Grade Level
Learning Outcomes
I can...
Success Criteria
Grade Page
create my own commands.
Write out a sequence of two or more events using symbols.
Program the sequence of commands into a device and run the program.
create my own commands.
sequence story events into the correct order.
create my own dance using a sequence of commands.
Write out a sequence of 2 or more events using symbols.
Program the sequence of commands into a device and run the program.
Correctly order a sequence of 4-6 commands to complete an objective.
create my own commands.
sequence story events into the correct order.
create my own dance using a sequence of commands.
package a series of commands and give it an appropriate name as a function.
write my own function and give it an appropriate name.
Write out a sequence of 2 or more events using symbols.
Program the sequence of commands into a device and run the program.
Order a sequence of 4-6 commands to complete an objective.
Describe what a function is.
Create a function by grouping a sequence of commands and giving it a name.
create my own commands.
sequence story events into the correct order.
create my own dance using a sequence of commands.
package a series of commands and give it an appropriate name as a function.
write my own function and give it an appropriate name.
use the concept of a loop, and an appropriate end point to repeat actions and create a design.
use my understanding of loops to create a repeating musical rhythm.
Write out a sequence of 2 or more events using symbols.
Program the sequence of commands into a device and run the program.
Order a sequence of 4-6 commands to complete an objective.
Create a function by grouping a sequence of commands and giving it a name.
Describe what a loop is.
Use a loop to solve a puzzle with a repeating pattern.
create my own commands.
sequence story events into the correct order.
create my own dance using a sequence of commands.
package a series of commands and give it an appropriate name as a function
write my own function and give it an appropriate name.
use the concept of a loop, and an appropriate end point to repeat actions and create a design.
use my understanding of loops to create a repeating musical rhythm.
use the concept of a variable to remember and update a number of counted objects.
extend my concept of variables to remember other types of information.
create a list of variables called an array.
Write out a sequence of 2 or more events using symbols.
Program the sequence of commands into a device and run the program.
Order a sequence of 4-6 commands to complete an objective.
Create a function by grouping a sequence of commands and giving it a name.
Describe what a loop is.
Use a loop to solve a puzzle with a repeating pattern.
Describe what a variable is.
Relate various real world answer types to corresponding Swift types (including Boolean, Int, String, color literal, image literal)
Identify a variable in code and explore ways they can use arrays with loops.
plan a sequence of commands to solve a puzzle.
create my own function to reflect a specific pattern of behavior.
use a for loop to repeat commands a specific number of times.
use variables to store various types of information, and to store and update information in a program.
Describe what commands and sequences are.
Demonstrate the use of commands and sequences in an everyday situation.
Code using commands in a sequence.
Describe what functions and function calls are.
Demonstrate the use of functions in an everyday situation.
Define their own functions
Call functions they’ve written.
Call functions from within other functions.
Describe what for loops are.
Demonstrate the use of for loops in an everyday situation.
Code using for loops.
Describe what variables are.
Demonstrate the use of variables in an everyday situation.
Code using variables.
plan a sequence of commands to solve a puzzle.
create my own function to reflect a specific pattern of behavior.
use a for loop to repeat commands a specific number of times.
use variables to store various types of information, and to store and update information in a program.
use conditional statements to reflect decisions in a program.
define and initialize types to organize data and define an object’s characteristics and the way it functions.
add parameters to functions to customize behavior and results based on input.
Describe what conditionals are.
Demonstrate the use of conditions in an everyday situation.
Code using conditions.
Describe what types and initialization are.
Demonstrate the use of types and initialization in an everyday situation.
Describe what parameters are.
Demonstrate the use of parameters in an everyday situation.
Code using parameters.
plan a sequence of commands to solve a puzzle.
create my own function to reflect a specific pattern of behavior.
use a for loop to repeat commands a specific number of times.
use variables to store various types of information, and to store and update information in a program.
use conditional statements to reflect decisions in a program.
define and initialize types to organize data and define an object’s characteristics and the way it functions.
add parameters to functions to customize behavior and results based on input.
make use of logical operators such as NOT, AND and OR to direct the flow of code.
integrate while loops to repeat a set of commands until a specific condition is met.
use arrays to store groups of indexed data.
refactor their code to improve functionality or efficiency.
Describe what logical operators are.
Demonstrate the use of logical operators in an everyday situation.
Code using logical operators.
Describe what while loops are.
Demonstrate the use of while loops in an everyday situation.
Code using while loops.
Describe what arrays are.
Demonstrate the use of arrays.
Code using arrays.
Describe what refactoring is.
Successfully refactor code.
use coordinate pairs to place objects into a view.
build my own events and handlers to write an event-driven program.
understand arrays as collections and use them to store complex data like objects.
combine my understanding of arrays and events to control multiple objects with sensor input.
Use coordinate pairs to place objects into a view or scene.
Write code using functions with parameters.
Describe the properties of a Point type.
Identify properties and methods of a Graphic type.
Add a handler to a graphic.
Modify a graphic when an event is triggered.
Use a conditional statement to govern handler behaviour.
Place a graphic in a scene with user touch position.
Retrieve an object from an array using array[index] syntax.
Store an array to a variable.
Iterate through an array.
Insert and remove objects from an array.
Control a player action with events.
Use arrays and event handlers to control multiple objects with sensor input.
Create event handler tools and store them in a program using an array.
use coordinate pairs to place objects into a view.
build my own events and handlers to write an event-driven program.
understand arrays as collections and use them to store complex data like objects.
combine my understanding of arrays and events to control multiple objects with sensor input.
translate a function into a closure, and chain them to make completion handlers.
use return types to return objects from functions.
create my own types using classes and describe how object inheritance works.
Translate functions into closures and back into functions.
Write closures into their code.
Understand how to chain closures, called completion handlers.
Create a return type.
Instantiate and initialize return types in code.
Correctly scope a return type.
Build a space that contains the camera and components of a camera app.
Declare the size and properties of an image view.