Classes

3d Design & Modeling

Design and Modeling (DM) provides students opportunities to apply the design process to creatively solve problems. Students will learn perspective, isometric, and multi-view sketching as methods for communicating design ideas effectively without the use of technology, learn conversions between two measurement systems and apply measurement skills while dimensioning sketches, and conduct a mechanical dissection to better understand how objects and parts interact. Students work in teams to identify design requirements, research the topic, and engage stakeholders. Students will use 3D modeling software to create a virtual image of their designs and produce a portfolio to showcase their creative solutions. Students will use 3D Printer to model solutions of real world problems.

Below are the activities or lessons that will completed during the semester:

Basic Skills

  1. Safety

  2. 3d Design & Modeling Unit 1

  3. Design Process

  4. Digital Portfolio

  5. 3d Design & Modeling Unit 2

  6. 3d Design & Modeling Unit 3


3d Projects


  1. Design Challenge

  2. Design Challenge

  3. Design Challenge

Block Launcher

  1. Design Challenge

  2. Design Challenge

  3. Design Challenge


App Creators

App Creators (AC) introduces students to the field of computer science and the concepts of computational thinking, through the creation of mobile apps. Students are challenged to be creative and innovative, as they collaboratively design and develop mobile solutions to engaging, authentic problems. Students experience the positive impact of the application of computer science to society as well as to other disciplines, particularly biomedical science.


The unit provides students opportunities for self-expression. Teams identify a personal or community problem of interest to them that can be solved with a mobile app solution. The problem can address issues such as health and wellness, the environment, school culture, emergency preparedness, education, community service—the options are endless!

  1. Let’s Create an App (19)

    • Activity 1.1 The App Revolution (2)

    • Activity 1.2 Amazing Algorithms (1)

    • Activity 1.3 The Germ Guide App (2)

    • Activity 1.4 Coding with Conditions (1)

    • Activity 1.5 Decision Time (2)

    • Activity 1.6 Bug Blasters (1)

    • Activity 1.7 Game Time (4)

    • Project 1.8 Build-A-Body (5)

    • Lesson 1 Summative Assessment (1)

  2. Taking It to the Next Level (16)

    • Activity 2.1 Keep Me in the Loop (2)

    • Activity 2.2 Programming with Procedures (1)

    • Activity 2.3 Playing with Lists (2)

    • Activity 2.4 Disease Tracker (3)

    • Activity 2.4 Extension Persistent Data (1)

    • Project 2.5 Fitness Challenge App (6)

    • Lesson 2 Summative Assessment (1)

code.org material?

  • Unit 4 - The Design Process (6 Weeks)

    1. Analysis of Design

    2. Understanding Your User

    3. User-Centered Design Micro Activity

    4. User Interfaces

    5. Feedback and Testing

    6. Identifying User Needs

    7. Project - Paper Prototype

    8. Designing Apps for Good

    9. Market Research

    10. Paper Prototypes

    11. Prototype Testing

    12. Digital Design

    13. Linking Screens

    14. Testing the App

    15. Improving and Iterating

    16. Project - App Presentation

3. The App Challenge (9)

      • Read and discuss and introductory information

      • Complete Design Process Step 1: Define the Problem

      • Complete Design Process Step 2: Generate Concepts

      • Complete Design Process Step 3: Design a Solution

      • Complete Design Process Step 4: Build and Test

      • Complete Design Process Step 5: Evaluate the Solution

      • Complete Design Process Step 6: Present the Solution

Automation & Robotics

Automation & Robotics (AR) provides students opportunities to apply the design process to creatively solve problems. Students will learn about engineering and the STEM courses (science, technology, engineering, and math). The students learn about mechanical systems, energy transfer, machine automation and computer control systems. Students use the VEX Robotics® platform to design, build, and program real-world objects such as windmills, traffic lights, toll booths, and robotic cars.


Students will investigate and understand various mechanisms to determine their purpose and applications. The students will be able to apply their knowledge of mechanisms to solve a unique problem. Students will design, build, wire, and program both open and closed loop systems. Use motors and sensors appropriately to solve robotic problems. Troubleshoot a malfunctioning system using a methodical approach. Experience the responsibility of a mechanical, electrical and computer engineer through completion of robotic problems.


Students will be expected to create and maintain digital notes in a digital portfolio.


Below are the activities or lessons that will completed during the semester:

Computer Science

Code.org's Computer Science Discoveries (CS) introduces students to computer science as a vehicle for problem solving, communication, and personal expression. As a whole, this semester focuses on the visible aspects of computing and computer science, and encourages students to see where computer science exists around them and how they can engage with it as a tool for exploration and expression.

Where the first semester centers on the immediately observable and personally applicable elements of computer science, the second semester asks students to look outward and explore the impact of computer science on society. Students will see how a thorough user-centered design process produces a better application, how data is used to address problems that affect large numbers of people, and how physical computing with circuit boards allows computers to collect input and return output in a variety of ways.

Through a series of puzzles, challenges, and real world scenarios, students are introduced to a problem solving process. They will understand the role of the web, and how it can be used as a medium for creative expression before creating their own personal web pages. Students are also introduced to problem solving as it relates to programming, as they learn valuable skills such as debugging, using resources, and teamwork. Students build on their coding experience as they create programmatic images, animations, interactive art, and games. Students develop a personalized, interactive program.

Welcome to Room 21

  • Unit 1 - Problem Solving and Computing (4 weeks)

    1. Intro to Problem Solving

      • Newspaper Table

      • Spaghetti Bridge

      • Paper Tower

    2. The Problem Solving Process

    3. Exploring Problem Solving

      • Animals Theme

      • Games Theme

    4. What is a Computer?

    5. Input and Output

    6. Processing

    7. Storage

    8. Project - Propose an App

  • Unit 2 - Web Development (7 weeks)

    1. Exploring Web Pages

    2. Intro to HTML

    3. Headings

    4. Mini-Project: HTML Web Page

    5. Digital Footprint

    6. Styling Text with CSS

    7. Mini-Project: Your Personal Style

    8. Intellectual Property

    9. Using Images

    10. Websites for Expression

    11. Styling Elements with CSS

    12. Your Web Page - Prepare

    13. Project - Personal Web Page

    14. Websites for a Purpose

    15. Team Problem Solving

    16. Sources and Research

    17. CSS Classes

    18. Planning a Multi-Page Site

    19. Linking Pages

    20. Project - Website for a Purpose

    21. Peer Review and Final Touches


  • Unit 3 - Interactive Animations and Games (9 weeks)

    1. Programming for Entertainment

    2. Plotting Shapes

    3. Drawing in Game Lab

    4. Shapes and Parameters

    5. Variables

    6. Random Numbers

    7. Sprites

    8. Sprite Properties

    9. Text

    10. Mini-Project - Captioned Scenes

    11. The Draw Loop

    12. Sprite Movement

    13. Mini-Project - Animation

    14. Conditionals

    15. Keyboard Input

    16. Mouse Input

    17. Project - Interactive Card

    18. Velocity

    19. Collision Detection

    20. Mini-Project - Side Scroller

    21. Complex Sprite Movement

    22. Collisions

    23. Mini-Project - Flyer Game

    24. Functions

    25. The Game Design Process

    26. Using the Game Design Process

    27. Project - Design a Game

CS for Innovators & Makers

Computer Science for Innovators and Makers (IM) teaches students that programming goes beyond the virtual world into the physical world.

The Data and Society unit is about the importance of data in solving problems and highlights how computers can help in this process. Students explores different systems used to represent information in a computer and the challenges and trade offs posed by using them. They will learn how collections of data are used to solve problems, and how computers help to automate the steps of this process. Students will gather their own data and use it to develop an automated solution to a problem.

Students are challenged to creatively use sensors and actuators to develop systems that interact with their environment. While designing algorithms and using computational thinking practices, students code and upload programs to microcontrollers that perform a variety of authentic tasks. The unit broadens students’ understanding of computer science concepts through meaningful applications. Teams select and solve a personally relevant problem related to wearable technology, interactive art, or mechanical devices.

Welcome to Room 21

  • Unit 5 - Data and Society (5 weeks)

    1. Representation Matters

    2. Patterns and Representation

    3. ASCII and Binary Representation

    4. Representing Images

    5. Representing Numbers

    6. Keeping Data Secret

    7. Combining Representations

    8. Create a Representation

    9. Problem Solving and Data

    10. Problem Solving with Big Data

    11. Structuring Data

    12. Making Decisions with Data

    13. Interpreting Data

    14. Automating Data Decisions

    15. Project - Make a Recommendation

  1. Blink! (15-16)

    • Activity 1.1 The Brain (2–3)

    • Activity 1.2 What To Do (3)

    • Activity 1.3 How To Do It (3)

    • Activity 1.4 Crush the Bug (2)

    • Project 1.5 The Blinking Message (4)

    • Lesson 1 Assessment (1)

  2. The Ins and Outs (16–17)

    • Activity 2.1 Need Input (3)

    • Activity 2.2 Responding Output (3–4)

    • Activity 2.3 Get Connected (3)

    • Project 2.4 Secrets and Safes (6)

    • Lesson 2 Assessment (1)

  3. Program the Physical World (13)

    • Activity 3.1 Clean Up Your Code (2)

    • Problem 3.2 Interactions (10)

    • Unit Assessment (1)

Exploring Computer Technology

Exploring Computer Technology (ECT) teaches student about computers and how they can be used in an academic setting. Key elements of this course include developing the correct way to type; using multiple search engines to do Internet research; using Google Tools to create docs, spreadsheets, presentations, surveys & images. The last section of the class, students will have a choose at least two of the following topics to learn:

  • Photo Editing

  • 3d Design

  • Coding

  • Robotics Lite


  • Typing.com - Learn to type correctly with all of your fingers.

  • Nitro Type - Once you can type correctly, race with students all around the world.

  • Google Suite - Learn how to use your .Net account to harness the Google Apps in the G Suite to become and a technologically savvy scholar!

  • Pixlr.com/editor - Free photo editor, watch the videos below to familiarize yourself with the tools.

  • Computer Science Day

    • Computer Science Express with Code.org. Code.org is a non-profit dedicated to expanding access to computer science in schools and increasing participation by women and underrepresented minorities. Our vision is that every student in every school should have the opportunity to learn computer science, just like biology, chemistry or algebra.

    • Scratch is a block based programming developed by MIT. Learn the more concepts of programming and share your scratch with the world!

    • Sphero to learn program a robotic ball to roll, change lights and measure force.

    • Pixar in a Box is a behind-the-scenes look at how Pixar artists do their jobs. You will be able to animate bouncing balls, build a swarm of robots, and make virtual fireworks explode. The subjects you learn in school — math, science, computer science, and humanities — are used every day to create amazing movies at Pixar.