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Assignments: Computer Science I




 

I reserve the right to modify and change any day's lesson plan as needed to ensure the objectives are being met.  This could mean that the lessons will proceed slower some days and faster others.

All students are to be responsible for making up any missed assignments, whether absence is excused or not.  Knowledge of how to use computer is like building a house.  You need the foundation before you start on the walls or roof!  The student is responsible for checking this website for assignments as well as looking on Schoology.  All missed work is counted as zero (0) until completed and graded.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(E)(F)(G) (H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33. 1(A), 2(A)(E), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I) (J)(K)(L)(M)(N)(P)(Q)(V), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33. 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N) (Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 5: Control Structures II: Repetition
* Learn about repetition (looping) control structures
* Explore how to construct and use counter-controlled, sentinel- controlled, flag-controlled, and EOF-controlled repetition structures
* Examine break and continue statements
* Learn how to avoid bugs by avoiding patches
* Discover how to form and use nested control structures
TEKS: §126.33 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 6: Graphical User Interface (GUI) and Object-Oriented Design (OOD)
* Learn about basic GUI components
* Explore how the GUI components JFrame, JLabe1, JTextField, and JButton work
* Become familiar with the concept of event-driven programming
* Discover events and event handlers
* Explore object-oriented design
* Learn how to identify objects, classes, and members of a class
* Learn about wrapper classes
* Become familiar with the autoboxing and auto-unboxing of primitive data types
TEKS: §126.33 1(A), 2(C)(F), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J) (K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 7: User-Defined Methods
* Understand how methods are used in Java programming
* Explore predefined methods and how to use them in a program
* Learn about user-defined methods
* Examine value-returning methods
* Understand actual and formal parameters
* Explore how to construct and use a value-returning, user-defined method in a program
* Learn how to construct and use user-defined void methods in a program
* Explore variables as parameters
* Learn about the scope of an identifier
* Become acquainted with method overloading
* Learn how to avoid bugs by doing one-piece-at-a-time coding
* Learn how to avoid bugs by using "stubs" as appropriate
TEKS: §126.33 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(F)(J)(O)(P)(Q)(R)(S)

 

Monday, 15 May 2017 through Friday, 26 May 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP1 86l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 5: Control Structures II: Repetition
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 9, 15, 16, 17, 20 (use example to generate a diamond shape) on pages 291-294
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 6: Graphical User Interface (GUI) and Object-Oriented Design (OOD)
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.

Chapter 7: User-Defined Methods
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 10 on page 420
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)
 
 

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33. 1(A), 2(A)(E), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(P)(Q)(V), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33. 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 5: Control Structures II: Repetition
* Learn about repetition (looping) control structures
* Explore how to construct and use counter-controlled, sentinel-controlled, flag-controlled, and EOF-controlled repetition structures
* Examine break and continue statements
* Learn how to avoid bugs by avoiding patches
* Discover how to form and use nested control structures
TEKS: §126.33 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

 

Monday, 10 April 2017 through Friday, 12 May 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 5: Control Structures II: Repetition
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 9, 15, 16, 17, 20 (use example to generate a diamond shape) on pages 291- 294
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33. 1(A), 2(A)(E), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(P)(Q)(V), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33. 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 5: Control Structures II: Repetition
* Learn about repetition (looping) control structures
* Explore how to construct and use counter-controlled, sentinel-controlled, flag-controlled, and EOF-controlled repetition structures
* Examine break and continue statements
* Learn how to avoid bugs by avoiding patches
* Discover how to form and use nested control structures
TEKS: §126.33 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

 

Monday, 3 April 2017 through Friday, 7 April 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 5: Control Structures II: Repetition
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 9, 15, 16, 17, 20 (use example to generate a diamond shape) on pages 291- 294
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33. 1(A), 2(A)(E), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(P)(Q)(V), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33. 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 5: Control Structures II: Repetition
* Learn about repetition (looping) control structures
* Explore how to construct and use counter-controlled, sentinel-controlled, flag-controlled, and EOF-controlled repetition structures
* Examine break and continue statements
* Learn how to avoid bugs by avoiding patches
* Discover how to form and use nested control structures
TEKS: §126.33 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

 

Monday, 27 March 2017 through Friday, 31 March 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed
Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 5: Control Structures II: Repetition
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 9, 15, 16, 17, 20 (use example to generate a diamond shape) on pages 291- 294
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33. 1(A), 2(A)(E), 3(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(P)(Q)(V), 5(C)(D), 6(N)(O)(P)(Q)(R)

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33. 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

Chapter 5: Control Structures II: Repetition
* Learn about repetition (looping) control structures
* Explore how to construct and use counter-controlled, sentinel-controlled, flag-controlled, and EOF-controlled repetition structures
* Examine break and continue statements
* Learn how to avoid bugs by avoiding patches
* Discover how to form and use nested control structures
TEKS: §126.33 1(A), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J)(K)(L)(M)(N)(Q), 5(C)(D), 6(O)(P)(Q)(R)

 

Monday, 20 March 2017 through Friday, 24 March 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

2010 Java Programming - Chapter 2 - Vocabulary Test, Part 2
http://www.quia.com/quiz/6269838.html
Study using Quizlet

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 5: Control Structures II: Repetition
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 9, 15, 16, 17, 20 (use example to generate a diamond shape) on pages 291- 294
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(G)(H)(I)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33

 

Monday, 6 March 2017 through Friday, 10 March 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzA P3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed
Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(G)(H)(I)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33

 

Monday, 27 February 2017 through Friday, 3 March 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzA P3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(G)(H)(I)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33

 

Monday, 20 February 2017 through Friday, 24 February 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(G)(H)(I)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33

 

Monday, 13 February 2017 through Friday, 17 February 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with LastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Learn about different types of computers
* Explore the hardware and software components of a computer system
* Learn about the language of a computer
* Learn about the evolution of programming languages
* Examine high-level programming languages
* Discover what a compiler is and what it does
* Examine how a Java program is processed
* Learn about the Internet and World Wide Web
* Learn what an algorithm is and explore problem-solving techniques
* Become familiar with structured and object-oriented programming design methodologies
TEKS: §126.33 1(A)(B), 3(A)(B), 4(B)(C)(D)(E)(F)(K)(N), 5(C), 6(A)(B)(C)(D)(E)(F)(V)

Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through
TEKS: §126.33. 1(A), 2(A)(B)(D)(H), 3(A), 4(A)(B)(C)(D)(G)(H)(I)

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the method printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages
TEKS: §126.33

Chapter 4: Control Structures I: Selection
* Learn about control structures
* Examine relational and logical operators
* Explore how to form and evaluate logical (Boolean) expressions
* Learn how to use the selection control structures if, if...else, and switch in a program
* Learn how to avoid bugs by avoiding partially understood concepts and techniques
* Explore how to compare strings
TEKS: §126.33

 

Monday, 6 February 2017 through Friday, 10 February 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Textbook located in the back bookcase.
* Read the content of Chapter 1 for understanding.
* Collaborate with students who are at or just ahead of you on assignments.

Java Programming: Chapter 1 - An Overview of Computers and Programming Languages Quiz
* Log onto Google Classroom for worksheet assignment in Quia
* If you make lower than 70, retake worksheet for 70
* If it is almost time for the bell, click "End Quiz" button on the right, then click "Save for later" button. You can finish the assignment in tutorials or tomorrow

Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with lastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with lastName, FirstName in file name)

Chapter 4: Control Structures I: Selection
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 1, 2, 3, 4, 6, 11, 14 on pages 221-224
* Log into Google Classroom to submit assignments (with lastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


  Objectives

* Manipulate the Alice environment
* Discover Alice scene setup
* Manipulate Alice code
* Transition Alice code to Java code
* Use Alice variables
* Calculate arithmetic statements
* Set up user input
* Create procedures
* Create procedures with parameter
* Investigate functions
* Use conditionals
* Apply object oriented concepts
* Demonstrate repetition (While Loop)
* Experiment with repetition (for Loop)
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(D)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J) (K)(L)(M)(N)(O)(P)(Q)(U)(V)(W), 5(C), 6(E)(U)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Learn about different types of computers
* Explore the hardware and software components of a computer system
* Learn about the language of a computer
* Learn about the evolution of programming languages
* Examine high-level programming languages
* Discover what a compiler is and what it does
* Examine how a Java program is processed
* Learn about the Internet and World Wide Web
* Learn what an algorithm is and explore problem-solving techniques
* Become familiar with structured and object-oriented programming design methodologies
TEKS: §126.33 1(A)(B), 3(A)(B), 4(B)(C)(D)(E)(F)(K)(N), 5(C), 6(A)(B)(C)(D)(E)(F)(V)

Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through

Chapter 3: Introduction to Objects and Input/Output
* Learn about objects and reference variations
* Explore how to use predefined methods in a program
* Become familiar with the class String
* Explore how to format output using the metod printf
* Learn how to use input and output dialog boxes in a program
* Become familiar with the String method format
* Become familiar with the file input and output
* Learn debugging by understanding error messages

 

Monday, 30 January 2017 through Friday, 3 February 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Alice 3 - Collins College
* Log into Schoology for detailed instructions and submit assignment
Note: Since the school's network is not playing nice with Schoology, this unit has been emailed to you in a .zip file.
* Lab 1 - Manipulate the Alice Environment
* Lab 2 - Alice Scene Setup
* Lab 3 - Manipulate Alice Code (part 2 of Lab 2)
* Lab 4 - Transition Alice Code to Java Code
** You will need to download the Alice 3 plugin for NetBeans
* Lab 5 - Alice Variables
* Lab 6 - Arithmetic Statements
* Lab 7 - User Input
* Lab 8 - Procedures
* Lab 9 - Procedures with Parameter
* Lab 10 - Procedures with Parameter
* Lab 11 - Functions
* Lab 12 - Functions
* Lab 13 - Conditionals
* Lab 14 - Conditionals
* Lab 15 - Object Oriented Concepts
* Lab 16 - Object Oriented Concepts (part 2 of Lab 10)
* Lab 17 - Object Oriented Concepts
* Lab 18 - Repetition (While Loop)
* Lab 19 - Repetition (for Loop) (part 3 of Lab 10)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Textbook located in the back bookcase.
* Read the content of Chapter 1 for understanding.
* Collaborate with students who are at or just ahead of you on assignments.

Java Programming: Chapter 1 - An Overview of Computers and Programming Languages Quiz
* Log onto Google Classroom for worksheet assignment in Quia
* If you make lower than 70, retake worksheet for 70
* If it is almost time for the bell, click "End Quiz" button on the right, then click "Save for later" button. You can finish the assignment in tutorials or tomorrow

2010 Java Programming - Chapter 1 - Vocabulary Test, Part 2
http://www.quia.com/quiz/6166922.html

Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with lastName, FirstName in file name)

Chapter 3: Introduction to Objects and Input/Output
* read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 2, 4, 5, 6, 7 on pages 162-164
* Log into Google Classroom to submit assignments (with lastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

* Manipulate the Alice environment
* Discover Alice scene setup
* Manipulate Alice code
* Transition Alice code to Java code
* Use Alice variables
* Calculate arithmetic statements
* Set up user input
* Create procedures
* Create procedures with parameter
* Investigate functions
* Use conditionals
* Apply object oriented concepts
* Demonstrate repetition (While Loop)
* Experiment with repetition (for Loop)
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(D)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J) (K)(L)(M)(N)(O)(P)(Q)(U)(V)(W), 5(C), 6(E)(U)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Learn about different types of computers
* Explore the hardware and software components of a computer system
* Learn about the language of a computer
* Learn about the evolution of programming languages
* Examine high-level programming languages
* Discover what a compiler is and what it does
* Examine how a Java program is processed
* Learn about the Internet and World Wide Web
* Learn what an algorithm is and explore problem-solving techniques
* Become familiar with structured and object-oriented programming design methodologies
TEKS: §126.33 1(A)(B), 3(A)(B), 4(B)(C)(D)(E)(F)(K)(N), 5(C), 6(A)(B)(C)(D)(E)(F)(V)

Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through

 

Monday, 23 January 2017 through Friday, 27 January 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Alice 3 - Collins College
* Log into Schoology for detailed instructions and submit assignment
Note: Since the school's network is not playing nice with Schoology, this unit has been emailed to you in a .zip file.
* Lab 1 - Manipulate the Alice Environment
* Lab 2 - Alice Scene Setup
* Lab 3 - Manipulate Alice Code (part 2 of Lab 2)
* Lab 4 - Transition Alice Code to Java Code
** You will need to download the Alice 3 plugin for NetBeans
* Lab 5 - Alice Variables
* Lab 6 - Arithmetic Statements
* Lab 7 - User Input
* Lab 8 - Procedures
* Lab 9 - Procedures with Parameter
* Lab 10 - Procedures with Parameter
* Lab 11 - Functions
* Lab 12 - Functions
* Lab 13 - Conditionals
* Lab 14 - Conditionals
* Lab 15 - Object Oriented Concepts
* Lab 16 - Object Oriented Concepts (part 2 of Lab 10)
* Lab 17 - Object Oriented Concepts
* Lab 18 - Repetition (While Loop)
* Lab 19 - Repetition (for Loop) (part 3 of Lab 10)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Textbook located in the back bookcase.
* Read the content of Chapter 1 for understanding.
* Collaborate with students who are at or just ahead of you on assignments.

Java Programming: Chapter 1 - An Overview of Computers and Programming Languages Quiz
* Log onto Google Classroom for worksheet assignment in Quia
* If you make lower than 70, retake worksheet for 70
* If it is almost time for the bell, click "End Quiz" button on the right, then click "Save for later" button. You can finish the assignment in tutorials or tomorrow

2010 Java Programming - Chapter 1 - Vocabulary Test, Part 1
http://www.quia.com/quiz/6166869.html

Chapter 2: Basic Elements of Java
* Read the content of the chapter for understanding
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106
* Log into Google Classroom to submit assignments (with lastName, FirstName in file name)

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

* Manipulate the Alice environment
* Discover Alice scene setup
* Manipulate Alice code
* Transition Alice code to Java code
* Use Alice variables
* Calculate arithmetic statements
* Set up user input
* Create procedures
* Create procedures with parameter
* Investigate functions
* Use conditionals
* Apply object oriented concepts
* Demonstrate repetition (While Loop)
* Experiment with repetition (for Loop)
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(D)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J) (K)(L)(M)(N)(O)(P)(Q)(U)(V)(W), 5(C), 6(E)(U)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Learn about different types of computers
* Explore the hardware and software components of a computer system
* Learn about the language of a computer
* Learn about the evolution of programming languages
* Examine high-level programming languages
* Discover what a compiler is and what it does
* Examine how a Java program is processed
* Learn about the Internet and World Wide Web
* Learn what an algorithm is and explore problem-solving techniques
* Become familiar with structured and object-oriented programming design methodologies
TEKS: §126.33 1(A)(B), 3(A)(B), 4(B)(C)(D)(E)(F)(K)(N), 5(C), 6(A)(B)(C)(D)(E)(F)(V)

Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through

 

Monday, 16 January 2017 through Friday, 20 January 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Alice 3 - Collins College
* Log into Schoology for detailed instructions and submit assignment
Note: Since the school's network is not playing nice with Schoology, this unit has been emailed to you in a .zip file.
* Lab 1 - Manipulate the Alice Environment
* Lab 2 - Alice Scene Setup
* Lab 3 - Manipulate Alice Code (part 2 of Lab 2)
* Lab 4 - Transition Alice Code to Java Code
** You will need to download the Alice 3 plugin for NetBeans
* Lab 5 - Alice Variables
* Lab 6 - Arithmetic Statements
* Lab 7 - User Input
* Lab 8 - Procedures
* Lab 9 - Procedures with Parameter
* Lab 10 - Procedures with Parameter
* Lab 11 - Functions
* Lab 12 - Functions
* Lab 13 - Conditionals
* Lab 14 - Conditionals
* Lab 15 - Object Oriented Concepts
* Lab 16 - Object Oriented Concepts (part 2 of Lab 10)
* Lab 17 - Object Oriented Concepts
* Lab 18 - Repetition (While Loop)
* Lab 19 - Repetition (for Loop) (part 3 of Lab 10)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Textbook located in the back bookcase.
* Collaborate with students who are at or just ahead of you on assignments.

Chapter 2: Basic Elements of Java
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

* Manipulate the Alice environment
* Discover Alice scene setup
* Manipulate Alice code
* Transition Alice code to Java code
* Use Alice variables
* Calculate arithmetic statements
* Set up user input
* Create procedures
* Create procedures with parameter
* Investigate functions
* Use conditionals
* Apply object oriented concepts
* Demonstrate repetition (While Loop)
* Experiment with repetition (for Loop)
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(D)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J) (K)(L)(M)(N)(O)(P)(Q)(U)(V)(W), 5(C), 6(E)(U)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Learn about different types of computers
* Explore the hardware and software components of a computer system
* Learn about the language of a computer
* Learn about the evolution of programming languages
* Examine high-level programming languages
* Discover what a compiler is and what it does
* Examine how a Java program is processed
* Learn about the Internet and World Wide Web
* Learn what an algorithm is and explore problem-solving techniques
* Become familiar with structured and object-oriented programming design methodologies
TEKS: §126.33 1(A)(B), 3(A)(B), 4(B)(C)(D)(E)(F)(K)(N), 5(C), 6(A)(B)(C)(D)(E)(F)(V)

Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through

 

Monday, 9 January 2017 through Friday, 13 January 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Alice 3 - Collins College
* Log into Schoology for detailed instructions and submit assignment
Note: Since the school's network is not playing nice with Schoology, this unit has been emailed to you in a .zip file.
* Lab 1 - Manipulate the Alice Environment
* Lab 2 - Alice Scene Setup
* Lab 3 - Manipulate Alice Code (part 2 of Lab 2)
* Lab 4 - Transition Alice Code to Java Code
** You will need to download the Alice 3 plugin for NetBeans
* Lab 5 - Alice Variables
* Lab 6 - Arithmetic Statements
* Lab 7 - User Input
* Lab 8 - Procedures
* Lab 9 - Procedures with Parameter
* Lab 10 - Procedures with Parameter
* Lab 11 - Functions
* Lab 12 - Functions
* Lab 13 - Conditionals
* Lab 14 - Conditionals
* Lab 15 - Object Oriented Concepts
* Lab 16 - Object Oriented Concepts (part 2 of Lab 10)
* Lab 17 - Object Oriented Concepts
* Lab 18 - Repetition (While Loop)
* Lab 19 - Repetition (for Loop) (part 3 of Lab 10)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Textbook located in the back bookcase.
* Collaborate with students who are at or just ahead of you on assignments.

Chapter 2: Basic Elements of Java
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

* Manipulate the Alice environment
* Discover Alice scene setup
* Manipulate Alice code
* Transition Alice code to Java code
* Use Alice variables
* Calculate arithmetic statements
* Set up user input
* Create procedures
* Create procedures with parameter
* Investigate functions
* Use conditionals
* Apply object oriented concepts
* Demonstrate repetition (While Loop)
* Experiment with repetition (for Loop)
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(D)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(F)(G)(H)(I)(J) (K)(L)(M)(N)(O)(P)(Q)(U)(V)(W), 5(C), 6(E)(U)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Learn about different types of computers
* Explore the hardware and software components of a computer system
* Learn about the language of a computer
* Learn about the evolution of programming languages
* Examine high-level programming languages
* Discover what a compiler is and what it does
* Examine how a Java program is processed
* Learn about the Internet and World Wide Web
* Learn what an algorithm is and explore problem-solving techniques
* Become familiar with structured and object-oriented programming design methodologies
TEKS: §126.33 1(A)(B), 3(A)(B), 4(B)(C)(D)(E)(F)(K)(N), 5(C), 6(A)(B)(C)(D)(E)(F)(V)

Chapter 2: Basic Elements of Java
* Become familiar with the basic components of a Java program, including methods, special symbols, and identifiers
* Explore primitive data types
* Discover how to use arithmetic operators
* Examine how a program evaluates arithmetic expressions
* Explore how mixed expressions are evaluated
* Learn about type casting
* Become familiar with the String type
* Learn what an assignment statement is and what it does
* Discover how to input data into memory by using input statements
* Become familiar with the use of increment and decrement operators
* Examine ways to output results using output statements
* Learn how to import packages and why they are necessary
* Discover how to create a Java application program
* Explore how to properly structure a program, including using comments to document a program
* Learn how to avoid bugs using consistent and proper formatting
* Learn how to do a code walk-through

 

Monday, 2 January 2017 through Friday, 6 January 2017
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg /viewform
* At the end of class each day, document your progress and update your goal as needed

Alice 3 - Collins College
* Log into Schoology for detailed instructions and submit assignment
Note: Since the school's network is not playing nice with Schoology, this unit has been emailed to you in a .zip file.
* Lab 1 - Manipulate the Alice Environment
* Lab 2 - Alice Scene Setup
* Lab 3 - Manipulate Alice Code (part 2 of Lab 2)
* Lab 4 - Transition Alice Code to Java Code
** You will need to download the Alice 3 plugin for NetBeans
* Lab 5 - Alice Variables
* Lab 6 - Arithmetic Statements
* Lab 7 - User Input
* Lab 8 - Procedures
* Lab 9 - Procedures with Parameter
* Lab 10 - Procedures with Parameter
* Lab 11 - Functions
* Lab 12 - Functions
* Lab 13 - Conditionals
* Lab 14 - Conditionals
* Lab 15 - Object Oriented Concepts
* Lab 16 - Object Oriented Concepts (part 2 of Lab 10)
* Lab 17 - Object Oriented Concepts
* Lab 18 - Repetition (While Loop)
* Lab 19 - Repetition (for Loop) (part 3 of Lab 10)

Java Programming
Chapter 1: An Overview of Computers and Programming Languages
* Textbook located in the back bookcase.
* Collaborate with students who are at or just ahead of you on assignments.

Chapter 2: Basic Elements of Java
* Collaborate with students who are at or just ahead of you on assignments.
* Programming Exercises: 11, 12, 16, 18, 19 on pages 105-106

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.

 


Objectives

* Use recently acquired knowledge to develop and implement an Alice 3 project
* Create a storyboard to demonstrate planning and time-management skills
* Implement comments, functions, procedures, etc.
* Apply creativity by including audio/sound effects, multiple camera angles, interactivity with characters or user
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(H)(I)(L)(Q) (U)(W), 5(C), 6(E)(U)

Monday, 12 December 2016 through Friday, 16 December 2016
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatw zAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Computer Science I – Fall Semester Exam (Alice)
* Log into Schoology for detailed instructions and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.

 


Objectives

* Use recently acquired knowledge to develop and implement an Alice 3 project
* Create a storyboard to demonstrate planning and time-management skills
* Implement comments, functions, procedures, etc.
* Apply creativity by including audio/sound effects, multiple camera angles, interactivity with characters or user
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(H)(I)(L)(Q)(U)(W), 5(C), 6(E)(U)

Monday, 5 December 2016 through Friday, 9 December 2016
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Computer Science I – Fall Semester Exam (Alice)
* Log into Schoology for detailed instructions and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.

 


Objectives

* Use recently acquired knowledge to develop and implement an Alice 3 project
* Create a storyboard to demonstrate planning and time-management skills
* Implement comments, functions, procedures, etc.
* Apply creativity by including audio/sound effects, multiple camera angles, interactivity with characters or user
TEKS: §126.33 1(A)(B), 2(A)(B)(C)(F)(G)(H), 3(A)(B), 4(A)(B)(C)(D)(E)(H)(I)(L)(Q)(U)(W), 5(C), 6(E)(U)

Monday, 28 November 2016 through Friday, 2 December 2016
Project Tracker & Goals
https://docs.google.com/forms/d/e/1FAIpQLSeWR8DzT_l6uj4VihZpLAodbP186l2sdrcqMirdatwzAP3YLg/viewform
* At the end of class each day, document your progress and update your goal as needed

Computer Science I – Fall Semester Exam (Alice)
* Log into Schoology for detailed instructions and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Carnegie Mellon University's Alice 3
* Learn how to program in the context of animation, simulation, storytelling, and building short games
* Learn fundamental programming concepts in Alice

Unit 1 -
* Create an Object Tree in Scene Editor
* Implement an Instance List in Code Editor
* Use Methods Panel
* Investigate Ancestry & Class hierarchy
* Apply motion to an object by using x, y and z coordinates for height, width and depth
* Develop an understanding of how to apply motion to internal joints

Unit 2 -
* Develop knowledge regarding the thought process of learning to program to solve a problem, create a simulation, game or animation
* Compare and contrast the three basic kinds of statements (written instruction)
** Action - executes when the program is run
** Control - determines the sequence actions are performed
** Comment - documentation of who wrote the program and what each step is intended to do
* Apply problem solving design to create programs in Alice

Unit 3 -
* Develop documentation for procedures
* Demonstrate use of inheritance hierarchy
* Animate multiple objects of the same class
* Create and test programming code for successful procedure results
* Implement the use of the clipboard to duplicate code

Unit 4 -
* Design algorithms
* Translate the algorithm into code
* Decompose a complex procedure into smaller, simpler actions
* Create another procedure and call it from the original procedure
* Ensure comments are documented describing actions
* Test all results for actual against expected results
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 14 November 2016 through Friday, 18 November 2016
Short Answer Response

Unit 1
Alice 3 PowerPoints for Unit 1 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 1 (Carnegie Mellon University)
Alice 3 Starter File for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 1 - Hello, World
* Log into Schoology for detailed information and submit assignment

Unit 2
Alice 3 PowerPoints for Unit 2 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 2 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 2 - Hello World & Fish Escape
* Log into Schoology for detailed information and submit assignment

Unit 3
Alice 3 PowerPoints for Unit 3 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 3 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 3 - Penguin Bowling and Grimm
* Log into Schoology for detailed information and submit assignment

Unit 4
Alice 3 PowerPoints for Unit 4 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 4 (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 4 - Cups and Ball & Grimm
* Log into Schoology for detailed information and submit assignment
 

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Carnegie Mellon University's Alice 3
* Learn how to program in the context of animation, simulation, storytelling, and building short games
* Learn fundamental programming concepts in Alice

Unit 1 -
* Create an Object Tree in Scene Editor
* Implement an Instance List in Code Editor
* Use Methods Panel
* Investigate Ancestry & Class hierarchy
* Apply motion to an object by using x, y and z coordinates for height, width and depth
* Develop an understanding of how to apply motion to internal joints

Unit 2 -
* Develop knowledge regarding the thought process of learning to program to solve a problem, create a simulation, game or animation
* Compare and contrast the three basic kinds of statements (written instruction)
** Action - executes when the program is run
** Control - determines the sequence actions are performed
** Comment - documentation of who wrote the program and what each step is intended to do
* Apply problem solving design to create programs in Alice

Unit 3 -
* Develop documentation for procedures
* Demonstrate use of inheritance hierarchy
* Animate multiple objects of the same class
* Create and test programming code for successful procedure results
* Implement the use of the clipboard to duplicate code

Unit 4 -
* Design algorithms
* Translate the algorithm into code
* Decompose a complex procedure into smaller, simpler actions
* Create another procedure and call it from the original procedure
* Ensure comments are documented describing actions
* Test all results for actual against expected results
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 7 November 2016 through Friday, 11 November 2016
Unit 1
Alice 3 PowerPoints for Unit 1 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 1 (Carnegie Mellon University)
Alice 3 Starter File for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 1 - Hello, World
* Log into Schoology for detailed information and submit assignment

Unit 2
Alice 3 PowerPoints for Unit 2 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 2 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 2 - Hello World & Fish Escape
* Log into Schoology for detailed information and submit assignment

Unit 3
Alice 3 PowerPoints for Unit 3 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 3 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 3 - Penguin Bowling and Grimm
* Log into Schoology for detailed information and submit assignment

Unit 4
Alice 3 PowerPoints for Unit 4 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 4 (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 4 - Cups and Ball & Grimm
* Log into Schoology for detailed information and submit assignment
 

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Carnegie Mellon University's Alice 3
* Learn how to program in the context of animation, simulation, storytelling, and building short games
* Learn fundamental programming concepts in Alice

Unit 1 -
* Create an Object Tree in Scene Editor
* Implement an Instance List in Code Editor
* Use Methods Panel
* Investigate Ancestry & Class hierarchy
* Apply motion to an object by using x, y and z coordinates for height, width and depth
* Develop an understanding of how to apply motion to internal joints

Unit 2 -
* Develop knowledge regarding the thought process of learning to program to solve a problem, create a simulation, game or animation
* Compare and contrast the three basic kinds of statements (written instruction)
** Action - executes when the program is run
** Control - determines the sequence actions are performed
** Comment - documentation of who wrote the program and what each step is intended to do
* Apply problem solving design to create programs in Alice

Unit 3 -
* Develop documentation for procedures
* Demonstrate use of inheritance hierarchy
* Animate multiple objects of the same class
* Create and test programming code for successful procedure results
* Implement the use of the clipboard to duplicate code
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 31 October 2016 through Friday, 4 November 2016
Unit 1
Alice 3 PowerPoints for Unit 1 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 1 (Carnegie Mellon University)
Alice 3 Starter File for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 1 - Hello, World
* Log into Schoology for detailed information and submit assignment

Unit 2
Alice 3 PowerPoints for Unit 2 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 2 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 2 - Hello World & Fish Escape
* Log into Schoology for detailed information and submit assignment

Unit 3
Alice 3 PowerPoints for Unit 3 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 3 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 3 - Penguin Bowling and Grimm
* Log into Schoology for detailed information and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Carnegie Mellon University's Alice 3
* Learn how to program in the context of animation, simulation, storytelling, and building short games
* Learn fundamental programming concepts in Alice

Unit 1 -
* Create an Object Tree in Scene Editor
* Implement an Instance List in Code Editor
* Use Methods Panel
* Investigate Ancestry & Class hierarchy
* Apply motion to an object by using x, y and z coordinates for height, width and depth
* Develop an understanding of how to apply motion to internal joints

Unit 2 -
* Develop knowledge regarding the thought process of learning to program to solve a problem, create a simulation, game or animation
* Compare and contrast the three basic kinds of statements (written instruction)
** Action - executes when the program is run
** Control - determines the sequence actions are performed
** Comment - documentation of who wrote the program and what each step is intended to do
* Apply problem solving design to create programs in Alice

Unit 3 -
* Develop documentation for procedures
* Demonstrate use of inheritance hierarchy
* Animate multiple objects of the same class
* Create and test programming code for successful procedure results
* Implement the use of the clipboard to duplicate code
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 24 October 2016 through Friday, 28 October 2016
Unit 1
Alice 3 PowerPoints for Unit 1 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 1 (Carnegie Mellon University)
Alice 3 Starter File for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 1 - Hello, World
* Log into Schoology for detailed information and submit assignment

Unit 2
Alice 3 PowerPoints for Unit 2 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 2 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 2 - Hello World & Fish Escape
* Log into Schoology for detailed information and submit assignment

Unit 3
Alice 3 PowerPoints for Unit 3 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 3 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 3 - Penguin Bowling and Grimm
* Log into Schoology for detailed information and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Carnegie Mellon University's Alice 3
* Learn how to program in the context of animation, simulation, storytelling, and building short games
* Learn fundamental programming concepts in Alice

Unit 1 -
* Create an Object Tree in Scene Editor
* Implement an Instance List in Code Editor
* Use Methods Panel
* Investigate Ancestry & Class hierarchy
* Apply motion to an object by using x, y and z coordinates for height, width and depth
* Develop an understanding of how to apply motion to internal joints

Unit 2 -
* Develop knowledge regarding the thought process of learning to program to solve a problem, create a simulation, game or animation
* Compare and contrast the three basic kinds of statements (written instruction)
** Action - executes when the program is run
** Control - determines the sequence actions are performed
** Comment - documentation of who wrote the program and what each step is intended to do
* Apply problem solving design to create programs in Alice

Unit 3 -
* Develop documentation for procedures
* Demonstrate use of inheritance hierarchy
* Animate multiple objects of the same class
* Create and test programming code for successful procedure results
* Implement the use of the clipboard to duplicate code
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 17 October 2016 through Friday, 21 October 2016
Unit 1
Alice 3 PowerPoints for Unit 1 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 1 (Carnegie Mellon University)
Alice 3 Starter File for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 1 - Hello, World
* Log into Schoology for detailed information and submit assignment

Unit 2
Alice 3 PowerPoints for Unit 2 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 2 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 2 - Hello World & Fish Escape
* Log into Schoology for detailed information and submit assignment

Unit 3
Alice 3 PowerPoints for Unit 3 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 3 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 3 - Penguin Bowling and Grimm
* Log into Schoology for detailed information and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Carnegie Mellon University's Alice 3
* Learn how to program in the context of animation, simulation, storytelling, and building short games
* Learn fundamental programming concepts in Alice

Unit 1 -
* Create an Object Tree in Scene Editor
* Implement an Instance List in Code Editor
* Use Methods Panel
* Investigate Ancestry & Class hierarchy
* Apply motion to an object by using x, y and z coordinates for height, width and depth
* Develop an understanding of how to apply motion to internal joints

Unit 2 -
* Develop knowledge regarding the thought process of learning to program to solve a problem, create a simulation, game or animation
* Compare and contrast the three basic kinds of statements (written instruction)
** Action - executes when the program is run
** Control - determines the sequence actions are performed
** Comment - documentation of who wrote the program and what each step is intended to do
* Apply problem solving design to create programs in Alice
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 10 October 2016 through Friday, 14 October 2016
Unit 1
Alice 3 PowerPoints for Unit 1 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 1 (Carnegie Mellon University)
Alice 3 Starter File for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 1 - Hello, World
* Log into Schoology for detailed information and submit assignment

Unit 2
Alice 3 PowerPoints for Unit 2 (Carnegie Mellon University)
Alice 3 Video Tutorials for Unit 2 (Carnegie Mellon University)
Alice 3 DemoWorlds for Unit (Carnegie Mellon University)
* Log into Schoology. Review the PowerPoints and watch the videos as they are requested.

Alice 3 Lab 1, Part 2 - Hello World & Fish Escape
* Log into Schoology for detailed information and submit assignment

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Lesson 10 - Use Variables
* Understand variables and how they are used in programming

Lesson 11: Use Keyboard Controls
* Use keyboard controls to manipulate objects in an animation

Lesson 12: Develop a Complete Animation
* Write a scenario and storyboard
* Complete an animation
* Test an animation
* Reposition objects at runtime
* Plan the presentation of a completed animation project
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 3 October 2016 through Friday, 7 October 2016
Lesson 10 - Use Variables
* Log into Schoology for detailed information and submit assignment

Lesson 11: Use Keyboard Controls
* Log into Schoology for detailed information and submit assignment

Lesson 12: Develop a Complete Animation
* Log into Schoology for detailed information and submit assignment

Once completed, continue working on the next assignment in Schoology.

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Lesson 7: Use Functions
* Use functions to control movement based on a return value

Lesson 8: Use the IF and WHILE Control Structures
* Use the IF control structure to affect execution of instructions
* Use the WHILE control structure to create a conditional loop

Lesson 9: Use Expressions
* Create an expression to perform a math operation
* Interpret a math expression
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 26 September 2016 through Friday, 30 September 2016
Oracle Academy Vocabulary (Lesson 1-6) Test
* Log into Schoology to complete once opened for class
Lesson 7: Use Functions
* Log into Schoology for detailed information and submit assignment

Lesson 8: Use the IF and WHILE Control Structures
* Log into Schoology for detailed information and submit assignment

Lesson 9: Use Expressions
* Log into Schoology for detailed information and submit assignment

Once completed, continue working on the next assignment in Schoology.

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Lesson 4: Add Rotation and Randomization
* Add motion to objects
* Add a control statement to the Code Editor
* Use random numbers to randomize motion

Lesson 5: Declare Procedures
* Define and compare an animation and a scenario
* Use functional decomposition to write a storyboard
* Flowchart a storyboard
* Describe inheritance and how traits are passed from superclasses to subclasses
* Describe when to implement procedural abstraction
* Demonstrate how to declare a user-defined procedure
* Use procedural abstraction techniques to simplify animation development

Lesson 6: Use Control Statements
* Define multiple control statements to control animation timing
* Create an animation that uses a control statement to control animation timing
* Recognize programming constructs to invoke simultaneous movement
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 19 September 2016 through Friday, 23 September 2016
Lesson 4: Add Rotation and Randomization
* Log into Schoology for detailed information and submit assignment

Lesson 5: Declare Procedures
* Log into Schoology for detailed information and submit assignment

Lesson 6: Use Control Statements
* Log into Schoology for detailed information and submit assignment

Once completed, continue working on the next assignment in Schoology.

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

Lesson 1: Get Started with Alice 3
* Identify scene components
* Create and save a new project
* Add an object to a scene
* Communicate the value of saving multiple versions of a scene
* Code a simple programming instruction
* Use the copy and undo command
* Understand the value of testing and debugging

Lesson 2: Add and Position Objects
* Open a saved version of a project
* Add multiple objects to a scene
* Execute precise positioning and drag-and-drop positioning
* Use a one-shot procedure to precisely position an object in a scene
* Edit properties of an object in the Scene editor
* Describe three-dimensional positioning axes
* Position the sub-parts of an object in the Scene editor

Lesson 3: Use Procedures and Arguments
* Compare and contrast the Scene editor and Code editor
* Locate and describe the purpose of the methods panel and procedures tab
* Use procedures to move objects
* Add Java programming procedures to the Code editor
* Demonstrate how procedures values can be altered
* Create programming comments
* Reorder, edit, delete, copy, and disable programming statements
* Test and debug an animation
TEKS: §126.33 1(A)(B), 2(A)(H), 3(A), 5(C)

 

Monday, 12 September 2016 through Friday, 16 September 2016
Peanut Butter and Jelly Program
* Log into Schoology for detailed information and submit assignment

Lesson 1: Get Started with Alice 3
* Log into Schoology for detailed information and submit assignment

Lesson 2: Add and Position Objects
* Log into Schoology for detailed information and submit assignment

Lesson 3: Use Procedures and Arguments
* Log into Schoology for detailed information and submit assignment

Once completed, continue working on the next assignment in Schoology.

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

* Set up browser to class website to view objectives daily
* Review and discuss DISD's Policy for Acceptable Use of Computers and Networks
* Learn how to log into Schoology and participate in a discussion board
TEKS: §130.273. 1(B)(D)(E)(F)(G)(H), 3(A)

* Identify scene components
* Create and save a new project
* Add an object to a scene
* Communicate the value of saving multiple versions of a scene
* Code a simple programming instruction
* Use the copy and undo command
* Understand the value of testing and debugging
TEKS: §

 

Monday, 5 September 2016
Labor Day Holiday
Tuesday, 6 September 2016
Collect signed Acknowledgment of Receipt/Contract

Dayton ISD Responsible Use of Computers and Network Policy
* Learn how to access and use the DISD Guest wireless account
* Download QR Code reader application on appropriate electronic devices
* Scan QR Code to ensure QR Code reader application is working
* Or, to access the document, on your 5th tab, select Dayton ISD from dropdown box at top > District Info > Forms & Handouts > Responsible Use Policy (RUP) for Computers and Networks
* Learn how to use Socrative Student by using app or website (Socrative.com)
* Read and answer questions regarding the DISD RUP
TEKS: §130.273. 1(B)(D)(E)(F), 3(A)
Wednesday, 7 September 2016
Collect signed Acknowledgment of Receipt/Contract

Continue remaining:
Sentimental Objects Speech
* Mentoring and helping others is an objective of this course
* Students will give a brief speech about something sentimental
* This project is to help everyone get to know each other

Once completed, do the following:

Log onto computer
Set up Home Pages (5) on browser to Assignments tab on class website
* 1st tab will be objectives for week
* 2nd tab will be day's assignment
* 3rd tab will be Schoology
* 4th tab will be for Skyward
* 5th tab will be for other use (Quia, Google, etc.)

1st Class Website check

Log into Schoology (pronounced: school-ogy)
* www.schoology.com
If you are a new student to Schoology, do the following:
* Sign up
* Student
* Access Code for your specific course will be provided
* For Username, enter your Skyward ID (Ex. brownbet000)
* For password, enter your 6 digit student number (used in cafeteria)
* Enter your birthday information as requested
* Remove check from Receive periodic Schoology updates if you wish
* Click on Register button

Returning students will log in using their Skyward ID/PW
* School is Dayton High School (type 77535, select Dayton High School)
* Access Code for your specific course will be provided

All students should be able to click on Courses at the top to select your current class.


Welcome to Schoology!
* Log into Schoology
Thursday, 8 September 2016
Collect signed Acknowledgment of Receipt/Contract

Policy for Responsible Use of Computers and Networks Test
Log into Schoology (pronounced: school-ogy)
* Username and password is the same id/pw used to log into the computer
* School is Dayton High School (type 77535 and select our school)
Click on Courses at the top to select your current class
Click on Assignments to find Career Exploration:
* (it is also listed on the right under Upcoming)
* On your 5th tab, select Dayton ISD from dropdown box at top > District Info > Forms & Handouts > Responsible Use Policy (RUP) for Computers and Networks
* You may use the Responsible Use of Computers and Networks
* Wait to start until directed
* If you fail the test, quietly ask if you can retake it and I'll reset it for you
* Retakes receive a maximum grade of 70

TEKS: §130.273. 1(B)(D)(E)(F), 3(A)
Friday, 9 September 2016
Collect signed Acknowledgment of Receipt/Contract

Lesson 1: Get Started with Alice 3
* Log into Schoology for instructions and submit assignment for grade.

Students who have not completed their work during class will need to come to my classroom after school to complete it or have the missed work counted against them.


Objectives

* Learn to communicate and work with classmates to form various groups per category
* Learn about your instructor (NO chocolate!!!)
* Learn to be safe at Dayton High School
* Learn class procedures
* Learn how to use the DISD Guest wireless network on electronic device
* Learn how to download a QR Code application to electronic device
* Learn how to use a QR Code reading application
* Ensure students can log into DISD AD network
* Learn about fellow classmates
* Review DISD's Policy for Acceptable Use of Computers and Networks
TEKS: §126.47 1(A)(B)

 

Monday, 29 August 2016
Welcome back to school!!!

Receive two pages with the following information:
* Course syllabus/letter to parent
* Responsible Use of Computer and Network/Course contract and acknowledgement

Have Acknowledgment of Receipt/Contract signed, then return it

Categories Icebreaker
Tuesday, 30 August 2016
Collect signed Acknowledgment of Receipt/Contract

Learn about your instructor
* Absolutely no chocolate in classroom
* If chocolate in backpack, leave in classroom across the hall

Class expectations

Bring sentimental object to talk about on Friday
Wednesday, 31 August 2016
Collect signed Acknowledgment of Receipt/Contract

Groundwork Presentation
* Safety - evacuation, reverse evacuation, shelter in place, drop & cover, etc
* Classroom setup and expectations

Bring sentimental object to talk about on Friday
Thursday, 1 September 2016
Collect signed Acknowledgment of Receipt/Contract

Ensure students are able to log into workstation with id/pw.

First 5 letters of last name
First 3 letters of first name
Followed by three zeros
Password is student ID

Check if students have access to:
* C: hard drive
* G: drive, DISD student storage
* Hill's Business server drives

Swap seats until all students are successful in accessing drives

Create seating chart

Continue Groundwork Presentation
* Classroom setup/expectations
* DHS Grading Guidelines
Friday, 2 September 2016
Collect signed Acknowledgment of Receipt/Contract

Sentimental Objects Speech
* Mentoring and helping others is an objective of this course
* Students will give a brief speech about something sentimental
* This project is to help everyone get to know each other

Students who have not completed their work during class will need to come to my classroom, either in the morning at 6:30 a.m. (by appointment only!) or after school, to complete it or have the missed work counted against them.

Janette Hill

Upcoming Events

Contact Janette Hill

School Phone:
936-258-2510