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Hex 4: Intro to Programming with Karel

     

Level

Level

Level

Level

Learning Target Description

1

2

3

4

 

can write and use Karel Commands with proper formatting and indentations.

I

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1.1

Score

       
 

can effectively combine a series of commands to accomplish a task.

I

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1.2

Score

       
 

can define and use functions to make my code efficient & easier to read.

I

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1.3

Score

       
 

I

can Decompose a large task into a

Date

               

1.4

combination of smaller functions.

Score

       
 

can effectively comment my code so others will know how it is designed.

I

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1.5

Score

       
   

Date

               

1.6

I

can use for loops to repeat a command

Score

       
 

can use if statements to verify a condition within my program.

I

Date

               

1.7

Score

       
 

can use if/else statements to allow my code to work in a variety of scenarios.

I

Date

               

1.8

Score

       
 

can use while loops to repeat commands as long as a condition is true.

I

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1.9

Score

       
 

can read & debug code written by someone else.

I

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1.10

Score

       
 

can synthesize control structures to combine them effectively to complete a desired task.

I

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1.11

Score

       
 

Enduring Understandings

 

Essential Questions

 

A well designed program, carefully thought out in advance, will be easier to code, demonstrate fewer bugs, and require less maintenance in the future.

What is top down design?

 

How do we decide if we should use a while loop or a for loop?

 

A computer program is a set of instructions created to perform the steps specified in an algorithm.

 

What are the different types of control structures, and how do we know when to use each one?

How do you approach breaking down a tough coding problem into smaller problems?

Well written code, with comments, is efficient, easy for a future user to understand, and modular.

Fundamentals of computer program development include conditionals, looping.

Computer program development involves the incorporation of methods to perform repeated tasks.

 

How do we test and debug our programs?

Math Practice Standards

MP1 Make sense of problems and persevere in solving them.

MP.5 Use appropriate tools strategically.

MP2 Reason abstractly and quantitatively.

MP.6 Attend to precision.

MP3 Construct viable arguments and critique the reasoning of others

MP7 Look for and make use of structure.

MP4 Model with mathematics

MP8 Look for and express regularity in repeated reasoning

Vocabulary / Key Concepts

command

function

bug

top down design

decomposition

comments

loop

for loop

if statement

if/else statement

world

while loop

programming style

control structures

edge cases

Instructional Tasks

Introduction to Programming With Karel

Hurdle Karel

Move to Wall

The Two Towers

Follow The Yellow Ball Road

Quiz: Karel Commands

Commenting Your Code

Lay Row of Tennis Balls

Our First Karel Program

Hurdle Karel

Big Tower

Your First Karel Program

The Two Towers + Comments

Reading Others' Code: Grading Take 'em All Grading Take 'Em All

Short Stack

Super Karel

More Basic Karel

Hurdle Karel (w/ SuperKarel) The Two Towers + SuperKarel For Loops Repeated Move

Control Structures Example Cleanup Karel

Tennis Ball Square

Make a Tower

Random Hurdles

Pyramid of Karel

Put Down Tennis Balls

More Karel Examples and Testing Move Tennis Ball Stack

Karel Can't Turn Right

Take 'em All

Tower and Turn Right

Slide Karel

Dizzy Karel

For Loop Square

Climbing Karel

How to Indent Your Code

Fireman Karel

Lots of Hurdles

Dance and Clean Karel

Functions in Karel

Turn Around

If Statements

Safe Take Ball

Diagonal Staircase

Challenge Exercises:

Pancakes

Is There a Ball?

o

Fetch

Mario Karel

 

o

Racing Karel

 

If/Else Statements

o

Tower Builder

The Start Function

One Ball in Each Spot

o

Super Cleanup Karel

Tower with Start Function

Right Side Up

o

Double Tennis Balls

Pancakes with Start

While Loops in Karel

 

Top Down Design and Decomposition in Karel