CODE CREATIVE
SYLLABUS
An overview of the Javascript course
Mr. Lee
Course Description
"This class uses the CodeHS curriculum, a site which will introduce students to programming and computer science principles by watching instructional videos, completing module challenges, and participating in class discussions/activities. Upon completion of the CodeHS modules, students will have created several video games using Javascript. This class will directly improve your problem solving skills and your ability to logically break down a complicated task into simple steps."

- CodeHS
Unit 1: Programming with Karel
Module one is programming with Karel. Karel is a dog that only knows how to move, turn left, and place tennis balls in his world. You can give Karel these commands to instruct him to do certain things. We use Karel to teach the sequential nature of programming and allow you to focus on problem solving while building critical thinking skills. This unit will end with several challenging exercises using Karel to accomplish a goal.
Unit 2: Basic JavaScript and Graphics
Module two introduces students to the basics of JavaScript, including variables, user input, control structures, functions with parameters and return values, basic graphics and how to assign an object’s properties and use their methods. The project for this unit is a “Guessing Game” where the player needs to guess a random number chosen by the computer.
Unit 3: Animation and Games
Now, your graphics will come to life. You will learn how to make objects move around the screen. You will also learn how to let the user interact with your program using their mouse. At the end of this section, students will program their very own version of “Breakout” the video game.
Unit 4: Basic Data Structures
In this unit, we will be introduced to lists/arrays, maps/objects, sets, and grids. These are the essential basic data structures that any program will use. The end of unit program will be an electronic version of “Tic Tac Toe”.
Unit 5: Game Design: Helicopter
Now that students have learned the tools to make amazing games, this module walks you through the creation of the classic Helicopter game one step at a time.
Unit 6: Game Design: Additional Projects
After recreating the classic Helicopter, students are now given the opportunity to create games outlined in the "Projects" portion of this website or one of their own creation.
Grading Policy
Academic grades are determined by percentage of points earned out of total points possible. A standard grading scale is used:
  • 90% - A
  • 80% - B
  • 70% - C
  • 60% - D
Earning less than 60% of possible points will result in the grade of F. Points are accumulated through the following activities:
  • Projects (40%)
  • Classwork/Homework (52%)
  • Participation (8%)
Classwork/Homework
It is the student’s responsibility to turn in homework assignments if they miss class due to illness or other approved absence. Due dates for class assignments will not be flexible unless there is an extreme circumstance. Grading of “Citizenship” will follow the Titan Guide and will take into account in-class behavior, earned participation points and tardies. To be on time you must be in your seat and ready to begin when the bell rings.

Behavior Guidelines
  • Be respectful of yourself, your classmates, your teacher and your school.
  • Engage the textbook and other online resources.
  • Ask the Teacher questions when they arise.
  • Be in your seat and on task when the bell rings.
  • No food or gum in the classroom. You may bring a bottle of water.
  • All school policies as listed in the Titan Guide will be enforced.
Every student deserves the opportunity to be in an environment that is conducive to learning. The guidelines listed above were designed to help ensure a positive learning environment in the classroom and will be enforced to promote a healthy learning environment for all students. That being said, two weeks of school will pass without any consequences for breaches in behavior as the class becomes accustom to my specific classroom rules and behavioral expectations.

Behavior Consequences
Any breaches of behavior will be noted in Powerschool and every two instances will result in a lowered Citizenship grade. For every instance, one's Semester grade will be lowered a percentage point. After 4 instances in a semester, a call home will be made. After 8 instances in a semester, a meeting with a parent and administrator will be made.
Cell Phone Policy
Cell phones must be silenced and stored in a backpack or bag before entering the classroom. If a cell phone is audible or visible for any reason without permission, it will be taken away and handed over to the AP in charge of behavior.
Contact Information
Students and parents with questions or concerns should not hesitate to schedule an appointment. Students may also come in for help most days during lunch. Email is the most efficient way for parents to contact me.
  • Email: dlee at smusd.us
  • Phone: 626-299-7020 ext. 3305
  • Fax: 626-299-7023