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Lifang Chang
Fall 2007
INTRODUCTORY MATERIAL
way of the writing program, python expressions, functions, control flows, and
simple GUI (graphical user interface). They will design a small game using a
samples to help them on many programming concepts, and may take optional
comments. Students can benefit from the peer discussion and are able to
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IDE installed, students are able to write, compile and debug source codes to
CS-I.1 Students will demonstrate knowledge of and skill regarding the syntax and
semantics of a high level programming language, its control structures, and its basic data
representations.
CS-I.2 Students will design, implement, and test programs in languages from two
different programming paradigms (e.g. imperative and object-oriented) in a manner
appropriate to each paradigm.
Topical questions:
1. What command do you use to display "How are you" in screen?
2. How do you calculate "1+2" with python?
3. How do you configure the "black" color in python?
4. How do you make a computer guess numbers from 1-10?
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Overarching enduring understandings for this unit (Transcend the
content knowledge of the unit):
Students will understand that:
1. The way of the computing program works
2. How to express the real-world problems into a logic order with python
3. How does GUI connect programming and application
Topical enduring understandings for this unit (Are specific to the unit
topic. Involve generalizations derived from the specific content
knowledge and skills of the unit):
Students will understand that:
1. The syntax of input, output, math, conditional execution and repetition in
python
2. Function definition, parameters and arguments.
3. The "import" statement and control flow statement
• What key knowledge and skills will students acquire as a result of this unit?
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Optional tasks—Choose one of the three tasks for advanced programming excises.
(1) Write a function which displays nine blank lines.
(2) List and maintain a student-sports match record.
(3) Integrate PyGresql to create a web-hosting website.
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STAGE 3 – PLAN LEARNING EXPERIENCES
What sequence of teaching and learning experiences will equip students to engage
with, develop, and demonstrate the desired understandings? List the key teaching
and learning activities in sequence in a daily format. Be specific to how technology
is being used to promote learning. This section needs to be written specifically so a
classroom teacher could implement the teaching and learning experiences in a
classroom environment.
Day 1: Introduce the driving question: What do you expect one kind of programming
language to be simple and effective? Pretest two simple questions aligned to essential
questions.
Questions: Use either nature language or one kind of programming language,
1. How do you display “Hello, world” on the computer screen?
2. How do you calculate the “64+256” and get the sum result?
Day 5: No face-to-face meeting. Students can work with their own learning paces.
Students will discuss on two source code samples posted in the class blog. At the same
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time, encourage students share their programming works on the blog. Emphasize on the
variables, operators and functions.
Day 7: Instruct students to look at complete functions and help students to analyze what
the functions’ running results are. Then introduction of an important programming
technique called “incremental development”. The goal of incremental development is to
avoid long debugging sessions by adding and testing only a small amount of code at a
time.
Students are assigned to work with a teammate. Each group works on one
program exercise. Emphasize on the function type, programming with style and unit
testing.
Day 8: No face-to-face meeting. Students can work with their own learning paces.
Students can work with their own learning paces. Students will discuss on three source
code samples posted in the class blog. At the same time, encourage students share their
programming works on the blog. Emphasize on the program planning, editing and
debugging techniques.
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Day 11: Introduction of the Graphics to the class. Students are informed that they can use
the existing already graphics packages provided by the instructor. Students need to know
how to import the package to their program.
Day 12: No face-to-face meeting. Students can work with their own learning paces. They
will discuss two graphics program samples in the class blog. In addition, encourage
advanced students share their programming works to the class blog.
Day 13: Students discuss their game program planning. Instruct students to draw a flow
chart to organize their thoughts.
Day 14: No Face-to-face meeting. Students will work on their final game program. And
raise questions, make comments or something like that on the class blog.
Stage 1—To what extent does the design focus on the big ideas of targeted
content?
How are the targeted understandings enduring, based on transferable, big ideas at
the heart of the discipline and in need of uncoverage?
From the instructor’s modeling, students will know how to think as a professional
programmer. Students are required take exercises in class, and then the instructor can
scaffold the students how to express the real-world problems into a logic order with
python.
How are the targeted understandings framed by questions that spark meaningful
connections, provoke genuine inquiry and deep thought, and encourage transfer?
Provide specific learning task examples from the unit.
Learning to think like a professional programmer involves a great deal of abstract
reasoning and applied logic. Students in this class need to discuss on the class blog and
work with a teammate. I believe the cooperating learning process will provoke students’
meaningful connections.
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How are the essential questions provocative, arguable, and likely to generate inquiry
around the central ideas (rather than a “pat” answer)?
“What do you expect one kind of programming language to be simple and effective?
” is an essential question for this unit. Students who have programming experience can
give their experience-related examples. At the same time, students who have no any
programming experience can also give their explanations such as using natural language
etc.
What is your evidence that valid and unit-relevant knowledge and skills
are identified?
Students have to work in-class with small program exercises, and they will submit a final
small game program to prove what they learn in this unit.
Stage 2—To what extent do the assessments provide fair, valid, reliable
and sufficient measures of the desired results?
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1. Formative assessment: students will be assessed at each face-to-face class. The
instructor can scaffold students to program exercises.
2. Summative assessment: students will need to take a posttest and submit a final small
video game to prove what they learn in this unit.
The in-class exercises will make the instructor and the students know what the learning
and teaching is going on. The feedback is in-class and scaffolding.
As far as posttest, students will run their program in the school’s computer lab. Students
would get direct feedback from the instructor. A number will be (1-100) is assigned. The
posttest will be 30% of the final course mark.
How will assessments be used as summative feedback for students and teachers?
Students will submit their final program to the instructor. The instructor would run
students’ program on his/her computer. Then the instructor will comment or give further
suggestions to each student. Also, a number will be (1-100) is assigned. The final game
will be 70% of the final course mark.
Stage 3—To what extent is the learning plan effective and engaging?
How will students know where they’re going (the learning goals), why the material is
important (reason for learning the content) and what is required of them (unit goal,
performance requirements and evaluative criteria)?
The instructor scaffolds on each in-class programming exercise. The instructor will info
individual student where he/she is going.
Since this unit is designed to support the teaching of programming to students with no
previous programming experience, the python will benefit their future C++ learning in
the computer science AP exam.
This unit goal is to help students to learn python programming language for the effective
use of modules and graphics programming.
How will students be hooked—engaged in digging into the big ideas (e.g., through
inquiry, research, problem solving, and experimentation)?
This unit is full of handy programming exercises. The programming exercises will help
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students to engage in digging into the big ideas.
What opportunities will students have to explore and experience big ideas and
receive instruction to equip them for the required performances?
In this unit, the in-class learning activities will encourage students to explore and
experience big ideas.
How will students evaluate their work, reflect on their learning, and set goals?
There will be a self-assessment for each student. They can evaluate their work using self-
assessment sheet. The criteria will be similar with the below rubric.
How is the instructional unit tailored and flexible to address the interests and
learning styles of all students?
The unit provides students optional choices on each learning activities stage such as in-
class exercises and final game topics etc.
ASSESSMENT EVIDENCE
In this section, you will provide appropriate scoring tools used to evaluate student
products, performances, and content understandings?
Specific Performance Task Examples and Scoring Criteria. Include the actual
performance tasks the learners would receive. Include at least one analytic trait
rubric.
Students’ in-class exercises will be assessed by showing the running results to the
instructor.
The following rubric will be used for self-assessment and final game program assessment.
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Criteria 90-100% 70-80% 10-60% 0%
Excellent Adequate Substandard No effort
Does the program No errors Minor details Significant Misses the
adhere to syntaxes in of the details of the point of the
every detail? standards are standards or the problem.
violated, or underlying
poor choices program intent
are made are violated,
where the but the program
standards are still fulfills
unclear. essential
functions.
Does the program No errors 1-3 minor More than three More than
demonstrate good errors minor errors one major
modular design? OR one major error
error
Can the program run on Works Works for Fails for typical Fails for
one system? correctly in typical input, input, for a typical input,
all cases. may fail for minor reason. for a
minor special significant
cases. reason.
Is the user interface No errors 1-3 minor More than three More than
clear and maintainable? errors minor errors one major
OR one major error
error
Does the source code No errors 1-3 minor More than three More than
use the python errors minor errors one major
language features well? OR one major error
error
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Quiz and Test Items. List the specific quiz and test items that will be included in the
unit to assess content knowledge. Provide an answer key.
In-class Exercises:
1. Count 1+2+3+4
>>> 1+2+3+4
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Posttest:
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Cl.set_color(‘red’)
1. Shooting ball:
end_graphics()
2. chasing robot:
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print keys
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