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Course Title: Python 3 |
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Curriculum Description: This ten-lesson module follows Python 2 and introduces advanced concepts in Python programming. |
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Prerequisites: Python 1 and Python 2 |
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Course Content: In this course, students will complete a series of lessons that introduce advanced Python concepts and expand on material learned in previous lessons. Topics include functional programming, compound conditionals, importing modules, dictionaries, error handling. |
Assessment Tools:
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Standards addressed in all lessons: Each lesson includes components that address these standards. Skill Building:
Debugging:
Create Projects:
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Student Activities: How is learning demonstrated? Lessons are based on a differentiated instruction model with multiple exit points: Skill Build – Learn new concepts to create a project following a step-by-step approach. Modify – Apply learned concepts to modify and add to the existing project. Create – Show mastery by building a real-world relevant project on their own or as part of a team. |
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Lesson 1 - Arcade Game
Build a simple game with keyboard controls and code organized under separate functions.
Create Project: Design a maze for the user to navigate. |
Standards:
2-AP-11: Use Variables
2-AP-14: Functions
2-AP-19: Comments and Documentation |
Learning Targets:
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Lesson 2 - Animal Classifier Use if statements and logical operators to classify a vertebrate.
Create Project: Using a truth table, make a program that employs logic to determine a user's type (e.g. superhero, dog, etc.). |
Standards:
2-AP-11: Use Variables
2-AP-12: Control Structures
2-AP-14: Functions |
Learning Targets:
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Lesson 3 - Time of Day Determine a future time of day after adding time to the current time by importing the datetime module.
Create Project: Calculate how long the user has been alive using functions inside the datetime module. |
Standards:
2-AP-11: Use Variables
2-AP-16: Reuse and Attribute
2-AP-19: Comments and Documentation |
Learning Targets:
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Lesson 4 - Grade Calculator
Use list commands to store, manipulate, and make calculations with grades and display them to the console.
Create Project: Allow the user to make a dance routine using list commands. |
Standards:
2-AP-11: Use Variables |
Learning Targets:
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Lesson 5 - Alien Whack-a-Mole
Build a game and associate the objective to point values by using a dictionary.
Create Project: Use dictionaries to create a shape-based art generator. |
Standards:
2-AP-11: Use Variables
2-AP-14: Functions
2-AP-19: Comments and Documentation |
Learning Targets:
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Lesson 6 - High Score
Read and write to a CSV file in order to save high score data for a game.
Create Project: Add the capability to save users' high score information for a game of the student's choice. |
Standards: 2-DA-08: Data Visualization
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Learning Targets:
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Lesson 7 - Enter Password
Simulate a login page by continuously requesting a password until the user enters it correctly.
Create Project: Design an endlessly looping animation in the style of a GIF. |
Standards:
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Learning Targets:
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Lesson 8 - Starry Night
Generate a scene based on user input, preventing input errors from halting the program.
Create Project: Allow the user to answer questions to design a screen saver animation. |
Standards: 2-AP-17: Test and Refine |
Learning Targets:
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Lesson 9 - Ice Cream Shoppe
Serve the user a frozen desert depending on their choices using nested if statements to narrow the options.
Create Project: Write a Choose-Your-Own-Adventure style story with multiple branches that take the user down different paths. |
Standards: 2-AP-12: Control Structures |
Learning Targets:
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Lesson 10 - Maze Maker
Plan a maze by mapping it to a two-dimensional list and use nested loops to place it on the stage.
Create Project: Draw a picture using a two-dimensional list. |
Standards: 2-AP-11: Use Variables
2-AP-12: Control Structures |
Learning Targets:
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