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Year 7 - Computer Science

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  • Daily Resources and Learning Intentions

    Daily Resources and Learning Intentions

    • These learning intentions help students in Computer Science stay focused and involved.

      It is important for all students in Computer Science classes to open the learning intentions and the resources that are published and posted at the start of each class and then determine the success criteria to assess understanding.

      When absent or away from school, all students are expected to self-help and complete the activities to help learn and keep ahead.

    • DATE

      TOPIC

      LEARNING INTENTIONS

      Thu 6 Sept Getting Connected Click Here
    Daily Resources and Learning Intentions
  • Course Overview & Assessment

    Course Overview & Assessment

    • plan

    • Course Description

      Students learn to be responsible users of digital technology, capable of developing coded solutions for specific needs. Students use ICT to develop design ideas, solve problems, develop arcade games, build robots and collaborate online. In this 1 year course, students learn general-purpose programming languages and use those skills to solve information problems and automate repetitive tasks. Our students explore a variety of coding approaches through a combination of coding interfaces with Java and BlueJ, games design with graphics and sound using Processing.org libraries, and robotic systems and control using extensive Arduino development kits and 3D printers in our HS Innovation Hub.

    • Unit Plan 2022-2023

    • Learning Enrichment and Challenge

      enrichment

    • Using and Applying Technology

      x

    • Thinking Effectively and Knowing How to Learn

      a

    • Knowledge, Understanding and Techniques

      s

    • Work Expectations in Computer Science

    • Sample - Work Submission Format


    • ACS computing - Knowing How to Learn

    Course Overview & Assessment
  • Unit 1 - Computational Thinking and Java Programming

    Unit 1 - Computational Thinking and Java Programming

    • For any aspiring programmer, the benefits of learning Java are foundational to learning subsequent coding languages such as C, C#, C++, Python and others. This is because Java teaches new coders how to think like a programmer, working through processes with logic and testing out ideas.

    • Objectives

      Students learn to:

      begin mastering concepts and issues to solve problems and create solutions through coding in Java; use good programming style, best practice techniques and in-code documentation; understand language syntax, to compile programs using command line interfaces and the BlueJ IDE; understand data types and their limitations;  understand different types of computer error:  logic, runtime, syntax;  design and create algorithms using a range of primitive data types, variables, math library functions and custom formulas; investigate alternative approaches to solving problems; 

      Assessment:

      Coding Challenges:  A range of tasks where students demonstrate their understanding of solving problems through coded exercises in Java.  Students present solutions in logbooks showing appropriate testing.  

    • Computational Thinking - Pictorials and Group Challenges

    • Variables and Formulas

    • Exploring Java

      • Comments in Java Code
      • Summative Assignment - Using Formulas in Java
      • 5 Basic Principles Of Graphic Design You Take For Granted Everyday
      • Examples of Using Scanner()
      • Solution - Using Scanner.nextLine() after Scanner.nextInt() 
      • Summative Assignment - Solving Problems II
      • Types of Program Error

    Unit 1 - Computational Thinking and Java Programming
  • Unit 1 - Data Representation and Logic Programming using Conditionals

    Unit 1 - Data Representation and Logic Programming using Conditionals

    • Design, develop and document software solutions; test and evaluate software solutions.

      Assessment Notification: 

      Unit 1.1
      Formative (10%): A range of coding exercises and logbooks
      Summative (90%): A range of coding challenges

    • Students learn to...

      Design, develop and document software solutions;  master branching and decision making; master a range of techniques to iterate in Java using while, for and repeat loops;  testing and evaluating software solutions.

      • Video Tutorial - 
        Why do computers use 1's and 0's
      • Video Tutorial - 
        Understanding Binary, Hexadecimal, Decimal (Base-10)
      • Google Worksheet - Binary to Decimal Conversions
      • Practice - Cisco Binary Numbers Game
      • Revision - Video Tutorial - 
        How To Convert Decimal to Hexadecimal
      • Online Converter - All Bases - Check your Answers - Extension -> Create it in Java

      Extension Students:  Create your own version of the base convertor.  You may also extend with SWING or JavaScript.

      • Practice - Flippy Bit Game
      • Video Tutorial - RGB Colours Explained
      • Summative Assignment - Binary, Hex Conversion Worksheet
      • Quick reference - The ASCII conversion table

    • Branching and Decision Making

    Unit 1 - Data Representation and Logic Programming using Conditionals
  • Unit 2 - Games Programming & Computer Graphics

    Unit 2 - Games Programming & Computer Graphics

    • Design, develop and document software solutions; test and evaluate software solutions.

      Assessment Notification: 

      Unit 2
      Formative (10%): A range of coding exercises and logbooks
      Summative (90%): A range of coding challenges to code and create with graphics

    • Web Link
      Installing Processing, Arduino and BlueJ
      Web Link
      Processing Keywords to Get to Know
      Web Link
      Red House - Samples
      Web Link
      Task 1 - Scaffold for Task - Coding with Graphics
      Web Link
      Activity - Games Programming


    Unit 2 - Games Programming & Computer Graphics
  • Unit 3 - Robotics & Control Systems

    Unit 3 - Robotics & Control Systems

    • Create Arduino circuits and building a Rover to program and escape a maze.

      Assessment Notification: 

      Unit 3
      Formative (10%): A range of robotics challenges with logbooks
      Summative (90%): A range of rover challenges to escape a maze.

    • Arduino - Posters - Raceday, Pathday, Independence Day

    • Maze Rover Competition

      Getting Started with Arduino

      Instructions and Tasks

      Getting Started

      Competition Task Sheet

      “Simon Said” Development Teams Challenge

      Assessment Scores

      Teams Result and Scoreboard 

      The Maze Challenges

      Posters

      Race Day, Rover Day & Independence Day

      Task Sheet

      Slides: ACS Rover Guide

      Rover Assembly Guides

      Video - Robot Assembly - Rover V2

      Video - Robot Assembly - Gearbox and Chassis

      Rover Tank - Main Website - Documentation

      Difference between Analog and Digital Signals

      Arduino Lessons

      Arduino Lessons 1-33

      Code for Lessons 1-33

      Code.zip Archive

    Unit 3 - Robotics & Control Systems
Year 7 - Computer Science
Daily Resources and Learning Intentions
Course Overview & Assessment
Unit 1 - Computational Thinking and Java Programming
Unit 1 - Data Representation and Logic Programming using Conditionals
Unit 2 - Games Programming & Computer Graphics
Unit 3 - Robotics & Control Systems
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