. After a brief introduction to these practices by the teacher, students spend the majority of their time programming in a level progression.
When we program with libraries we can use functions that take care of difficult or repetitive tasks. Instead of focusing on these details we can focus on the big picture of what it is that we want our programs to do and just assume that those details are handled by library functions. As we'll see in today's lesson that leads to two important realizations.
- Our programs may often be shorter and easier to read
- We need to debug libraries carefully before we share them to make sure they really work
Complete Libraries Practice Lesson 7- 3pts
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Week 7 |

Day 15- Tuesday February 24- Unit 6 (24-25)- Lesson 13- Hackathon Project
Unit 6 Quiz- 15pts
Hackathon PAirs Project
- You are tasked with building a functional app in App Lab that uses a dataset and list traversals (filtering, mapping, or reducing)
- Popular Project Ideas
- Movie/Netflix Finder: Filter the "Netflix Movies" dataset by release year or genre to display a list of titles.
- Volcano Explorer: Filter volcanoes by elevation or last eruption year to help users find specific geological data.
- Sports Stats Tracker: Use a baseball or NFL dataset to find teams with a certain number of wins.
- Solar System Guide: Use the "Planets" dataset to find which planet has the most moons (Reduction pattern).
- Common Pitfalls to Avoid
- UI Formatting: Use a Text Area for displaying long lists of results. Using a Text Input or Label can cause formatting issues where new lines don't show up correctly.
- Variable Placement: Declare all your global variables (like your lists) at the very top of your code to avoid "undefined" errors.
- Dead Ends: Ensure every screen has a "Back" or "Home" button so the user never gets stuck.
- Project Requirements & Core Concepts
- To meet the project criteria, your app must include:
- Three Navigable Screens: Usually a Start screen, a Search/Input screen, and a Results screen.
- Data Traversal: You must use a for loop to look through a list of data from the Code.org Data Library.
- Logical Patterns: Use one of these three methods to process your data:
- Filtering: Show only items that match a specific criteria (e.g., "Movies from 1994").
- Mapping: Change every item in a list (e.g., "Convert all prices to Euros").
- Reducing: Find one single value from a list (e.g., "The highest mountain" or "Average test score")
- The Assignment- (35 Pts)
- 1-2 Students Only, Pairs Preferred
- Make a Google Folder and share with me Casey Burrill
- Complete Planning Guide & Rubric- turn in next to microwave- 5pts (Due Today)
- Complete Hackathon at Lesson 13- 15pts- can get help from others in the room, everyone completes Lesson 13 in their own code.org login
- Complete Hackathon Written Responses on a Google Doc and save in shared Google Folder- 10pts
- Make a 30sec or less video of your app working and save in shared Google Folder- 5pts
- Project Help Video
Day 16- Thursday February 26- Unit 6 (24-25)- Finish Hackathon Project
Finish the Hackathon Project. Lesson 13
- Lesson 13- Due Monday start of class
- Written Response and video- Due start of class Monday in shared Google Folder
- Total Project = 35pts
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Week 6 |

Day 13- Wednesday February 18- Unit 6 (24-25)- Traversals Leesons 9-11
I am absent today. My wife, Max, and I are digging out from all of the snow we got in Pine Mountain Club. Please take GREAT care of my sub! I will be back at school on Friday for sure!
Lesson 9 Explore- 3pts
The lesson begins with a quick review of lists and loops before moving into the main activity. Here students explore the concept with the Traversal Machine, a physical model of traversal using a for loop.
- Traversal - the process of accessing each item in a list one at a time
- Video- Processing Lists
- Complete Lesson 9
Lesson 10 Investigate- 3pts
In this lesson students work with partners to investigate three different apps that use traversals to access items in a lists. Students first explore all three apps without seeing the code to notice similarities and predict how they will work. Then they explore the code itself and make additions and modifications to the apps. To conclude the lesson, students review and discuss common programming patterns with traversals.
Lesson 11 Practice- 3pts

Students practice traversing lists, filtering and reducing lists, and using the data import tools. Along the way students develop debugging practices with traversals.
Lessons 9-11 Due at End of Class Today! 9pts

Day 14- Friday February 20- Unit 6 (24-25)- Lesson 12- Traversals Make
Lesson 12- Traversals Make
Using Programming Patterns and a step-by-step approach students make their own version of a Random Forecaster app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. Students use an Activity Guide to go through the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt. Student apps and written responses can be assessed using a provided rubric.
Next Week-
- 15 Question Quiz on Traversals, Loops, and Lists (15pts)
- Start Hackathon App Project (20pts)
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Week 5 |

Day 11- Tuesday February 10- Unit 6 (24-25)- Loops Lessons 5-7
9 Points, 2 Points for Each Lesson
Lesson 5- Loops Explore
Students are introduced to the concept of loops.
- Video- Using Loops
- Vocab-
- Infinite Loop - occurs when the ending condition will never evaluate to true
- Iteration - a repetitive portion of an algorithm which repeats a specified number of times or until a given condition is met
- For Loop - an iteration method typically used when you know the exact number of times you want to execute a block of code or when iterating over a fixed sequence of items (like a list, array, or a range of numbers).
- While Loop - an iteration method used when the number of iterations is not known in advance, and the loop needs to continue as long as a specific boolean condition remains true.
- Complete Lesson 5 (3pts)
Lesson 6- Loops Investigate
Students practice using the for loop in order to repeatedly run pieces of code. The lesson begins with a quick investigation of an app that flips coins. After that code investigation students complete another investigation with an app that uses loops to update screen elements.
Lesson 7- Loops Practice
Students practice the basics of loops including using while loops, for loops, and updating multiple screen elements with a for loop. Along the way students develop debugging practices with loops.
All 3 Lessons Due at the End of the Class Today

Day 12- Thursday February 12- Unit 6 (24-25)- Lesson 8- Loops Make
Using Programming Patterns and a step-by-step approach students make their own version of a Lock Screen Maker app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with minimal starting code. A progression of levels guides students on the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt. Student apps and written responses can be assessed using a provided rubric.
Lesson 8- Loops Make
App, Lesson 8, and Activity Guide Due at end of Class Today!
Traversals Next Week
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Week 4 |

Day 8- Monday February 2- Unit 4 (24-25)- Lesson 12- Finish Decision Maker App
I am with my dad in the hospital today, nothing too serious. But he needs a family member with him. So I got dad tomorrow. Thanks for your support and understanding! See you Wednesday with all your work done! Take great care of my sub!!
Finish Decision Maker App- 15pts
Lesson 12- Decision Maker App Project- 30pts Total
Using a Project Planning Guide, students work through the stages of creating an app from scratch.
- You have 2 class periods to complete everything below. It is all due at the start of class on Wednesday February 4. You can work on the project at home if needed.
- Eash student needs to complete all of the following. Students can seek help from other students in class. Your App should be a different topic than other students in the room.
- Decison Maker App Checklist/Rubric- For your scoring reference
- Complete Decision Maker App Planning Guide- 5pts
- Build the Decision Maker App and complete Lesson 12- 15pts
- Make a Google Folder and Share With Coach B- Give Coach B edit rights to your shared Google Folder.
- Add a video of your App being used, 30 seconds or less. No sound. Place video in your Google Folder- 5pts
- Video should include Input, Output, and program functionality
- Record Video help-
- Windows: Use the Snipping Tool (search in menu) or Xbox Game Bar (Win+G) to select an area, choose audio sources, and press record.
- macOS: Press, Command + Shift + 5, to open the screenshot/recording toolbar
- iOS (iPhone/iPad): Add "Screen Recording" to the Control Center, swipe down, tap the record icon, and select microphone if needed.
- Android: Swipe down twice, select "Screen record" from Quick Settings, and choose audio settings.
- Browser/Extension: Tools like ScreenRec or Chrome extensions allow recording directly in the browser.
- Answer Questions 1 & 2 below in a Google Doc and place this Doc in your shared Google Folder- 5pts
- The following questions are based on the App you just created-
- Question 1: Your program includes a conditional statement that makes a decision based on certain criteria. Explain how the program determines which block of code to execute. What are the possible outcomes of this conditional statement, and how do they affect the program? (Max150 words)
- Question 2: Consider a procedure in your program that performs a specific task. Explain how this procedure helps manage the complexity of your program. Describe how using this procedure improves the organization of your code and makes it easier to modify or extend. (Max 150 words)
All Items for the Decision Maker App Project is due at start of class on Wednesday February 4.

Day 9- Wednesday February 4- Unit 6 (24-25)- Lists Explore, Investigate, and Practice
// All Decision Maker App Items Due at Start of Class Today! //
// Thanks for being great for my sub on Monday! //
--Lists, Loops, and Traversals Unit--
This unit introduces lists, loops, and traversals, and explores the way they can be used to build apps that store and process large amounts of information. Learn to program with the data library in App Lab and complete a hackathon project at the end of the unit where you can design a program about any topic of your choosing.
Lesson 1- Lists Explore
Introduce the syntax to use lists and the ways they can be used.
Code.org Lists Presentation
Vocab-
- Data Abstraction - manage complexity in programs by giving a collection of data a name without referencing the specific details of the representation
- Element - an individual value in a list that is assigned a unique index
- Index - a common method for referencing the elements in a list or string using numbers
- List - an ordered collection of elements
Video- Introduction to Lists- Part 1 Intro
Video- Introduction to Lists- Part 2 Accessing Lists
Complete Unit 6 Lesson 1- Lists Explore- 3pts

Lesson 2- Lists Investigate
In this lesson students work with others to investigate three different apps that use lists. Students first explore all three apps without seeing the code to notice similarities and predict how they will work. Then they explore the code itself and make additions and modifications to the apps. Students are also introduced to the getColumn command and how to use it to populate lists from the datasets in the AppLab Data Library.
Video- Part 3 Assigning and Updating
Video- Part 4 Getting Length
Video- Data Library
Complete Unit 6 Lesson 2- Lists Investigate- 3pts
Lesson 2- Lists Practice
Practice the basics of lists including creating lists and accessing, inserting, and removing elements from lists.
Complete Unit 6 Lesson 3- Lists Practice
Complete Unit 6 Lesson 2- Lists Investigate- 3pts
Lessons 1-3 Due by end of class today! 9pts Total

Day 10- Friday February 6- Unit 6 (24-25)- Lesson 4- Lists Make
Activity Guide, Checklist, Rubric, and Performance Task Practice Question- 5pts, (1-3 Students)
Activity Guide Help Video
Complete Lesson 4- Lists Make- 10pts
Reminder App Help Video
Using Programming Patterns and a step-by-step approach students make their own version of a Reminder app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. Students use an Activity Guide to go through the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt.
Activity Guide and Lesson 4 Completion Due at End of Class Today- 15pts Total
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Week 3 |

Day 6- Tuesday January 27- Unit 4 (24-25)- Lesson 11- Functions Make
Using Programming Patterns and a step-by-step approach students make their own version of a Quote Maker app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. Students use an Activity Guide to go through the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt. Student apps and written responses can be assessed using a provided rubric.
Lesson 11- Functions Make

Day 7- Thursday January 29- Unit 4 (24-25)- Lesson 12- Decision Maker App
Multiple Choice Quiz- 15 Questions, 15 Points- Variables, Conditionals, and Functions
Decision Maker App- 15pts
Lesson 12- Decision Maker App Project- 30pts Total
Using a Project Planning Guide, students work through the stages of creating an app from scratch.
- You have 2 class periods to complete everything below. It is all due at the start of class on Wednesday February 4. You can work on the project at home if needed.
- Eash student needs to complete all of the following. Students can seek help from other students in class. Your App should be a different topic than other students in the room.
- Decison Maker App Checklist/Rubric- For your scoring reference
- Complete Decision Maker App Planning Guide- 5pts
- Build the Decision Maker App and complete Lesson 12- 15pts
- Make a Google Folder and Share With Coach B- Give Coach B edit rights to your shared Google Folder.
- Add a video of your App being used, 30 seconds or less. No sound. Place video in your Google Folder- 5pts
- Video should include Input, Output, and program functionality
- Record Video help-
- Windows: Use the Snipping Tool (search in menu) or Xbox Game Bar (Win+G) to select an area, choose audio sources, and press record.
- macOS: Press, Command + Shift + 5, to open the screenshot/recording toolbar
- iOS (iPhone/iPad): Add "Screen Recording" to the Control Center, swipe down, tap the record icon, and select microphone if needed.
- Android: Swipe down twice, select "Screen record" from Quick Settings, and choose audio settings.
- Browser/Extension: Tools like ScreenRec or Chrome extensions allow recording directly in the browser.
- Answer Questions 1 & 2 below in a Google Doc and place this Doc in your shared Google Folder- 5pts
- The following questions are based on the App you just created-
- Question 1: Your program includes a conditional statement that makes a decision based on certain criteria. Explain how the program determines which block of code to execute. What are the possible outcomes of this conditional statement, and how do they affect the program? (Max150 words)
- Question 2: Consider a procedure in your program that performs a specific task. Explain how this procedure helps manage the complexity of your program. Describe how using this procedure improves the organization of your code and makes it easier to modify or extend. (Max 150 words)
All Items for the Decision Maker App Project is due at start of class on Wednesday February 4.
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Week 2 |

Day 4- Wednesdaay January 21- Unit 4 (24-25)- Conditionals Lesson 8
Using Programming Patterns and a step-by-step approach students make their own version of a Museum Ticket Generator app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. A progression of levels guides students on the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt.

Day 5- Friday January 23- Unit 4 (24-25)- Functions Lessons 9 & 10
Coach B Help Slides for Functions Lessons 9 & 10
Lesson 9- Functions Explore/Investigate
- Students begin the lesson by considering two ways to write out the lyrics of a song, one that includes a lot of repeated text and one that does not. After exploring this example students complete a series of investigate activities in which functions have beenVideo- Introductionused to remove repeated code from a program.
- Video- Functions Review Video
- Video- App Lab Functions Instructions
- Complete Lesson 9
- Song Lyrics Handout- If needed...
- Vocab-
- Function - a named group of programming instructions. Also referred to as a “procedure”.
- Function Call - a command that executes the code within a function
Lesson 10- Functions Practice

- In this lesson students spend most of their time practicing using the skills and processes they have learned about functions. At the conclusion of the lesson students discuss remaining questions in anticipation of their Make project in the following lesson.
- Video- Scope Practice
- Complete Lesson 10
- Vocab-
- Global Variable- Permanent. Can be used anywhere in your code. var used outside an onEvent()
- Local Variable- Temporary. Can be used only in the part of the code where it was created, like inside an onEvent(). Deleted once the onEvent() is done running. var used inside an onEvent()
- Help Video- All 3 Apps (Ticket Prices, Basketball Stats, and Hydration Tracker Apps)
Lessons 9 & 10 Due at end of class- 5pts
====== Coming Next Week ======
You can get started on following tasks if you want...
Tuesday- Lesson 11- Functions Make
Thursday- Lesson 12- Project
- Multiple Choice Quiz- 15 Questions, 15 Points- Variables, Conditionals, and Functions
- Start on Decision Maker App (15pt)
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Week 1 |

Day 1- Monday January 12- Unit 4 (24-25)- Variables Lessons 1-3
Welcome back! Hope you all had a great winter break. I missed almost all of you!! Let's get into some higher level programming... let's roll.
** NEW SEATING CHART DAY **
Unit 4 Information-
This unit explores how variables, conditionals, and functions allow for the design of increasingly complex apps. Learn how to program with these three new concepts through a sequence of collaborative activities. Then build your own decision maker app to share with friends and help them make a decision
Lesson 1- Variables Explore
Video- Intro to Variables Part 1
Video- Intro to Varibales Part 2
Coach B Variables Presentation
To begin the lesson students explore sample apps similar to the ones they'll be able to build by the end of the unit.
Vocab-
- Assignment Operator - allows a program to change the value represented by a variable
- Expression - a combination of operators and values that evaluates to a single value
- String - an ordered sequence of characters
- Variable - a named reference to a value that can be used repeatedly throughout a program
Complete Lesson 1 (with friends)
Lesson 2- Variables Investigate
In this lesson students work with others to investigate several versions of the "Thermostat App" to understand how variables store and update information. To begin, students examine a version of the app where the temperature displayed changes each time a button is clicked. The next two versions of the app demonstrate how variables can store strings. Students learn about the patterns they are observing, specifically "Counter Pattern with Event" and "Variables with String Concatenation Pattern". To conclude the lesson, students review and discuss the programming patterns that they will make use of in the programs they write.
Introduced Code-
Complete Lesson 2 (with friends)
Lesson 3- Variables Practice
In this lesson students spend most of their time practicing using the skills and processes they have learned about variables. At the conclusion of the lesson students discuss the main things they realized and still have questions about at the conclusion of this lesson.
Complete Lesson 3 (with friends)
Finish Lessons 1-3- 5pts

Day 2- Wednesday January 14- Lesson 4- Variables Make
Lesson 4- Variables Make
Using Programming Patterns and a step-by-step approach students make their own version of a Photo Liker app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. A progression of levels guides students on the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps and answer a free-response question in the style of a Create performance task written response prompt. Student apps and written responses can be assessed using a provided rubric.
Complete Activity Guide (1-3 Students)- 5pts- Mr. Kaiser Help Video
Complete Lesson 4 Photo Liker App)- 5pts - Mr. Kaiser Help Video
Activity Guide and Completed App Due at End of Class

Day 3- Friday January 16- Unit 4 (24-25)- Conditionals Lessons 5-7
Lesson 5- Conditionals Explore
Students learn the basics of conditionals through an unplugged activity using the sticky notes and plastic baggies from the Variables Explore lesson. The activity provides students a physical mental model they will be able to use when they start programming with conditionals in the subsequent lessons. Flowcharts are introduced as a way to understand how computers make decisions using Boolean expressions.
Video- Part 1 Boolean Expressions
Coach B Conditionals Presentation
Vocab-
- Boolean Value - a data type that is either true or false
- Comparison Operator - <, >, <=, >=, ==, != indicate a Boolean expression
- Logical Operator - NOT, AND, and OR, which evaluate to a Boolean value
Complete Lesson 5 (with friends)
Lesson 6- Conditionals Investigate
In this lesson students work with others to investigate three versions of the "Lemon Squeeze" app to understand how boolean expressions and conditional statements allow programs to make decisions. In each guided investigation students first watch a short video on a concept, then use a working app to predict how new features work, then investigate the code to see how those features are implemented, and finally modify the code to add expanded features. To conclude the lesson, students review and discuss common programming patterns with conditionals.
Video- Part 2A- if Statements
Video- Part 2B- if/else Statements
Video- Part 2C- if/else if Statements
Video- Part 3- And & Or" Operators
More Vocab and Takeaways-
- Conditional Statement- affects the sequential flow of control by executing different statements based on the value of a Boolean expression
- A Boolean Value is a data type that is either true or false.
- Comparison Operators <, >, <=, >=, ==, != indicate a Boolean expression
- Each side of the Boolean expression is reduced to a single value
- Single values are compared and result in a Boolean value (true or false)
- Boolean expressions can also include Logical Operators &&, ||, ! (AND, OR, NOT). Both sides of the logical operator are reduced to a single Boolean value
- A truth table is used to evaluate the reduced Boolean expression to a single Boolean value
- A decision is made with the single Boolean value
- A flowchart illustrates the steps of making a decision with a Boolean expression
Complete Lesson 6 (with friends)
Lesson 7- Conditionals Practice
In this lesson students spend most of their time practicing using the skills and processes they have learned about conditionals. At the conclusion of the lesson students discuss the main things they realized and still have questions about at the conclusion of this lesson.
Complete Lesson 7 (with friends)
Finish Lessons 5-7- 5pts
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Wednesday Next Week-
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