This is a semester long class.
6th grade virtual learners will do keyboarding in the first 9 weeks of class
and computer applications in the 2nd 9 weeks of class.. 7th and 8th grade virtual learners will participate in the PLTW Computer Science course called Innovators and Makers. Keyboarding will be dispersed throughout the semester.
6th grade virtual learners will do keyboarding in the first 9 weeks of class
and computer applications in the 2nd 9 weeks of class.. 7th and 8th grade virtual learners will participate in the PLTW Computer Science course called Innovators and Makers. Keyboarding will be dispersed throughout the semester.
6th Grade
1st 9 Weeks |
2nd 9 weeks |
Keyboarding SyllabusThis course will be taken online using the Ellsworth Publishing software, www.keyboardingonline.com. This course is designed to provide an opportunity for students to master the skill of entering alphabetic, numeric, and symbolic information on a keyboard using the touch method of key stroking. Emphasis is placed on development of accuracy and speed, proper techniques, and correct finger usage.
It is very important that students pace themselves through the nine-week period. The program is set up so that the student will be on task and finish the course in 50-60 hours. Students will be on pace to complete 12-13 lines per lesson per day. The Ellsworth Publishing software automatically updates the student’s grade as s/he progresses through the program. The instructor will update the student’s grade once a week in the PowerSchool grade book. There are several percentages that are taken into account that each student sees when logging into the program: speed, accuracy, and corrections. Distribution of the Ellsworth Publishing grades: Understanding: Lessons 1-11 The student will locate all of the keys on the keyboard and learn the correct techniques for those reaches. Mastery: Lessons 12-24 35% For advanced typers Numbers and Symbols: Lessons 25-33 15% Not covered; advanced. Homework
Materials needed every day: planner, silent reading book Students are expected to enter the lab and get to work right away. Students must work bell to bell. NO FOOD OR DRINK ALLOWED!!! Rules The following rules are put into place to ensure the students are on task:
Destruction of equipment will result in an office referral. |
Computer Applications SyllabusThis course students participate in several project-based activities using free resources on the internet. Each project is called a Quests.
Course Goals:
Homework
Materials needed every day: planner, silent reading book Students are expected to enter the lab and get to work right away. Students must work bell to bell. Rules The following rules are put into place to ensure the students are on task:
Destruction of equipment will result in an office referral. |
7th and 8th Grade
PLTW Computer Science for Innovators and Makers
This unit will allow students to discover computer science concepts and skills by creating personally relevant, tangible, and shareable projects. Throughout the unit, students will learn about programming for the physical world by blending hardware design and software development. They will design and develop a physical computing device, interactive art installation, or wearable, and plan and develop code for microcontrollers that bring their physical designs to life.
Physical computing projects will promote student awareness of interactive systems, including Internet of Things (IoT) devices, and broaden their understanding of abstract computer science concepts through meaningful and authentic applications.
Examples of physical computing projects students might design include interactive art, wearable technology, and mechanical devices, like this pill dispenser. They involve objects, systems, or installations that interact with their environment through sensors (input) and actuators (output). Physical computing projects are often controlled by a computer or microcontroller where the program is stored.
This unit will allow students to discover computer science concepts and skills by creating personally relevant, tangible, and shareable projects. Throughout the unit, students will learn about programming for the physical world by blending hardware design and software development. They will design and develop a physical computing device, interactive art installation, or wearable, and plan and develop code for microcontrollers that bring their physical designs to life.
Physical computing projects will promote student awareness of interactive systems, including Internet of Things (IoT) devices, and broaden their understanding of abstract computer science concepts through meaningful and authentic applications.
Examples of physical computing projects students might design include interactive art, wearable technology, and mechanical devices, like this pill dispenser. They involve objects, systems, or installations that interact with their environment through sensors (input) and actuators (output). Physical computing projects are often controlled by a computer or microcontroller where the program is stored.
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