Computer Science Principles

  • Creativity (5, 8, 10)
  • Abstraction (3, 8)
  • Data and Information (8, 11)
  • Algorithms (10)
  • Programming (5, 8, 10)
  • Internet
  • Global Impact (11)

Computer Science Principles

  • Creativity (5, 8, 10)
  • Abstraction (3, 8)
  • Data and Information (8, 11)
  • Algorithms (10)
  • Programming (5, 8, 10)
  • Internet
  • Global Impact (11)

B. Control Structures

Learn the control structures in Quorum. Control structures include if statements for conditionals and repeat statements for looping.

  1. Conditional Statements with if
  2. Conditionals
  3. Control the Audio
  4. Repeat
  5. Loops
  6. Key Press Madness
  7. Use Statements
  8. Quiz

Computer Science Principles

  • Creativity (6)
  • Abstraction
  • Data and Information
  • Algorithms (3, 5, 6)
  • Programming (2, 5, 6)
  • Internet
  • Global Impact

Computer Science Principles

  • Creativity (6)
  • Abstraction
  • Data and Information
  • Algorithms (3, 5, 6)
  • Programming (2, 5, 6)
  • Internet
  • Global Impact

C. Actions

Learn to structure your code into reusable sections, called actions. Actions allow you to use parameters, overloading, and return types to make code flexible.

  1. Actions
  2. Practicing Actions
  3. Parameters and Return Types
  4. Rock, Paper, Scissors with Actions
  5. Actions with Random Noise Generator
  6. Drawing in 3D
  7. Moving and Animating in 3D
  8. Frogger
  9. Files and Overloading
  10. Quiz

Computer Science Principles

  • Creativity (5)
  • Abstraction (5)
  • Data and Information (7)
  • Algorithms (3, 5)
  • Programming (2, 3, 7)
  • Internet
  • Global Impact (7)

Optional Lessons

Computer Science Principles

  • Creativity (5)
  • Abstraction (5)
  • Data and Information (7)
  • Algorithms (3, 5)
  • Programming (2, 3, 7)
  • Internet
  • Global Impact (7)

Optional Lessons

D. Classes

Learn to structure your code into classes in Quorum. These classes will allow you to store logically connected data and actions in one place.

  1. Classes
  2. Practicing Classes
  3. Class Variables and Modifiers
  4. Generics
  5. Arrays
  6. Practicing Arrays
  7. Advanced use of Primitive Types
  8. Input Validation and Multiple Files
  9. Recursion
  10. Arrays and Student Grades
  11. Quiz

Computer Science Principles

  • Creativity
  • Abstraction (8)
  • Data and Information (8)
  • Algorithms (11, 12)
  • Programming (2, 11, 12)
  • Internet
  • Global Impact

Computer Science Principles

  • Creativity
  • Abstraction (8)
  • Data and Information (8)
  • Algorithms (11, 12)
  • Programming (2, 11, 12)
  • Internet
  • Global Impact