Deploying Raspberry Pi in the Classroom — Guy Hart-Davis Deploying Raspberry Pi in the Classroom

Total Page:16

File Type:pdf, Size:1020Kb

Deploying Raspberry Pi in the Classroom — Guy Hart-Davis Deploying Raspberry Pi in the Classroom TECHNOLOGY IN ACTION™ Deploying Raspberry Pi in the Classroom — Guy Hart-Davis Deploying Raspberry Pi in the Classroom Guy Hart-Davis Deploying Raspberry Pi in the Classroom Guy Hart-Davis County Durham, United Kingdom ISBN-13 (pbk): 978-1-4842-2303-1 ISBN-13 (electronic): 978-1-4842-2304-8 DOI 10.1007/978-1-4842-2304-8 Library of Congress Control Number: 2016962196 Copyright © 2017 by Guy Hart-Davis This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights. While the advice and information in this book are believed to be true and accurate at the date of publication, neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material contained herein. Managing Director: Welmoed Spahr Lead Editor: Aaron Black Technical Reviewer: Massimo Nardone Editorial Board: Steve Anglin, Pramila Balan, Laura Berendson, Aaron Black, Louise Corrigan, Jonathan Gennick, Robert Hutchinson, Celestin Suresh John, Nikhil Karkal, James Markham, Susan McDermott, Matthew Moodie, Natalie Pao, Gwenan Spearing Coordinating Editor: Jessica Vakili Copy Editor: Deanna Hegle Compositor: SPi Global Indexer: SPi Global Artist: SPi Global Distributed to the book trade worldwide by Springer Science+Business Media New York, 233 Spring Street, 6th Floor, New York, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail [email protected], or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation. For information on translations, please e-mail [email protected], or visit www.apress.com. Apress and friends of ED books may be purchased in bulk for academic, corporate, or promotional use. eBook versions and licenses are also available for most titles. For more information, reference our Special Bulk Sales–eBook Licensing web page at www.apress.com/bulk-sales. Any source code or other supplementary materials referenced by the author in this text are available to readers at www.apress.com. For detailed information about how to locate your book’s source code, go to www.apress.com/source-code/. Readers can also access source code at SpringerLink in the Supplementary Material section for each chapter. Printed on acid-free paper Contents at a Glance About the Author ............................................................................. xv About the Technical Reviewer ....................................................... xvii Acknowledgments .......................................................................... xix Introduction .................................................................................... xxi ■ Chapter 1: Planning Your Raspberry Pi Classroom Deployment .... 1 ■ Chapter 2: Choosing Raspberry Pi Hardware ............................... 17 ■ Chapter 3: Choosing Operating Systems for Raspberry Pi ........... 55 ■ Chapter 4: Brief Tutorial on Raspberry Pi Essentials .................... 71 ■ Chapter 5: Building the Raspberry Pi Computers and Installing Software ..................................................................... 137 ■ Chapter 6: Connecting the Raspberry Pi Computers to the Network ................................................................................ 185 ■ Chapter 7: Administering and Managing Your Raspberry Pi Network .................................................................................. 201 ■ Chapter 8: Troubleshooting Raspberry Pi Computers ................. 257 ■ Appendix A: Raspberry Pi Resources and Training for Educators .............................................................................. 281 Index .............................................................................................. 287 iii Contents About the Author ............................................................................. xv About the Technical Reviewer ....................................................... xvii Acknowledgments .......................................................................... xix Introduction .................................................................................... xxi ■ Chapter 1: Planning Your Raspberry Pi Classroom Deployment .... 1 Understanding What the Raspberry Pi Is ������������������������������������������������� 1 Understanding the Capabilities of Raspberry Pi Computers ������������������� 4 Learning Desktop Computing Skills ��������������������������������������������������������������������������4 Learning Office Skills ������������������������������������������������������������������������������������������������5 Learning the Essentials of Programming with Scratch ��������������������������������������������7 Programming in Python ��������������������������������������������������������������������������������������������8 Programming in Java������������������������������������������������������������������������������������������������9 Programming in C and Other Programming Languages �����������������������������������������11 Learning Programming with Other Apps ����������������������������������������������������������������12 Playing Games ��������������������������������������������������������������������������������������������������������13 Running Media Centers ������������������������������������������������������������������������������������������13 Planning and Executing Computing Projects ����������������������������������������������������������13 Analyzing Your Needs and Making a Plan ��������������������������������������������� 14 Getting a Raspberry Pi Computer ���������������������������������������������������������� 15 Summary ����������������������������������������������������������������������������������������������� 16 v ■ CONTENTS ■ Chapter 2: Choosing Raspberry Pi Hardware ............................... 17 Choosing the Best Raspberry Pi Models for Your Needs ����������������������� 17 Understanding the Raspberry Pi Models ����������������������������������������������������������������18 Meeting the Raspberry Pi Boards ���������������������������������������������������������������������������20 Where to Buy Raspberry Pi Computers ������������������������������������������������������������������24 Australia Stores ������������������������������������������������������������������������������������������������������26 Choosing Power Sources for Your Raspberry Pi Computers ����������������� 26 Understanding the Power Requirements of Raspberry Pi Computers ��������������������26 Using Dedicated Raspberry Pi Chargers �����������������������������������������������������������������27 Phone Chargers ������������������������������������������������������������������������������������������������������32 Running a Raspberry Pi Computer from a Battery �������������������������������������������������32 Running a Raspberry Pi Computer from a USB Hub �����������������������������������������������32 Choosing SD Cards �������������������������������������������������������������������������������� 33 Advantages and Disadvantages of Using SD Cards as the Main Storage ���������������33 Which Raspberry Pi Models Use Standard SD and Which Use Micro SD? ��������������34 Which SD Card, and What Size, Should You Get? ����������������������������������������������������34 Choosing an SD Card Reader ����������������������������������������������������������������������������������37 Choosing and Using Cases �������������������������������������������������������������������� 38 Criteria for Choosing Cases ������������������������������������������������������������������������������������39 VESA Mounts and Cases �����������������������������������������������������������������������������������������45 Adding a Camera Module ���������������������������������������������������������������������� 46 Choosing Wi-Fi and Bluetooth Adapters for Older Raspberry Pi Models ����������������������������������������������������������������������������� 48 Choosing Displays ��������������������������������������������������������������������������������� 48 HDMI Displays: The Clearest Choice �����������������������������������������������������������������������48 Connecting to Displays via DVI �������������������������������������������������������������������������������50 Connecting to Displays via DisplayPort ������������������������������������������������������������������50 Connecting to Displays
Recommended publications
  • The First Program: Little Crab
    CHAPTER 2 The first program: Little Crab topics: writing code: movement, turning, reacting to the screen edges concepts: source code, method call, parameter, sequence, if-statement In the previous chapter, we discussed how to use existing Greenfoot scenarios: We ­created objects, invoked methods, and played a game. Now we want to start to make our own game. 2.1 The Little Crab scenario The scenario we use for this chapter is called little-crab. You will find this scenario in the book-scenarios folder. The scenario you see should look similar to Figure 2.1. Exercise 2.1 Start Greenfoot and open the little-crab scenario. Place a crab into the world and run the program (click the Run button). What do you observe? (Remember: If the class icons on the right appear striped, you have to compile the project first.) On the right you see the classes in this scenario (Figure 2.2). We notice that there are the usual Greenfoot Actor and World classes, and subclasses called CrabWorld and Crab. The hierarchy (denoted by the arrows) indicates an is-a relationship (also called inher- itance): A crab is an actor, and the CrabWorld is a world. Initially, we will work only with the Crab class. We will talk a little more about the CrabWorld and Actor classes later on. If you have just done the exercise above, then you know the answer to the question “What do you observe?” It is: “nothing.” M02_KOLL4292_02_SE_C02.indd 17 2/3/15 7:39 PM 18 | Chapter 2 ■ The first program: Little Crab Figure 2.1 The Little Crab scenario Figure 2.2 The Little Crab classes The crab does not do anything when Greenfoot runs.
    [Show full text]
  • Sun Secure Global Desktop 4.41 Release Notes
    Sun Secure Global Desktop 4.41 Release Notes Sun Microsystems, Inc. www.sun.com Part No. 820-4905-12 August 2008, Revision 01 Submit comments about this document at: http://docs.sun.com/app/docs/form/comments Copyright 2008 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, California 95054, U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more of the U.S. patents listed at http://www.sun.com/patents and one or more additional patents or pending patent applications in the U.S. and in other countries. This document and the product to which it pertains are distributed under licenses restricting their use, copying, distribution, and decompilation. No part of the product or of this document may be reproduced in any form by any means without prior written authorization of Sun and its licensors, if any. Third-party software, including font technology, is copyrighted and licensed from Sun suppliers. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and in other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, Java, JavaScript, SunSolve, JavaServer, JSP,JDK, JRE, Sun Ray, and Solaris are trademarks or registered trademarks of Sun Microsystems, Inc. in the U.S. and in other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc.
    [Show full text]
  • Metadefender Core V4.12.2
    MetaDefender Core v4.12.2 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2.
    [Show full text]
  • Blue, Bluej and Greenfoot
    Kent Academic Repository Full text document (pdf) Citation for published version Kölling, Michael (2016) Lessons from the Design of Three Educational Programming Environments: Blue, BlueJ and Greenfoot. International Journal of People-Oriented Programming, 4 (1). pp. 5-32. ISSN 2156-1796. DOI https://doi.org/10.4018/IJPOP.2015010102 Link to record in KAR http://kar.kent.ac.uk/56662/ Document Version Publisher pdf Copyright & reuse Content in the Kent Academic Repository is made available for research purposes. Unless otherwise stated all content is protected by copyright and in the absence of an open licence (eg Creative Commons), permissions for further reuse of content should be sought from the publisher, author or other copyright holder. Versions of research The version in the Kent Academic Repository may differ from the final published version. Users are advised to check http://kar.kent.ac.uk for the status of the paper. Users should always cite the published version of record. Enquiries For any further enquiries regarding the licence status of this document, please contact: [email protected] If you believe this document infringes copyright then please contact the KAR admin team with the take-down information provided at http://kar.kent.ac.uk/contact.html International Journal of People-Oriented Programming January-June 2015, Vol. 4, No. 1 Table of Contents SIKONL C I T L V PF EP iv Steve Goschnick, Swinburne University of Technology, Melbourne, Australia Leon Sterling, Swinburne University of Technology, Melbourne, Australia
    [Show full text]
  • Exploring Student Perceptions About the Use of Visual Programming
    Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules Maira Kotsovoulou (BSc, MSc) July 2019 This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy. Department of Educational Research, Lancaster University, UK. Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules Maira Kotsovoulou (BSc, MSc) This thesis results entirely from my own work and has not been offered previously for any other degree or diploma. The word count is 57,743 excluding references. Signature ........................................................ Maira Kotsovoulou (BSc, MSc) Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules Doctor of Philosophy, July 2019 Abstract My research aims to explore how students perceive the usability and enjoyment of visual/block-based programming environments (VPEs), to what extent their learning styles relate to these perceptions and finally to what extent these tools facilitate student understanding of basic programming constructs and impact their motivation to learn programming. My overall methodological approach is a case study that explores the nature of potential benefits to using a VPE in an introductory programming module, within the specific context of an English-speaking institution of higher learning in Southern Europe. Part 1 of this research is a pilot study, which uses participatory action research as a methodological practice to identify which visual programming environment will be selected for the main study.
    [Show full text]
  • Collabkit – a Multi-User Multicast Collaboration System Based on VNC
    Humboldt-Universität zu Berlin Institut für Informatik Lehrstuhl für Rechnerorganisation und Kommunikation Diplomarbeit CollabKit – A Multi-User Multicast Collaboration System based on VNC Christian Beier 19. April 2011 Gutachter Prof. Dr. Miroslaw Malek Prof. Dr. Jens-Peter Redlich Betreuer Peter Ibach <[email protected]> Abstract Computer-supported real-time collaboration systems offer functionality to let two or more users work together at the same time, allowing them to jointly create, modify and exchange electronic documents, use applications, and share information location-independently and in real-time. For these reasons, such collaboration systems are often used in professional and academic contexts by teams of knowledge workers located in different places. But also when used as computer-supported learning environments – electronic classrooms – these systems prove useful by offering interactive multi-media teaching possibilities and allowing for location-independent collaborative learning. Commonly, computer-supported real-time collaboration systems are realised using remote desktop technology or are implemented as web applications. However, none of the examined existing commercial and academic solutions were found to support concurrent multi-user interaction in an application-independent manner. When used in low-throughput shared-medium computer networks such as WLANs or cellular networks, most of the investigated systems furthermore do not scale well with an increasing number of users, making them unsuitable for multi-user collaboration of a high number of participants in such environments. For these reasons this work focuses on the design of a collaboration system that supports concurrent multi-user interaction with standard desktop applications and is able to serve a high number of users on low-throughput shared-medium computer networks by making use of multicast data transmission.
    [Show full text]
  • DUM Č. 1 V Sadě 35. Inf-11 Objektové Programování V Greenfoot
    projekt GML Brno Docens DUM č. 1 v sadě 35. Inf-11 Objektové programování v Greenfoot Autor: Lukáš Rýdlo Datum: 08.06.2014 Ročník: studenti semináře Anotace DUMu: Úvodní informace k celé sadě, metodika. Simulace života zajíce v Greenfoot - seznámení s prostředím aplikace a jazykem. Materiály jsou určeny pro bezplatné používání pro potřeby výuky a vzdělávání na všech typech škol a školských zařízení. Jakékoliv další využití podléhá autorskému zákonu. Sada projektů pro výuku programování mírně pokročilých studentů Úvod k sadě DUMů Tato sada DUMů obsahuje tři části a v ní dva projekty vhodné pro mírně pokročilé studenty programování. Části popořadě obsahují projekt simulační hry „Život zajíce“ v jazyce Java a prostře- dí Greenfoot, druhá část obsahuje tutéž simulační hru v jazyce C s využitím grafické (herní) knihov- ny Allegro (a IDE Dev-C) a třetí část je věnována projektu bitmapového konvertoru v jazyce C pro příkazovou řádku. Tyto tři značně nesourodé projekty mají dát možnost šikovnějším studentům programování srovnat různé přístupy a paradigmata i prostředí. Na rozdíl od ustrnulé individuální a systematické výuky jednoho konkrétního jazyka je mají připravit na reálné programátorské úkoly v reálném prostředí, ve kterém programátor musí často volit různé přístupy nebo paradigmata a učit se vhodnější a pro daný úkol lépe použitelnější jazyk, dohledávat si potřebné informace ve zdrojích na internetu a ne- spoléhat jen na naučenou teorii. V DUMech nebude vysvětlena teorie systematicky, ale zásadně pouze s orientací na řešení konkrét- ního problému a také formou odkazů na externí zdroje. Předpokládám, že studenti již ovládají zá- kladní syntax nějakého C-like jazyka a dovedou minimálně pracovat s proměnnými, podmínkami a (vnořenými) cykly, že dovedou sami a bez pomoci řešit jednoduché úkoly, umí program zkompi- lovat a spustit v nějakém IDE.
    [Show full text]
  • Greenfoot: Combining Object Visualisation with Interaction
    greenfoot: Combining Object Visualisation with Interaction Poul Henriksen Michael Kölling Mærsk McKinney Møller Institute Mærsk McKinney Møller Institute University of Southern Denmark University of Southern Denmark [email protected] [email protected] ABSTRACT infrastructure. These tools range from custom class libraries The introduction of programming education with object- for specific tasks over thematic frameworks to full oriented languages slowly migrates down the curriculum and programming environments. is now often introduced at the high school level. This While a number of useful tools have been produced, there is migration requires teaching tools that are adequate for the considerable room for improvement. Specifically, the intended target audience. introduction of object orientation below the university level, In this paper, we present a new tool for teaching object- e.g. in high schools, is a very recent development that might oriented programming aimed at students at or below college benefit from more targeted tool support. level, with special emphasis of supporting school age learners. The ‘objects-early’ movement has argued for a long time that it This tool was designed by analysing and combining the most is important to teach good object-oriented practices from the beneficial aspects of several existing tools. It aims at start, to avoid having to correct or unlearn bad practices later. combining the simplicity and visual appeal of Karel the Robot While this has led to a wide acceptance of teaching about with much of the flexibility and interaction of BlueJ, while at objects early in first semester college courses, the target has the same time opening up possibilities of new applications.
    [Show full text]
  • Scratch, Blocky & Co., Blocksysteme Zum Programmieren
    Notizen Lothar Griess • 26. Mai 2018 Scratch, Blocky & Co., Blocksysteme zum Programmieren Scratch-Alternativen, … https://wiki.scratch.mit.edu/wiki/Alternatives_to_Scratch HTML5 als Grundlage wär besser, die Zukunft von Flash ist unklar. Liste der Modifikationen ... https://scratch-dach.info/wiki/Liste_der_Modifikationen Enchanting (Scratch Modifikation) ... https://scratch-dach.info/wiki/Enchanting_(Scratch_Modifikation) Beetle Blocks ist wie Scratch oder BlocksCAD für 3D-Grafiken... https://scratch-dach.info/wiki/Beetle_Blocks Beetle Blocks GitHub Repository ... https://github.com/ericrosenbaum/BeetleBlocks Beetle Blocks (3D-Design), … http://beetleblocks.com/ Mod Share … z.B.: Supported Scratch-Modifications … https://wiki.scratch.mit.edu/wiki/Mod_Share Scratch … https://wiki.scratch.mit.edu/wiki/Scratch Snap … https://wiki.scratch.mit.edu/wiki/Snap_(Scratch_Modification) Bingo … https://wiki.scratch.mit.edu/wiki/Bingo_(Scratch_Modification) Panther … https://wiki.scratch.mit.edu/wiki/Panther_(Scratch_Modification) Insanity … https://wiki.scratch.mit.edu/wiki/Insanity_(Scratch_Modification) … weitere: Stack, Kitcat, Ghost, Streak • • • Blockly is used by hundreds of projects, most of them educational: ... https://developers.google.com/blockly/ Blockly, RoboBlockly, ... https://code.org/learn Google Education, 1 Stunde, ... https://hourofcode.com/blockly Got PCs with slow (or non-existent) internet access? Download the Blockly tutorials that were the precursor of the Code.org tutorials - a single 3MB ZIP file can be loaded onto any computer or used off a memory stick Blockly Games … https://blockly-games.appspot.com/ App Inventor … http://appinventor.mit.edu/explore/ Code (div.) … https://code.org/ Ozo Blockly (Mini-Roboter) - Ozobot Bit robot using the OzoBlockly editor. … http://ozoblockly.com/ micro:bit (Raspberrs Pi, MicroPython) … http://microbit.org/ BlocklyProp … www.parallax.com/product/program-blocklyprop wonder workshop (dash-Roboter) … www.makewonder.de Robertar, NEPO (div.) … https://lab.open-roberta.org// Made w/ Code (div.
    [Show full text]
  • Download Article
    Advances in Computer Science Research (ACRS), volume 54 International Conference on Computer Networks and Communication Technology (CNCT2016) Research and Implementation of RDP Proxy Proxy-based Audit System 1 2, 3 Xiao-Liang ZHANG , Xiao-Yu WU and Wu-Xia ZHANG 1,2,3 School of Computer Science and Technology North China Electric Power University Beijing, China [email protected] Keywords: RDP protocol, The agency agreement, The audit system, The operation playback, Security. Abstract. Using the Windows RDP protocol developed by Microsoft Inc to connect and operate the remote machines which base on the same system become a trend. However, the RDP has caused many security problems. It is necessary to design and implement a audit system to ensure the system’s security and guarantee the machines run correctly. It points out improper methods than before and accomplishes the RDP proxy proxy-based audit system to solve the problems. Introduction The expansion of Business Scale have a influence on the working place and implementation in the different workplaces. The operator operate the remote servers in accordance with RDP protocol. RDP provides a graphical interface to help the maintain staffs interact with the remote server system. In comparison to the former, the operations become easier and the efficiency of workers' operation become better[1]. Using the remote desktop client we can connect any server that support the remote control and can decrease the workload. Remote desktop procedure just convey the information of the user’s mouse, keyboard and other device to the remote server system and never involved in the data processing, so that the level of hardware requirements commonly.
    [Show full text]
  • Course Description Java Fundamentals V5
    www.oracle.com/academy Java Fundamentals Overview This course engages students with little or no programming experience to create Java programs. Participants are introduced to object- oriented programming concepts, terminology, and syntax, and the steps required to create basic Java programs using the Alice, Greenfoot, and Eclipse interactive development environments. Hand-on practices figure prominently throughout this course so students can experience firsthand the power of computer programming. Duration • 90 hours Target Audiences Primary Audience • College/university faculty who teach computer programming, information communications technology (ICT), or a related subject • Secondary school teachers who teach computer programming Secondary Audience • None Prerequisites Required • Basic understanding of at least one programming language • The ability to follow software installation instructions and install Alice, Greenfoot, and Eclipse on a computer Suggested • Getting started with Java using Alice and creating Java programs with Greenfoot or previous experience with at least one programming language Suggested Next Courses • Java Programming Lesson-by-Lesson Topics Welcome and Introduction • Welcome • Introduction Storytelling with Alice 3 • Telling a story visually • Creating a scene by adding and positioning objects • Using procedures • Declaring procedures • Using control statements and functions • Using the IF and WHILE control statements • Using expressions • Using variables and keyboard controls to manipulate motion • Correlating
    [Show full text]
  • Programming with Python and Java Honors
    Randolph Township Schools Randolph High School Programming with Python and Java Honors “Mathematics provides a framework for dealing precisely with notions of ‘what is’. Computation provides a framework for dealing precisely with notions of ‘how to’.” -- Margaret Mead Department of Science, Technology, Engineering, and Math Anthony Emmons, Supervisor Curriculum Committee: Matthew Horner Curriculum Developed: June 2018 Date of Board Approval: September 4th, 2018 1 Randolph Township Schools Randolph High School Table of Contents Section Page(s) Mission Statement and Education Goals – District 3 Affirmative Action Compliance Statement 3 Educational Goals – District 4 Introduction 5 Curriculum Pacing Chart 6 APPENDICES 40 2 Randolph Township Schools Mission Statement We commit to inspiring and empowering all students in Randolph schools to reach their full potential as unique, responsible and educated members of a global society. Randolph Township Schools Affirmative Action Statement Equality and Equity in Curriculum The Randolph Township School district ensures that the district’s curriculum and instruction are aligned to the state’s standards. The curriculum provides equity in instruction, educational programs and provides all students the opportunity to interact positively with others regardless of race, creed, color, national origin, ancestry, age, marital status, affectional or sexual orientation, gender, religion, disability or socioeconomic status. N.J.A.C. 6A:7-1.7(b): Section 504, Rehabilitation Act of 1973; N.J.S.A. 10:5; Title IX, Education Amendments of 1972 3 RANDOLPH TOWNSHIP BOARD OF EDUCATION EDUCATIONAL GOALS VALUES IN EDUCATION The statements represent the beliefs and values regarding our educational system. Education is the key to self-actualization, which is realized through achievement and self-respect.
    [Show full text]