CLASSROOM MANAGEMENT PLAN

AP COMPUTER SCIENCE

 

 

 

INTRODUCTION

 

Welcome to AP computer science.  This course has three primary functions.  First, for you to learn about the process of developing efficient, working computer programs and hopefully to learn how to think in the manner of a programmer with respect to problem solving.  Secondly, for you to learn about computer science especially with respect to algorithms and data structures and absorb enough information so as to prepare you for the AP examination.  Thirdly, for you hopefully to begin to appreciate the beauty and complexity of number systems from a programming and mathematical perspective. 

 

This packet is important and it should become the first thing you place in your three-ring binder as you will have to refer to it through out the year.  It includes the basics of what you will need, what will be expected of you and how you will be assessed.  It should also be kept in mind that much of the information in AP computer science is cumulative, i.e. what we learn in one area we will apply in the next area.  It is therefore important to keep up with your work.  In this light you should make arrangements with one or two people in class with whom you feel that you can share information, especially if you are absent or that you can talk with about problems.  Try and avoid being absent or tardy as this will contribute significantly to falling behind.

 

 

REQUIRED MATERIALS

 

The following constitutes a list of materials you must bring to class every day.  Failure to bring these items will result in the loss of participation points.

 

1              Binder, 3 ring for notes and returned work.

2              Pens (blue or black ink) and  pencils (#2)

1              Ream of plain white paper (8.5 x 11) for the printer

1              Key  or Travel drive (256 MB drive will do but a 1 GB drive would be better -- can be obtained at Staples, Office Deport, Fry's, Circuit City or Best Buy)

 

The following items are recommended.

 

1              Computer using some version of MS Windows as the operating system and having access to the Internet. 

1              Eraser (Staedtler Mars Plastic #526 50)  This eraser is the one recommended by ETS for making erasures on standardized tests.

 

 

 

 

GENERAL INFORMATION

 

The following tells you who I am and how you can reach me outside of class.  The best time to discuss problems that you may be having with a particular problem or even the course in general is before or after school NOT five minutes before class is due to start or your assignment is due.

 

INSTRUCTOR:                     W. Dirk Sikkema

OFFICE HOURS:                                 Before school from about 7:30 am or after school (to about 3:30 pm) in Room 121 (not the computer classroom)

WEBSITE:                             www.blacksage.com

TEXT:                                     Java, Software Solutions by Lewis, Loftus and Cocking.

LAB MANUAL:                       Handouts/Overhead/Internet

 

ASSESSMENT

 

Generally assessment will be accomplished using  tests, quizzes, and programming projects.

 

A.             TESTS & QUIZZES:

 

Tests will usually be given at the end of each subject category.  Tests may be multiple choice, true/false questions or matching.  Quizzes are usually unannounced and cover a single topic, problem, vocabulary set and/or nomenclature.  Tests will usually be worth 50 points.  Quizzes are usually worth 10 points.  The date of tests will be indicated on the weekly assignment sheet.  It is your responsibility to arrange for make-up exams if you are absent.  Make up exams will be given only during class or if time permits before school.

 

B.            PROGRAMMING PROJECTS:

 

Programming projects will be given a due data on the date that they are assigned. Late projects will not be accepted unless there is a valid medical reason for the project to be late (only an excused absence is acceptable and you must attach your admit to the project).  If your absence is excused you must turn your project in the first time you are in class after your absence.  Projects are considered late after your class period has met on the day the project is due (i.e. they are late if they are turned in at the end of the day rather than during class). To turn in you project, you must print out a listing of the source code and several runs of your project with different sets of data that fully test the program.  The point value of programs will vary from 10 to 50 points.

 

C.            PARTICIPATION

 

                An important part of learning is creating an environment in which the entire class can learn.  This requires that students participate in a favorable, positive way.  Thirty (30) points will be counted towards participation to encourage this positive learning environment.  Points will be lost for tardiness (you cannot participate if you are not present and your late arrival is disruptive), failure to bring appropriate supplies to class (notebook, pen, pencil, paper and disks) (it is difficult  to participate if you are not appropriately prepared for class), eating in class (you cannot be concentrating on class if you are concentrating on food) and any other behavior deemed to be disruptive to the learning environment of the class.

 

 

D.            GRADE CRITERIA (per quarter):

 

LECTURE EXAMS

50 pts ea

PROGRAMMING PROJECTS

10 to 50  pts ea

QUIZZES

10 pts ea

HOMEWORK

5 pts ea

PARTICIPATION

30 points

 

 

                Total Points are about 200 to 400 per quarter

 

A              90-100%

B             80-89%

C             70-79%

D             60-69%

F              60% and below

 

 

 

 

COMPUTER ETIQUETTE

 

An important aspect of any computer course is how the machines are treated and used.  AUSD policies regarding computer use will be enforced in this class.  While the instructor is lecturing the machines will remain off unless you are told otherwise.

 

COOURSE CONTENT

 

Course content and an outline of topics to be covered can be viewed on the class website.

 

RULES AND PROCEDURES

 

The primary rule in any classroom is to have respect for one another, respect for property and respect for the learning process.  At all times it is appropriate to act towards others as you would wish others to act towards you.

 

Respect for the learning process is shown though arriving in class on time and being prepared to work (pen, pencil, paper, notebook, textbook and other materials that may be necessary for work).  You should be in your seat ready to work when the bell rings.  Failure to have the requisite materials for class will be result in the loss of participation points.

 

Respect for the learning process is also shown by remaining quiet while the instructor is talking (unless you are responding to a direct question posed by the instructor).  This is particularly important since some instructions will involve issues directly related to the programming projects.  During direct instruction you should remain silent and take notes on the material being presented.

 

Electronic devices should not be visible or being played during class. Pick up trash and this includes not just your own. No food or drink should be consumed in the classroom.  This is an absolute in as much as the computers are expensive to replace and do not respond well when encrusted with food or soaked with fluid.

 

Class is over when the instructor dismisses the class.  The class will NOT be dismissed until everyone has returned to their seat and the classroom has been returned to the state it was in when you arrived.

 

Should you need to use the restroom during class do not  interrupt the class to ask.  Obtain the restroom pass from the front of the room, sign out on the clip board and go.  Sign back in when you return.  Only one person may go to the restroom at a time.

 

The only acceptable excuse for turning an assignment in late is an excused absence.  If your absence is excused, you must turn in your work with the admit slip stapled to the work.  There is no exception to this policy.  No admit, no credit for absent work.  If you are involved in an activity, it is still your responsibility to get work turned in on time.  No late work from people involved in activities will be accepted.  If you are involved in an activity and anticipate being absent during class time you must turn in your assignment prior to class. If you are absent on the day of an exam and your absence is excused, it is your responsibility to arrange for a make-up exam.  Make-up exams will generally be given in class on the day that you return from your absence.

 

Academic dishonesty will not be tolerated.  If you are caught copying work from someone then both individuals will receive a zero on the assignment.  If you cheat during an exam then you will receive a zero on the exam.  If you are caught cheating a second time in the same quarter, no matter what the assessment, then you will receive an F minus for the quarter.

 

Students are expected to be in class on time.  Your first tardy you will be warned.  Subsequent tardies will result in the loss of participation points and possibly referral to the office.

 

All returned work and class notes are to be kept in your three ring binder.  This binder should be solely for AP Computer Science work and should not contain the work from other classes.  Be sure to include in your 3 ring binder extra binder paper.