P8: Pre-AP Computer Science (Period 8) Assignments

Instructor
Mrs. Gina M. Hanna
Term
2014-15 School Year
Description

In this course students will learn how to write programs in the JAVA and HTML programming languages. JAVA is used throughout industry and is the programming language used on the Computer Science AP A. HTML (Hypertext Markup Language) is the predominant markup language for web pages. HTML elements are the basic building-blocks of webpages.

This is an introductory course where students will develop computer programs that solve real-world problems.  This is a fundamental skill to the study of computer science.  A large part of the course is built around the development of computer programs or parts of programs that correctly solve a given problem. The course also emphasizes the design issues that make programs understandable, adaptable, and, when appropriate, reusable.

Students will:

  • Learn about the history of computers and computer science.
  • Learn the different parts of the computer.
  • Develop and improve their problem solving skills by writing programs that solve real-world problems.
  • Learn to write, run and debug computer programs.
  • Use commonly-used algorithms and data structures.
  • Learn to code in the object-oriented programming language JAVA and the markup language HTML.
  • Use standard JAVA library classes from the AP JAVA subset.
  • Be able to read and understand a large program consisting of several classes and interacting objects.
  • Recognize the ethical and social implications of computer use.

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Past Assignments

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"Drawing Arcs in Java"The objective of this lesson is for students to learn how to use the drawArc & fillArc methods of the Java Graphics class to expand their graphics drawing programming capabilities in Java. Order of activities:
- Watch video tutorials on using drawArc & fillArc methods
- Complete a practice program using drawArc & fillArc methods
- Complete Lab04c-The Pumpkin Program lab using drawArc, fillArc and all other Graphics methods students have learned thus far.

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"Lab04b - The First Graphics Program" -  The objectives this lab are to demonstrate knowledge of calling methods, use correct parameter passing with some of the graphics methods found in the Java Graphics class, learn how to use HTML and Java together, and practice writing Java programs in JCreator, the Java text editor.

Students will write a Java program that draws an empty cube and concentric circles each one filled with a different color. The methods from the Graphics class that students will need to use in their program are:

drawLine & drawRect (for the cube)
setColor & fillOval (for the filled concentric circles)

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"Practice Progam: Graphics in Java!"This is the first program using the Java Graphics class and HTML to draw shapes on a web browser page. JCreator, the Java text editor, will be used for the first time to write, compile and execute the Java and HTML programs.

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"Lab04a - Arithmetic with Math Class Methods" -  The purpose of this program is to gain understanding of how to write complicated mathematical expressions using various methods of the Math class. Students will be given another series of mathematical expressions and will have to translate these expressions into Java to compute the answer, and then display the result.  What is different is that this time students are computing square roots and absolute values, rounding numbers, and working with exponents, which all require methods from the Math class.

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"Java Program Components & the Java Math Class (Practice Program)" - Students will learn a little more about the 4 main Java program components and the Java Math class and it's methods. Students will complete and turn in a practice program using the Math class methods.
 
NOTE: Turn this practice program in to the Google Classroom for this class!

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"Google Classroom" - I have set up a Google Classroom for this class. This is how all future programs and most future assignments will be turned in so please join today. The code for this class is below:
 
v25408a
 
The link to Google Classroom is https://classroom.google.com/h

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"TURN IN Practice Program: if & if/else" - This program was written in Jeliot. Please turn it in to the Google Classroom assignment "Practice Program: if & if/else Statements".

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"Lab03c: Keyboard Input" - Students will add keyboard input code to their Speeding Ticket & Sales programs to model real world programs that would perform similar functions. NOTE: Use your practice program with keyboard input as a guide.

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Practice Program: Keyboard Input - Students will learn how to write a program that accepts data input from the keyboard so that testing programs with different scenarios using different values for data input is more similar to how it happens in the "real world".

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"Halloweenify or Spookify Your Selfie!" - Get into the Halloween spirit! You have to have Google+ or a gmail account to do this, but if you do click on the link below (also on Google home page) to
 
 
Happy Halloween!

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Practice Program: switch/case - Students will learn how to use the switch/case statement in Java for multiple way selection, which is helpful in situations where a program has to be able to handle more than two possible cases or scenarios.

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"Lab03b-The Sales Program!" - The purpose of this program is to demonstrate knowledge and use of control structures such as the one & two-way selection (if & if/else statements) in a practical program simulating a “real world” scenario.

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"Lab03a-The Speeding Ticket Program!" - The purpose of this program is to demonstrate the use of control structures such as the if & if/else statements and mathematical expressions in a practical program simulating a “real world” scenario.

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"Scratch - if's & loops" - Using Scratch to practice new programming concepts decision making (ifs) & repetition (looping). There are 4 labs in this unit and they are located on the student share drive under:
 
\Work Folder\Pre-AP CS\Scratch Materials\2_loops_ifs\labs
 
Review the slides below and the sample programs provided, then start the labs! Due dates for 4 labs are as follows:
 
Boxbug & Draw Bug - DUE WED., 10/15
DNA - DUE THURS., 10/16
Stroller - DUE FRI., 10/17
 

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"Scratch - Variables" - Using Scratch to practice programming with variables and observing how it changes the output of your program. There are 7 labs in this unit and they are located on the student share drive under:
 
\Work Folder\Pre-AP CS\Scratch Materials\3_vars_ops_input\labs
 
The associated slides and practice programs are also on the student share drive under: 
 
\Work Folder\Pre-AP CS\Scratch Materials\3_vars_ops_input\slides
 
Review the slides (also attached below)  and sample programs provided on student share drive, then start the labs! Due dates for labs are as follows:
 
WallCounter & SpiralBug - DUE TUES., 10/21
KaleidoscopeBug & PingPong - DUE WED., 10/22
MolecularSim & MultiplierBug - DUE THURS., 10/23
NestedLoopBug - DUE FRIDAY, 10/24

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"Scratch!" - Scratch is a beginning programming environment that is easy to use and good for observing how changes in the values assigned to certain variables in a program affect and change the output or results. There are two units we will complete with Scratch for now. The first is a review of the basics in Scratch and how it works. The second is a review of how variables are used in Scratch.
 
Basics Scratch Lab - DUE FRIDAY, 10/10 (All materials for these Scratch units are located on the student share drive under Computer in the Work Folder.)
 
Click on the link below to have programming fun with Scratch!
 

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"QUIZ: Data Types, Variables, Printing, & Arithmetic" - Click on the link below to take the quiz.
 
 

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"Output Exercises" - In Computer Science, it is important for students to learn how to read code (i.e. see it on paper or on a screen and understand what the code is doing). This is the first of several exercises we'll have throughout the year where students must read code and determine the result or output.
 
Instructions: Review the slides below first, then download the worksheet and fill in the output. Upload it to your Pre-AP CS folder on your Google Drive (make sure the folder is shared with me!).

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"Lab02d-The Weather Program!" - The purpose of this program is to demonstrate the use of variables and mathematical expressions in a practical program simulating a “real world” scenario.

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"Lab02c_PEMDAS" - Students will write a program with mathematical expressions "double" variables (decimal or real numbers) data type. The purpose of this program is to gain understanding of how to write complicated mathematical expressions while following the rule of PEMDAS:  Parentheses, Exponents, Multiplication & Division, Addition & Subtraction

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"Practice with Doubles & PEMDAS" - Students will complete the practice program using doubles & PEMDAS.

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"Lab02b_Doubles" - Students will write a program with mathematical expressions that involve the "double" (Double or Decimal) data type. The purpose of the repetition in this lab is for students to practice using the same variables to store different values over and over.

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"Lab02a_Integers" - Students will write a program with mathematical expressions that involve the "int" (Integer) data type. The purpose of the repetition in this lab is for students to practice using the same variables to store different values over and over.

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"Practice Program with Integers" - Modify the practice program we started last class to meet the requirements specified on the last two slides below. Upload it to your Google drive and share it with me when you are done.

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"Variables & Data Types" - Overview on variables and data types. Practice program using variables with the integer data type.

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"Programming, Networks, HW & SW" - Overview on these topics along with a partner activity where students will play the roles of the computer and the programmer, building paper airplanes!

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"Memory & Storage" - As a class we will discuss different types of computer memory, including an activity in converting base-10 numbers to base-2 (binary code). Finally we will review different types of methods for storing digital data.

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"Lab01_Exposure" - This first lab assignment is to expose students to the format of the lab sheets, and to further practice the cycle of writing/compiling/debugging and running their programs.

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"ASCII Art!" - Modify your first java program ("Hello World") to create a picture of your choice. These text based pictures are known as ASCII art in the programming industry. Have fun and be creative!

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"Hello World Program" - 1st java program. Students will write their first java program in this class using Notepad and the Command Prompt to compile, debug and execute the program.

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"History of Computer Science" - This is a partner activity building a chronological timeline of the major events and inventions in the history or computers & computer science.

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"What is Computer Science?" - Students will have a class discussion and watch videos about the definition of Computer Science as a field of study. They will also play a pictionary-style game in teams using Computer Science vocabulary and terms to reinforce the concepts. Finally, in a Google Doc which they will share with me, they will define Computer Science in their own terms and list their expectations of the class (what the expect to learn, etc.). Links to videos about Computer Science are below.
 
Video 1 (1:58 min.)
Video 2 (1:45 min.)
Video 3 (1:52 min.)
Video 4 (1:14 min.)
Video 5 (1:04 min.)