
7th grade
Check this page weekly to ensure that you have everything ready for your next computer class. This will help you get the most out of the coursework and also to be prepared to get your work done in class on time.
​​
TypingWeb log in. Click on log in at the top right. Enter your username (first letter of your first name, your last name and your library number) and password Library number and 000)
​
Typingweb self join link: typing.com/join#7thgradeclassof2026
​
New: Please log into your gmail accounts to access Google Classroom;
214: Your classroom code is 6dgq542
215: Your classroom code is o32yj6w
216: Your classroom code is cacvo6a
​
I will be communicating with you via this method.
​
Kahoot Link to AFE's Prime Video Sports Career Tour
MUST be complete by March 2, 2025 for Credit
February 21, 2025 (Week 19)
Computer Science Discovery
Interactive Animations and Games
​
You will be working on coding Interactive Animations and Games. We will be using a version of Javascript. Please click on the Code.org link and click on your name.
You will skip lessons 1 & 2 and start with lesson 3. .
I will have you complete a certain number of lesson each week so that we may finish the unit by the end of the year.
​
Unit 3: Drawing in Game Lab (2 weeks)
Vocabulary:
Bug - Part of a program that does not work correctly.
Debugging - Finding and fixing problems in an algorithm or program.
Program - An algorithm that has been coded into something that can be run by a machine.
Code: (x-axis, y-axis, width, height)
fill(color);
ellipse(x,y,w,h);
rect(x,y,w,h);
Reminder to turn the 'grid' on for each lesson.
I will be adding to this page as we progress through the lessons
March 12, 2025, (week 21)
Unit 4: Shapes and Parameters (3 weeks)
Vocabulary:
Parameter - An extra piece of information passed to a function to customize it for a specific need
Code: (x-axis, y-axis, width, height)
background(color);
ellipse(x,y,w,h);
rect(x,y,w,h);
​
April 8, 2025, (week 24)
Unit 5: Variables (3 weeks)
How can we use variables to store information in our programs? This lesson introduces variables as a way to label a number in a program or save a randomly generated value. The class begins the lesson with a very basic description of the purpose of a variable and practices using the new blocks, then completes a level progression that reinforces the model of a variable as a way to label or name a number.
Vocabulary:
Variable - A label for a piece of information used in a program.
Code: var
May 14, 2025 (week 27)
Unit 6: Random Numbers (2 weeks)
How can we make our programs behave differently each time they are run?** Students are introduced to the randomNumber() block and how it can be used to create new behaviors in their programs. They then learn how to update variables during a program, and use those skills to draw randomized images.
Code: randomNumber(min,max)
​
​
​
​
Updated February 24, 2025
​