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:

 

  1. If Someone Has the Floor, Respect Him or Her:  Pay attention to that person, not to your computer screen or the person next to you.  We will all have the floor at some point and we all deserve an attentive audience.

 

  1. Work Quietly:  We’ll be moving around, we’ll be asking questions, we’ll be offering advice, but we also need to realize that there are other classes and we need to avoid distractions.

 

  1. Be Prepared:  Come to class with the materials listed above.

 

  1. Understand that Mr. O Values his Job:  Please avoid asking me do things my boss says I shouldn’t, like allowing students in the hall without planners/ID’s or having cell phones or MP3 players…etc. 

 

  1. Hold yourself Accountable:  Be responsible for your own actions.  Computers crash, teachers pile on work, people get sick, and life happens around us – in the real world, none of this acts as an excuse for not getting the job done.  Always be aware of deadlines and due dates and work toward finishing.  If you miss class, visit the website, get the work, copy notes from a friend, and/or arrange a seminar visit. 

 

  1. Use your Chair:  Be ready to work when the beginning bell rings and be in your seat when the ending bell rings.

 

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.