CODE.ORG UNIT 5 - Data and Society
Students are learning about the importance of data in solving problems and highlights how computers can help in this process. The first chapter explores different systems used to represent information in a computer and the challenges and tradeoffs posed by using them. In the second chapter you’ll learn how collections of data are used to solve problems, and how computers help to automate the steps of this process. The chapter concludes by considering how the data problem solving process can be applied to an area of your choosing.
Students are responsible for ALL ACTIVITY GUIDES AND EXERCISES FOR THE FOLLOWING LESSONS: (The virtual item for Lessons 3 and beyond is not working)
Lesson 1 - Representing Matters
Lesson 2 - Patterns and Representations
Lesson 3 - ASCII and Binary Representation
Lesson 4 - Representing Images
Lesson 5 - Representing Numbers
Lesson 6 - Keeping Data Secret
Lesson 7 - Combining Representations
Lesson 8 - Create a Representation
CODE.ORG UNIT 6 - Physical Computing
Students will the role of hardware platforms in computing and how different sensors can provide more effective input and output than the traditional keyboard, mouse, and monitor. Using App Lab and Adafruit’s Circuit Playground, you’ll develop programs that utilize the same hardware inputs and outputs that you see in the smart devices, looking at how a simple rough prototype can lead to a finished product. The unit concludes with a design challenge to use the Circuit Playground as the basis for an innovation of your own design.
Students are responsible for ALL ACTIVITY GUIDES AND EXERCISES FOR THE FOLLOWING LESSONS: (The virtual item for Lessons 3 and beyond is not working)
Lesson 1 - Innovations in Computing
Lesson 2 - Designing Screens with Code
Students are learning about the importance of data in solving problems and highlights how computers can help in this process. The first chapter explores different systems used to represent information in a computer and the challenges and tradeoffs posed by using them. In the second chapter you’ll learn how collections of data are used to solve problems, and how computers help to automate the steps of this process. The chapter concludes by considering how the data problem solving process can be applied to an area of your choosing.
Students are responsible for ALL ACTIVITY GUIDES AND EXERCISES FOR THE FOLLOWING LESSONS: (The virtual item for Lessons 3 and beyond is not working)
Lesson 1 - Representing Matters
Lesson 2 - Patterns and Representations
Lesson 3 - ASCII and Binary Representation
Lesson 4 - Representing Images
Lesson 5 - Representing Numbers
Lesson 6 - Keeping Data Secret
Lesson 7 - Combining Representations
Lesson 8 - Create a Representation
CODE.ORG UNIT 6 - Physical Computing
Students will the role of hardware platforms in computing and how different sensors can provide more effective input and output than the traditional keyboard, mouse, and monitor. Using App Lab and Adafruit’s Circuit Playground, you’ll develop programs that utilize the same hardware inputs and outputs that you see in the smart devices, looking at how a simple rough prototype can lead to a finished product. The unit concludes with a design challenge to use the Circuit Playground as the basis for an innovation of your own design.
Students are responsible for ALL ACTIVITY GUIDES AND EXERCISES FOR THE FOLLOWING LESSONS: (The virtual item for Lessons 3 and beyond is not working)
Lesson 1 - Innovations in Computing
Lesson 2 - Designing Screens with Code