COURSE: COMPUTER MATH (Standard)
TOPIC: Introduction To
Computers, Simple Programming Concepts and Techniques
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STAGE 1:
IDENTIFY DESIRED RESULTS |
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Content Standard(s) Generalizations about what students should know and be able to do |
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Established Goals: CT Frameworks: a) A wide variety of functions can be used to model real world situations. b) Functions can be viewed as objects on which operations can be performed. c) Properties of numbers are used to develop strategies for computation and estimation and judging the reasonableness of results. d) Technology can be used to interpret large sets of numbers. NCTM Standards: a) Use symbolic algebra to represent and explain mathematical relationships. b) Use a variety of symbolic representations, including recursive and parametric equations, for functions and relations. c) Use symbolic expressions, including iterative and recursive forms, to represent relationships arising from various contexts. d) Build new mathematical knowledge through problem solving. e) Solve problems that arise in mathematics and in other contexts. f) Apply and adapt a variety of appropriate strategies to solve problems. g) Monitor and reflect on the process of mathematical problem solving. |
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Enduring Understandings Insights earned from exploring generalizations via the essential
questions (Students will understand THAT…) |
Essential Questions Inquiry used to explore generalizations |
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1. A computer is an electronic device that manipulates symbolic information according to a list of precise instructions to perform a very few simple operations. 2. A computer can store information, perform arithmetic operations, and compare two numbers to make a decision. 3. The age of modern computers began in 1944 and as technology improved, computers improved, and became smaller, faster, cheaper, and easier to use. 4. A computer program is a planned sequence of instructions that tells a computer system what steps to perform in order to produce a desired result or output. 5. Problem solving skills are an essential tool for writing computer programs. 6. Programming statements are used to write simple programs by assigning values to variables, performing arithmetic operations, and printing the results. 7. Data can be input directly or interactively. 8. The application will determine the best method of inputting data. 9. Labeling results is important to help the user recognize what the program does and what the results mean. 10. Printing results in a table is an excellent way to clearly display output for programs with multiple results. |
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Knowledge and Skills What students are expected to know and be able to do |
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Students will know…
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Students will be able to…
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STAGE 2:
DETERMINE ACCEPTABLE EVIDENCE |
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Performance Task(s) Authentic application in
new context to evaluate student achievement of desired results designed
according to GRASPS (Goal, Role, Audience, Setting Performance, Standards) |
Other Evidence Application that is functional in a classroom context only to
evaluate student achievement of desired results |
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You work for a bank and are given the task of writing a
computer program that will show the value of a bond for that is held for a
given period of time. Using the
formula for compound interest, A = P(1 + R/T)^(TN), where A is the new value,
P is the original value, R is the interest rate, T is the number of times the
bond is compounded per year, and N is the number of years, find the value of
a $10,000 bond after 10 years at 5.5% interest compounded semi-annually. You will show the results of your program
to a customer to help them make a decision concerning the amount they want to
invest in bonds and for how long they want to invest. The program should be written so that
different amounts can be easily entered giving the customer information for
any option they may desire. |
In addition to tests and quizzes, one or more of the following will be used: 1. Cooperative learning activities. 2. Informal and formal checks of exercises and programs written out before being entered into the computer.
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STAGE 3:
DEVELOP LEARNING PLAN |
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Learning Activities:
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COURSE: COMPUTER MATH (Standard)
TOPIC: Advanced Programming Concepts and Techniques
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STAGE 1:
IDENTIFY DESIRED RESULTS |
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Content Standard(s) Generalizations about what students should know and be able to do |
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Established Goals: CT Frameworks: a) A wide variety of functions can be used to model real world situations. b) Functions can be viewed as objects on which operations can be performed. c) Properties of numbers are used to develop strategies for computation and estimation and judging the reasonableness of results. d) Technology can be used to interpret large sets of numbers. NCTM Standards: a) Use symbolic algebra to represent and explain mathematical relationships. b) Use a variety of symbolic representations, including recursive and parametric equations, for functions and relations. c) Use symbolic expressions, including iterative and recursive forms, to represent relationships arising from various contexts. d) Build new mathematical knowledge through problem solving. e) Solve problems that arise in mathematics and in other contexts. f) Apply and adapt a variety of appropriate strategies to solve problems. g) Monitor and reflect on the process of mathematical problem solving. |
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Enduring Understandings Insights earned from exploring generalizations via the essential
questions (Students will understand THAT…) |
Essential Questions Inquiry used to explore generalizations |
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1. Branching is a process that allows a program to proceed along several paths depending upon certain conditions involving logical expressions. 2. Looping is a process that allows a program to repeat a statement or a sequence of statements over and over again. 3. An iterative loop can be used to do a particular set of operations a specific number of times or it can be used to create the data necessary for solving the problem without actually reading in the data. 4. Accumulators are used to add numbers without having to store them. 5. Counters are used to keep track of the number of times an event or condition occurred. 6. Computers have built-in functions which can be accessed when needed to solve particular problems. 7. Computers can use built-in functions to generate random numbers which are useful in writing programs that are simulations. 8. One dimension arrays involve a variable with a single subscript. 9. Arrays are useful when a large number of similar items must be stored. |
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Knowledge and Skills What students are expected to know and be
able to do |
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Students will know…
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Students will be able to…
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STAGE 2:
DETERMINE ACCEPTABLE EVIDENCE |
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Performance Task(s) Authentic application in
new context to evaluate student achievement of desired results designed
according to GRASPS (Goal, Role, Audience, Setting Performance, Standards) |
Other Evidence Application that is functional in a classroom context only to
evaluate student achievement of desired results |
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You are a computer programmer who has been hired by a school to develop a program for their teachers which will allow them to enter and store up to 25 test scores for a particular class. Your program should count the number of A’s, B’s, C’s, D’s, and F’s, calculate the class average, and show each student’s grade along with the amount above or below the class average their grade lies. The program should clearly display the output in table form. |
In addition to tests and quizzes, one or more of the following will be used:
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STAGE 3:
DEVELOP LEARNING PLAN |
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Learning Activities: 1. Cooperative learning activities. 2. Practice exercises and worksheet. 3. Review worksheets. 4. Programming assignments. 5.
Video Series “The Machine That Changed The World” |
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