Mr. Offenbecker
Homeroom #250
Email: offenbeckerm@bcschools.net
Website: http://webpages.charter.net/offenbeckerm
C++ Programming
Course Syllabus
Overview:
Advanced Programming
(C++) is a one-semester course that satisfies 5 credits of the 10 computer
credits required for graduation.
Students are expected to have successfully completed Computer
Applications & QBASIC Programming as prerequisites to C++.
C++ focuses on a new
language in programming and on some more advanced problems in programming. Students will create working programs that
perform specific tasks. The intent of
class is to better prepare students who intend to go on to a college or
university to study computer science or major in a computer-related field.
Methods/Materials/Supplies:
The software is C++
Builder by Borland. There is a
textbook, C++ Basics, by Knowlton.
These two resources will both be used and it’s expected that the student
bring their text to class every day.
The compiler we will be using in class is a licensed product and is not
available for home computers. If you
find you are interested in purchasing a compiler, the version we use in class
is available for purchase at many software retailers.
The student should also
come to class each day prepared and have the following supplies: pen/pencil, a thin spiral notebook for note
taking, and a folder to save completed work and/or worksheets. Students also need their username and
password in order to logon to the school server. If you do not have this information memorized or do not use it on
a regular basis, you may want to write it down somewhere.
Website Feature:
There is a website dedicated
to this class. The address is found
above. This website will be updated
often (at least once a week) and shows a schedule of what we are doing in class
along with a summary of most assignments.
If you have the Internet at home, you should be able to access this site
from there in case of absence.
Grading Policy:
A marking period grade will consist of several different
grades, with the largest being quizzes.
All points are added to find the total earned by the student during the semester
and this number is divided by the total possible in order to get a
percentage. A typical marking period
would consist of the following points:
|
Category |
Points |
Percent of Grade |
|
Quizzes (3 @ 15 each) |
45 |
45% |
|
OTOC Grade |
25 |
25% |
|
Starters |
10 |
10% |
|
Notebook |
10 |
10% |
|
Homework |
10 |
10% |
|
Total |
100 |
100% |
The following scale will be used. Percentages are rounded according to standard rounding, two
decimals.
Example: (92.45% = 92.5% = 93% = A)
|
A = 93%
+ |
B+ =
88-89% |
C+ =
78-79% |
D+ =
68-69% |
E =
59%- |
|
A- =
90-92% |
B =
83-87% |
C =
73-77% |
D =
63-67% |
|
|
|
B- =
80-82% |
C- =
70-72% |
D- =
60-62% |
|
Note: With only 100
points per marking period, every point is 1% of your grade. Missing a 3-point homework assignment might
not seem like a big deal, but it will drop you 3%, which usually means 1/3 of a
grade, maybe even 2/3 of a grade. Be
sure to value your points. In
particular, be prepared for quizzes so that you don’t tank them…this means
always maintaining a current understanding of the material. If you’re lost, get help!
Quizzes:
Quizzes
are the largest part of your grade.
Performance quizzes will be given three times per marking period in order
to test student learning. A program
assignment will be given that resembles recent programs done in class and tests
a specific set of skills. Students will
have the class period and resources available to them to complete the quiz
without the help of others. Quizzes are
worth 15 points each.
OTOC Grade:
OTOC stands for Our Time, Our Curriculum. When you are in this class, you are expected
to be working on programming-related work.
Each student will be given 25 OTOC points at the start of the marking
period. Students lose OTOC points by
wasting our time together on activities like talking or using the computer for
activities not related to programming.
Starters:
At the start of each day,
there may be a short assignment or program on the board or overhead when class
begins. The assignment may be a
programming task to review a concept we’ve been learning or lead into a new
concept. Students are to begin
immediately when class begins, since there will only be 5 – 10 minutes allotted
for the starter assignment. We will
discuss starters after this time and points will be given for participation as
well as completion of the starter assignment.
Notebook:
Notes will be given each
chapter and students are expected to copy notes from the overhead
projector. Notebooks will be collected
at the end of each marking period and a score will be given based on the
percentage of notes the student has collected throughout the marking
period. You are accountable for all
notes, so if you are absent, ask someone to copy any notes that you miss (or
ask me for a printed copy…but you still need to write them by hand.)
Homework:
Occasionally, homework
assignments will be given from the textbook.
You should have your text with you at all times in case class time is
given for the homework. Typically,
students will be given a few days between the assignment and the due date.
Peer Help:
Programming is a delicate task and you’ll find that there’s
a lot that can go wrong. I encourage
students to help each other, but beware of becoming overly reliant on others
for help. Quizzes account for 45% of
your grade and there’s no help on a quiz.
The best practice to get into is to solve your own problems. This will make you a better programmer and
will ensure that you can perform on your own.
Class Programs
You will frequently be
given programs to work on during class.
It is expected that students will work diligently on these programs (and
graded through the OTOC grade.) Most
programs will be assigned and the students will be given a set amount of time
to work on the program. After this
time, we will discuss program solutions as a class.
If you finish earlier
than most, you are expected to find your own programming work to learn
from. The text offers many programs
that are not assigned, but should certainly be helpful in learning the content
and reinforcing skills.
Classroom Expectations:
Special Considerations:
1.
Homework is not given often, but at times it may be necessary
for students to come in early, stay late, or use seminar time to complete
projects.
2.
Because of the computer lab setting, food or beverage,
including gum and candy, is not allowed in the classroom.
3.
Your machines and workstations are to be left in
the condition that you found them.
a.
Workstations are to be CLEAN. Please take care of papers, assignment sheets, books, returned
assignment…etc. Tuck your chair in at
the end of the day.
b.
Your computer should be powered off with the monitor
flashing yellow.
c.
Your machine should contain the files that were present
when you came into class and no additional files unless you are specifically
given permission by the teacher. THIS
MEAN NO DELETING PROGAMS AND ABSOLUTELY NO DOWNLOADING.
If there is something wrong with your machine or workstation at the
start of class, you need to inform me immediately and I will discuss the issue
with the person in the previous hour.
If the person in the next hour has a problem, IT WILL COME BACK TO
YOU. Misuse of your workstation can
result in loss of computer privileges (making it VERY tough to pass),
detention, or administrative action.