Computer Studies 10: Course Outline

Teacher: Mr. Colin Kam
Room: 142
Block: 1-1, 1-2, 1-4

Indigenous Acknowledgement: We acknowledge that we live, work, play, and learn on the unceded and traditional territory of the xʷməθkʷəy̓əm (Musqueam), sel̓íl̓witulh (Tsleil Waututh) and sḵwx̱wú7mesh (Squamish) Coast Salish peoples.

Indigenous knowledge and perspectives are an important part of the historical foundation of both B.C. and Canada and are integrated into every subject in the new curriculum. All students will have opportunities to better understand and respect a variety of cultures, both their own and others.

Pre-requisites: Grade 9 or 10. Basic programming and/or coding experience is recommended but not required.

Computer Studies 10 is an introductory programming and coding course in which students learn to code in HTML/CSS for websites, design games in GameMaker, and learn the basics of industry language such as C#. With permission from the teacher, those who have prior experience in programming may work on self-directed game-making projects instead. This course is intended for students who plan to take Programming 11 in the future.

Curriculum: https://curriculum.gov.bc.ca/curriculum/adst/10/computer-studies

Big Ideas:

  • User needs and interests drive the design process.
  • Complex tasks require different technologies and tools at different stages.
  • and more …

Curricular Competencies:

  • Screen ideas against criteria and constraints.
  • Identify sources of feedback and develop an appropriate test of the prototype.
  • Identify and use appropriate tools, technologies, materials, and processes for production
  • Make a step-by-step plan for production and carry it out, making changes as needed
  • and more …

Content:

  • Principles of computational thinking.
  • Introductory computer programming concepts and constructs.
  • Planning and writing simple programs, including games.
  • Impacts of computers and technology on society.

The three core competencies that all students need to develop in order to engage in deep and life-long learning include:

  • Communication: competencies encompass the knowledge, skills, processes, and dispositions we associate with interactions with others. The communication core competency has two interrelated sub-competencies: Communicating and Collaborating. 
  • Thinking: competencies encompass the knowledge, skills and processes we associate with intellectual development and is demonstrated through Creative thinking and Critical thinking
  • Personal & Social: competencies relate to students’ identity in the world, both as individuals and as members of their community and society. This includes Positive personal & cultural identity, Personal awareness & responsibility, and Social responsibility

Schedule: The timeline may be subjected to change at the teacher’s discretion.

  • GameMaker (6 weeks)
  • HTML and CSS with JavaScript (6 weeks)
  • Capstone Project (1 week)
  • Visual C# (5 weeks)

Student Materials: Students will bring the following for in-person class:

  • Microfiber cloth
    • To wipe off the keyboards before and after use.
    • Disinfectant solution available in class.
    • Name on the cloth is recommended.
  • Headphone or earbud (2.5 mm jack)
  • USB drive (2 GB or more) is strongly recommended!
  • Optional: Laptop with Windows

At home, Windows PC is strongly recommended to run the GameMaker software properly. Mac users may use Bootcamp or VirtualBox to install Windows 10. Mac and Linux users might be able to run GameMaker on Wine.

Assignments: Students are provided a sufficient amount of time in class and at home to complete their assignments. This allows the teacher to give instant and on-going feedback; the teacher expects nothing less than quality end-products. Late assignments will be counted as missing (i.e. zero) until they are marked, usually at a much later time. Students may request an extension before the deadline, and it is only granted on an individual basis under special circumstances.

Students who require extra help can meet with the teacher during Flexible Instructional Time (FIT) or make an appointment.

Classroom Rules: Staff and students are expected to fully abide to the VSB Code of Conduct and the Acceptable Use of Technology Policy. In addition, students are responsible for taking full advantage of their learning opportunities. The teacher’s responsibility is to provide such opportunities, to fairly evaluate students, and to establish a safe learning environment by supporting these five classroom rules:

  1. Come to class on time.
  2. Be prepared to learn.
  3. Respect yourself and others.
  4. Take good care of school property.
  5. Keep the classroom clean.

Washroom privileges are allowed at the teacher’s discretion but not to be abused. NEVER bring food, drinks, or cell phones into the classroom, as they will be confiscated on sight and returned at the end of the day or next day.

Evaluation: Students will be evaluated on assignments, projects and quizzes. The final mark will be calculated as follows:

  • GameMaker (5 assignments) – 30%
  • HTML and CSS (5 assignments + test) – 30%
  • Capstone Project – 10%
  • Visual C# (3 to 4 assignments) – 30%

The cut-off dates are as follows:

  • Oct. 14 – Semester 1 Interim Report
  • Nov. 12 – Semester 1 Midterm Report
  • Jan. 28 – Semester 1 Final Report

Letter grades are based on the student’s ability to meet the learning outcomes of the course, whereas work habits are reported as excellent (E), good (G), satisfactory (S) or needing improvement (N).

Last Updated: September 8, 2021