Exploring Computer Science-Period 3 (Period 3) Assignments

Instructor
Mr. Shawn Keys
Term
2017-2018 School Year
Department
Computer Science Department
Description
Exploring Computer Science introduces students to the breadth of the field of computer science through an exploration of engaging and accessible topics. The goal of Exploring Computer Science is to develop in students the computa- tional thinking practices of algorithm development, problem solving and program- ming within the context of situations or scenarios that are relevant to the lives of today’s students. Students will also be introduced to topics such as interface design, limits of computers and societal and ethical issues. There are three underlying themes: 1. The creative nature of computing 2. Technology as a tool for solving problems 3. The relevance of computer science and its impact on society Course Objectives: The course is divided into the following units: 1. Human Computer Interaction: Students are introduced to the major components of the computer, including: input, output, memory, storage, processing, software and the operating system. Students consider how Internet elements (e.g. email, chat, WWW) are organized, engage in effective searching and focus on productive use of email. Fundamental notions of Human Computer Interaction (HCI) and ergonomics are introduced. Students learn that “intelligent” machine behavior is not “magic” but is based on algorithms applied to useful representations of information. Students learn the characteristics that make certain tasks easy or difficult for computers and how these differ from those that humans characteristically find easy or difficult. Students gain an appreciation for the many ways (types of use) in which computers have had an impact across the range of human activity, as well as for the many different fields in which they are used. Examples illustrate the broad, interdisciplinary utility of computers and algorithmic problem solving in the modern world. 2. Problem Solving: This unit covers the basic steps in algorithmic problem-solving, including the problem statement and exploration, examination of sample instances, design, program coding, testing and verification. Tools for expressing design are used. This unit also includes selected topics in discrete mathematics including (but not limited to) Boolean logic, functions sets, and graphs. Students are introduced to the binary number system. Stu- dents construct complex expressions based on fundamental Boolean operations and learn how to relate the mathematical notion of functions to its counterparts in computer programming. They learn basic set theory and its application in computer science. Stu- dents are introduced to graphs using puzzles. Suitable exercises are presented that illustrate the value of mathematical abstraction in solving programming problems. 3. Web Design: This section prepares students to take the role of a developer by expanding their knowledge of programming and Web page design and applying it to the creation of Web pages, programs and documentation for users and equipment. Students learn to create user-friendly manuals, Web sites and program interfaces. Students apply fundamental notions of Human Computer Interaction (HCI) and ergonomics. Code documentation and hardware and software limitations are also explored. The notions of hierarchy and abstraction are central to computing. They are crucial to the translation between machine code and a user-friendly interface, to creating reusable code and to the design of software that is broadly applicable rather than solving only a narrowly defined problem. This unit makes these abstract ideas concrete by focusing first on real-life (non-computing) examples and then on the specific uses of hierarchy and abstraction in computer science. 4. Programming: Students are introduced to some basic issues associated with program design and development. Students design algorithms and programming solutions to a variety of computational problems, using Scratch. Programming problems should include control structures, functions, parameters, objects and classes, structured programming and event-driven programming techniques. This unit introduces data structures, including arrays, vectors, stacks and queues, and their associated components, operations and uses. Benefits and limitations of different data structures are presented. The concept that analysis and understanding of data structures can be used as a fundamental organizing principle in the design of solutions is explored. 5. Computing and Data Analysis: In this unit students explore how computing has facilitated new methods of managing and interpreting data. Students will use computers to translate, process and visualize data in order to find patterns and test hypotheses. Students will work with a variety of large data sets that illustrate how widespread access to data and information facilitates identification of problems. Students will collect and generate their own data related to local community issues and discuss appropriate methods for data collection and aggregation of data necessary to support making a case or facilitating a discovery. 6. Robotics: Students apply previously learned topics to the study of robotics and work in small groups to build and program a robot to perform a required task. Students make use of a programming language to control the behavior of these robots in dynamic envi- ronments. As a class (or a district), they will test out their robots under a specific set of circumstances in a robotics competition.

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Past Assignments

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If you are unhappy with your Robot Tutorials grade, you may 'retake' it by completing the EV3 program described on the final slide of the attached PowerPoint and demo it for me.

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Here is today's opener.

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You will take your final exam today. It is a review of the entire year minus robotics: Human-computer interaction; Problem-solving; HTML/CSS web design and Scratch programming. Be prepared to ask any questions you’d like about the content of the exam before we take it. Afterwards, you may work on any missing or failed assignments. Feel free to ask me to show you your grades in case you are confused about where you stand.

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Create a dancing robot! Follow all instructions in the attached PowerPoint 6-10. You may use your own music and crop it to between 1-2 minutes or you may use one of the already-cropped pieces in the attached music folder. For the songs I have provided, there is a Song Analysis, which breaks the lyrics (or portions of the instrumental in the case of "In The Mood") down into timed chunks.
Here is a link to some sample dances if you'd like some inspiration:
https://www.hancockhs.org/apps/pages/index.jsp?uREC_ID=1055907&type=d&pREC_ID=1419457
 

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In preparation for your presentation today, download the Robot Dance Cover Sheet and fill it out. For Robot, you choose the name of your robot. For Team, list the names of the people in your group, pair or just your name if you worked individually. For Song and Period...need I explain? This cover sheet will be held in front of the camera before your dance begins. It will also be the cover sheet for the packet that EACH of your group/pair members will submit.

Make sure you also print out a copy of your Robot Dance Program. Just go to the File menu when your program is displayed in Lego Mindstorm and choose Print. SELECT LANDSCAPE!!!!!!!!!!!!! Again, EACH of your group/pair members will need a copy to submit with your Robot Dance packet.

Finally, one person in your team must film and send me a copy of the film. Please send it to my gmail account ([email protected]). In the subject line, list the names of ALL the people in your team - Robot Dance - Period #. If I do not get a film, all I can do is grade you 50% for the fact that I saw something...but had nothing to review later.

Each person will fill out a Robot Dance Project Reflection. This is where you rate your team members. If I do not receive a Robot Dance Project Reflection, you will receive a zero for the project and associated standard. There is no need to print out the reflection sheet: I have copies. This will be attached to your Robot Dance submission packet.

The rubric is also attached in case you'd like to review the grading scheme. Print out a copy only if you'd like to assess yourself. You may attach it to your reflection (with tick marks and commentary) if you'd like me to think twice about your efforts and finished work.

The window for sending me a music clip is now closed. If you used alternate music and did not send me a clip, I will simply play 'In The Mood'.

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Here is today's opener.

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Here is today's Opener.

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You will take your End Of Year REACH exam today. Make sure you have refreshed your memory regarding problem-solving techniques, html and Scratch. If you miss taking the exam today, you will have to take it in the next class in which you are present.

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Here is today's Opener.

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Here is today's Opener.

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Here is today's opener and PowerPoint 6-7...again. You will need the PowerPoint in order to know which 'Beyond Basics' tutorials you should do.

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Here is today's opener and PowerPoint 6-7: Mindstorm Robot Educator Tutorials.

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Here is today's opener and PowerPoint 6-5: Features of the EV3 Brick.

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Complete the attached Sensors Chart with information from today's lecture, the 6-5 PowerPoint, the EV3 Brick Users Guide and the EV3 Help option in the Help tab of the Lego Mindstorm software. When you are finished, print it out. Try to keep your chart to 1 page by reducing text point size...but not to the point of needing a microscope!

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Here is today's opener.

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If you were not here for our Walk Like a Robot Activity, please read through the attached PowerPoint and ponder the design limits of robots: what can they do easily and with difficulty depending on their design. Then scour the internet and find a picture of a robot. Tell me what you suppose that robot can and cannot do easily based on its design: number and size of appendages, number and power of visual sensors, strength and placement of joints, speed and power of non-visual input devices, etc. This should be a paragraph of at least ten sentences describing design features and their abilities and limitations.
In addition, read through the slides related to our journey outside to write a program describing a human 'robot's walk from line to tire to door to tree. Due to your absence, you were unable to join us. Therefore, imagine writing a program to tell a robot to walk through the front door of Hancock, stop in front of the swipe machine, down the hallway toward the cafeteria, stop in front of the vending machines, then back down the hallway to the main office and stop in front of the phone on the counter there. Use the six commands given in the PowerPoint and write the script.

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Here is today's opener.

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Read the attached handout (What Is a Robot?) outlining the five criteria of a robot. Then, looking at the associated pictures, decide whether the two pictured items meet the criteria and explain why or why not. After concluding whether they are or are not robots, come up with an item of your choice that meets some of the robot criteria but not all. Again, decide whether your object meets the criteria and explain why and why not.

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Using the attached chart and your What Is a Robot handout, fill out the chart with short phrases to explain why each item listed does or does not meet the robot criteria. At the end of the chart, there are three blank rows. In them, come up with three items of your choice and repeat the process of explaining why each of the three items does or does not meet the robot criteria.

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Here is today's PowerPoint: Lesson 6-1 - What Is a Robot?

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You will now be using all you have learned in Scratch to create either a 3+-scene documentary about your community or a game. The documentary must be personal and address at least two local issues: one good and one unfortunate. It should contain your comments, a classmate's comments and statistics. The game is totally up to you. But it should contain a number of standard game elements: title, instructions, timer, scorecard, difficulty level change and notifications of game over and win or loss. Attached, you will find the PowerPoint describing the Scratch Final Project, the project rubrics and a blank storyboard should you wish to use it for the documentary. You have three classes, two long and one short academic labs and two weekends (one weekend if you are in Period 5 and only reading this on March 23rd) to get this done. Use your time wisely. IT WILL TAKE YOU ALL THAT TIME TO DO IT WELL! On either Monday, March 30 or Tuesday, May 1, we will conduct a gallery walk to watch, play and evaluate each other's games and documentaries.

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Here is today's opener.

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You will be taking your Unit 4 Programming Assessment today. Know the meaning of the following three items:
  • Programming Algorithm
  • The Scratch Custom Block
  • The Scratch Ask Block and Answer Variable

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Create your twelfth and last Scratch program before your Scratch Final Project: finish a timed game using variables, iteration, conditionals, operators, wait time and broadcast. I have provided you with the start of the program. Open it and try it out: using the arrow keys, the goal is to get the moving arrow perfectly inside the stationary colored arrows. You will find that instructions, a start button, a timer, a scorekeeper and a 'time's up' backdrop have to be added to the game. Look at the last 2 slides of PowerPoint 4-13 for more specific instructions. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric. The rubric is attached.

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After downloading the Monkey Game and the Pinball Game, play them then answer the 12 questions on the attached Investigating Games Worksheet. Refer to PowerPoint 4-14 for more information.

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Create your tenth Scratch program: complete a rock paper scissors game using all you have learned so far about Scratch gaming techniques. Don't build the program from scratch! Use the provided starter program! Look at the last slide of PowerPoint 4-11 for more specific instructions. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric. The rubric is attached.

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Create your eleventh Scratch program: create a timer using variables, iteration, wait time and broadcast. Look at the last slide of PowerPoint 4-12 for more specific instructions. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric. The rubric is attached.

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Here is today's opener.

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Create your ninth Scratch program: complete a dice-rolling program using hidden variables, conditionals and Scratch's random number generator. Don't build the program from scratch! Use the provided dice program! Look at the last slide of PowerPoint 4-10 for more specific instructions. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric. The rubric is attached.

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Here is today's opener.

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Create your eighth Scratch program: write a grades program using a grades variable with slider and conditionals employing the 'and' & 'or' operators. Look at slide 8 of PowerPoint 4-10 for more specific instructions. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric. The rubric is attached.

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Create your seventh Scratch program: create age-selection game using a variable and conditionals according to the rubric attached here. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric.

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Create your eighth Scratch program: update your nutritious foods game using conditionals according to the rubric attached here. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric.

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Create your sixth Scratch program: create a nutritious foods game using a variable according to the rubric attached here. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric.

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You will now be using all you have learned in Scratch so far to create a 4-scene story. This story can be original or based on a known story/fairy tale/event/etc. Attached, you will find the PowerPoint describing the project, the project rubric and a blank storyboard. You have about half of this class and three classes next week as well as two weekends and three academic labs to get this done. Use your time wisely. IT WILL TAKE YOU ALL THAT TIME TO DO IT WELL! On Monday, March 19, you will present at the start of class.

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Create your fifth Scratch program: tell a summer vacation story using broadcast according to the rubric outlined in Powerpoint 4-6. Start with the provided summer Scratch program. Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric.

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Create your fourth Scratch program: make an alphabet game according to the rubric outlined in Powerpoint 4-5. THIS IS A PROJECT! Before submitting or showing me your finished product, make sure you have filled out the 'What do you think?' column in your rubric.

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Create your third Scratch program: make a sprite round the bases in the attached baseball Scratch program according to the rubric outlined in Powerpoint 4-4.

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Create your second Scratch program: make three sprites politely converse while telling one or more knock-knock jokes according to the rubric outlined in Powerpoint 4-3.

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In the attached worksheet, answer the questions about motion blocks while analyzing the provided moving Scratch program.

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Answer the Opener for today THEN create your first Scratch program: animate the letters of your name according to the rubric outlined in Powerpoint 4-1/2.

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Answer the Opener for today THEN create your first Scratch program: animate the letters of your name according to the rubric outlined in Powerpoint 4-1/2.