Ms. Davis’ Computer Course Syllabus

Jefferson Academy High School

9955 Yarrow St .

Broomfield , CO 80021

(720) 887-1992

 

Instructor and Contact Information

Ms. Davis
Email: jdavis@jacomputers.org or jerdavis@jeffco.k12.co.us
Web site: www.jacomputers.org

Course Curriculum: (If available, books may be checked out after school and brought back before school starts the next day.)

·        Office 1/2: Shelly, Gary B., Thomas J. Cashman, and Misty E. Vermaat. Microsoft Office 2007 Introductory Concepts and Techniques. Boston : Course Technology/Thomson Learning, 2008.

·        Office 1/2: Shelly, Gary B., Thomas J. Cashman, and Misty E. Vermaat. Microsoft Office 2007 Advanced Concepts and Techniques. Boston : Course Technology/Thomson Learning, 2008.

·        Office 2: Shelly, Gary B., Thomas J. Cashman, and Misty E. Vermaat. Microsoft Office 2007 Post Advanced Concepts and Techniques. Boston : Course Technology/Thomson Learning, 2008.

·        Dreamweaver: Bishop, Sherry. Macromedia Dreamweaver 8 Revealed. Boston: Course Technology/Thomson Learning, 2006.

·        HTML: Shelly, Gary B., Thomas J. Cashman, Denise M. Woods, and William J. Dorin. HTML Comprehensive Concepts and Techniques. Boston : Course Technology/Thomson Learning, 2007.

·        Flash: Shuman, Jim. Macromedia Flash 8 Revealed. Boston: Course Technology/Thomson Learning, 2006.

·        Flash 2: Rebenschied, Shane. Macromedia Flash Professional 8 Beyond the Basics. Berkeley: Lynda.com/Books, 2006.

·        Flash Gaming: Rhodes, Glen. Macromedia Flash Professional 8 Game Development. Boston: Charles River Media, 2007.              

·        Flash Gaming: Prayaga, Lakshmi, and Hamsa Suri.. Beginning Game Programming with Flash. Boston: Thompson Course Technology, 2008.

·        Visual Basic: Zak, Diane. Programming with Microsoft Visual Basic 6.0. Boston: Course Technology/Thomson Learning, 2001.

·        Visual Basic Gaming: Harbour, Jonathan S. Microsoft Visual Basic Game Programming for Teens. Boston: Course Technology/Thomson Learning, 2005.

·        Alice 2.0: Shelly, Gary B., Thomas J. Cashman, and Charles W. Herbert. Alice 2.0: Introductory Concepts and Techniques. Boston: Course Technology/Thomson Learning, 2007.

·        Alice 2.0 Advanced: Adams, Joel. Alice in Action with Java. Boston: Course Technology, 2008.  

·        Java Programming: Shelly, Gary B., Thomas J. Cashman, and Joy L. Starks. Java Programming: Introductory Concepts and Techniques. Boston: Course Technology/Thomson Learning, 2006.

·        Java Gaming: Harbour, Jonathan S., Beginning Java Game Programming. Boston: Course Technology/Thomson Learning, 2008.

·        PC Troubleshooting/Repair/A+ Certification Prep : Andrews, Jean. A+ Guide to Managing and Maintaining Your PC. Boston: Course Technology, 2010.

·       AP Computer Science: Lambert, Kenneth, and Martin Osborne. Fundamentals of Java: AP* Computer Science Essentials for the A Exam. Canada: Thompson Course Technology, 2006.

Course Description:

Office 1 - provides you with the proper knowledge, skills and procedures to create documents, workbooks, and presentations using Microsoft Word, Microsoft Excel, and Microsoft PowerPoint. Office 1 is required for all other computer classes.
Office 2 - offers a deeper study of the Microsoft Office 2007 suite including Word, Excel, and PowerPoint. The knowledge gained from Office 1 will be expanded as you learn more functions available in each application. (prerequisite Office 1)
HTML - provides you with the proper knowledge, skills and procedures to create HTML documents suitable for developing Web pages. You will learn common Web page formats and functions such as HTML tags, hyperlinks, images, tables, image maps, frames, and forms. (prerequisite Office 1)
Flash - offers a fun learning experience because it allows you to create animations, games, change user interfaces, Web message areas, and Internet applications. You will learn the basics of Flash which include learning the Flash environment, drawing objects, working with symbols and interactivity, creating animations, and creating special effects. You will prepare and publish movies and complex animations. (prerequisite Office 1)
Flash 2 - covers an intermediate-level Flash that uses Flash to develop and design a website. (prerequisite Flash I)
Dreamweaver - allows you to quickly create Web pages without writing the code in HTML. In this class you learn about the Dreamweaver workspace, how to develop a Web Page, and work with text, graphics, links, tables, and forms. If time permits, you will use style sheets, create layers, and add multimedia elements. (prerequisite Office 1)
Flash Game Programming - One of the favorite pastimes for students is to play video games. In this class you will create your own games using Flash's programming language. You will first create a story and then add game features such as text, graphics, sound, and animation. (prerequisite Flash 1)
Flash Game Graphics – Creating graphics for Flash games can be fun and rewarding, especially when you can channel your imagination into your art and provide potential players with a fun entertainment experience. You'll learn all about what Flash graphics are, how to create your own, and how to import them into working game source files. The class covers both vector and raster graphics and explains how each can be used to improve the performance of your game. (prerequisite Flash Game Programming)
Visual Basic I - This course is designed for developers who are moving to Visual Basic with some understanding of basic programming concepts. You will learn Visual Basic syntax, event-driven programming, and how to compile an application with the native code compiler. You will learn the VBA language, handle run-time errors, debug, work with forms and controls, and add simple database support to your applications. (prerequisite Flash Gaming)
Visual Basic Game Programming- Get ready to create your first complete 2D-based role-playing game using Visual Basic 6.0. You will learn, step by step, how to construct each part of an RPG game using DirectX components such as Direct3D. You will write short programs that dive into the exciting world of game programming, learn how to write your own code, and take complete creative control over how your game operates. Let your imagination loose as you create amazing new adventures! (prerequisite Visual Basic I)
PC Troubleshooting/Repair/A+ Certification Prep - This course is an introduction to personal computer hardware and software. It is designed to help you become comfortable and skilled with installing new hardware and software, troubleshooting hardware and software problems, and making decisions about upgrading or purchasing new hardware and software. Students will learn about each of the major components in a personal computer, along with step by step instructions on installation, maintenance, optimization system performance, and troubleshooting. (Permission of instructor required)
Alice 2.0 – Alice is an innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a teaching tool for introductory computer science. It allows students to learn fundamental programming concepts in the context of creating animated movies and simple video games. In Alice, 3-D objects (e.g., people, animals, and vehicles) populate a virtual world and students create a program to animate the objects. In Alice's interactive interface, students drag and drop graphic tiles to create a program, where the instructions correspond to standard statements in a production oriented programming language, such as Java, C++, and C#. Alice allows students to immediately see how their animation programs run, enabling them to easily understand the relationship between the programming statements and the behavior of objects in their animation. (prerequisite Flash or permission of instructor)
Alice 2.0 Advanced - Using a spiral pedagogy, Alice 2.0 Advanced introduces key object-oriented topics using Alice 2.0, then circles back to the same concepts in Java. Alice was developed to help teach introductory programming techniques in a less syntax-intensive environment, and addresses some of the barriers that currently prevent many users from successfully learning to program. By initially introducing basic concepts in Alice, users will have a positive first programming experience and a foundation on which to build when they revisit those concepts in Java. (prerequisite Alice 2.0)
Beginning Java Programming– An introduction to Java using a project-oriented approach to learning, presenting difficult Java programming concepts in a straightforward and exciting way! The real-world examples provided reinforce concepts and empower student to apply the knowledge acquired. This course maps the Computer Science AP examination. (prerequisite Alice 2.0)
Java Game Programming – If you are interested in creating games for the casual game market, then get ready to set the wheels in motion! This hands-on class for beginners allows you to increase your skill level along the way as you create a game full of cool artwork and intricate details. The class serves as an introduction to the field of game programming using Java. From the basics of creating simple Java programs and writing graphics code to utilizing Java's advanced 2D library and adding sound effects and music, this class will help you acquire all the skills you need to create a professional-quality, sprite-based game. Sprites are 2D bitmaps that are drawn directly to a render target without using the pipeline for transformations, lighting or effects. Sprites are commonly used to display information such as health bars, number of lives, or text such as scores. (prerequisite Beginning Java Programming)
AP Computer Science A - AP® Computer Science A is both a college-prep course for potential computer science majors and a foundation course for students planning to study in other technical fields such as engineering, physics, chemistry, and geology. The course emphasizes programming methodology, procedural abstraction, and in-depth study of algorithms, data structures, and data abstractions, as well as a detailed examination of a large case study program. Instruction includes preparation for the AP Computer Science A Exam. Click here for additional info on AP Computer Science (prerequisite Beginning Java Programming)
Pre-Architecture This course provides resources for an introductory course in architectural design. The course reviews design principles, creating sketches using pencil and paper and AutoCAD and architectural design using AutoCAD Architecture. Lessons cover architecture fundamentals such as creating walls, windows, doors, and roofs to developing schedules and visualization. The content is based on AIA standards, and green design concepts are incorporated throughout. (Prerequisite Office 1, one additional computer course, and permission of instructor required)
Pre-Mechanical Engineering - This course provides resources for an introductory course in engineering design. The course reviews design principles, creating sketches using pencil and paper and AutoCAD®, solid modeling using Autodesk® Inventor Professional and visualization using Autodesk® 3ds Max Design. The course illustrates the basics of mechanical engineering and provides real-life mechanical projects. .(Prerequisite Office 1, one additional computer course, and permission of instructor required)
Pre-Civil Engineering - This course provides resources for an introductory course in civil engineering design. The course has three major sections: 1) it reviews design principles, creating sketches using pencil and paper and AutoCAD®, 2) it describes civil engineering disciplines and land development concepts, and 3) develops knowledge of surveying data, 3D terrain models, and basic site, roadway, and grading design issues using Autodesk® Civil 3D. .(Prerequisite Office 1, one additional computer course, and permission of instructor required)
Computer Animation: Design - The Design class is about learning accepted Principles and Elements of Design for students new to 3D. The principles and elements of design are a series of “rules” that have been traditionally used by 2D artists and designers to create work that is visually harmonious, clearly understandable, easy to focus on the message presented, and almost universally recognized across cultures. Many new 3D artists do not come with a traditional 2D artistic or designers background and need instruction in the basic design principles. This class is that fundamental background knowledge and its application. (Prerequisite Office 1, one additional computer course, and permission of instructor required)
Computer Animation: Motion and Animation - The Motion and Animation class introduces concepts about human movement and expression, relating them to the 3D computer animation process.  This  class will begin with basic concepts about physics and motion, and progress from the fundamentals of body mechanics to facial animation, acting, and storytelling.  The student will learn how to develop a character’s personality and movement style and their effect on animating engaging and believable characters.  The student will also build efficient workflow habits that help them work fluidly and creatively. In the applied portion of this  class, The student will apply the principles and theories of animation. This will include the bouncing ball, walk cycle, jumping, follow through, facial animation, acting, workflow and character development. The student will be guided through the lessons to learn the way to animate in 3D. The student will be given an assignment challenging him or her to use what he or she has  learned.(Prerequisite Computer Animation: Design and permission of instructor required)
Computer Animation: Storytelling - The Storytelling class will walk the student through the tools and techniques used by the Film and Video Games industry professionals for telling a story using Autodesk MotionBuilder 2010. The techniques the student will learn in this class are a sampling of the methods most frequently used by professionals. The student will work with prebuilt characters, a set, and audio files to focus on storytelling through lighting, timing, and cameras. By the end of this class the student will have a short animation that he or she can use in a demo reel when applying for jobs in the film or games industry. (Prerequisite Computer Animation: Design and permission of instructor required)
Computer Animation: Real-time - The Real Time, or introduction to games, class covers key concepts found in modern video games, such as Gameplay, Immersion, Game Engine, and DirectX Shader. It will explain in  a detailed step by step procedure how to use Autodesk 3ds Max 2010 to apply these key concepts with ease. The student will discover what makes a particular game great.  And,  he or she will use multiple software programs, combined in unique ways, to make it happen for his or her game.  The student will also learn how to create  and simulate game lighting effects, shaders, objects dynamics and more. (Prerequisite Computer Animation: Design and permission of instructor required)
Computer Animation: Anatomy - In the Anatomy class, the student will learn basic anatomy concepts to help him or her create and animate believable 3D characters. Building a character in 3D takes some knowledge of materials and how they fit together. The student must learn how to use a 3D program, but even more importantly the student must understand anatomy well enough to make characters look believable. That is why 3D artists  study anatomy. It helps them create wildly exaggerated characters which seem related to the real world. In the applied portion of this class students will be introduced to the process of creating a 3D character Model based on a stylized character concept using anatomy concepts in Autodesk Maya and further refined in Autodesk Mudbox. The class addresses the challenge of 3D digital character creation. Working with a provided design, a 3D digital character will be modeled, textured, rigged and animated. The character is created with the intention of being used to create a character driven performance. Upon completion of the class, the student should have the understanding and skills to build and animate characters of his or her own design. (Prerequisite Computer Animation: Design and permission of instructor required)

Homework:

Homework will be assigned as needed. If you do not complete your work in class, I expect the work to be completed outside of class time. Time management is a big part of the class. You are expected to complete all assignments either in class or outside of class and manage your time and effort accordingly.

Materials:

Pen or Pencil

Deadlines

Just as an employer expects efficiency out of an employee, so do I. You are expected to complete the required assignments of the course. If you fall behind, you are expected to make up assignments outside of class time and by increasing your focus in class. You are expected to set intermediate goals for completing your work and to keep track of your time. You will be graded on meeting the following deadlines:

Common Assignments
First deadline
Second deadline
Third deadline

Due

Due by March 20th

for all Classes

 

April 12th

May 2nd

May 21st

Office 1 (PA each Section) SEE BELOW FOR ADDITIONAL CHECKPOINTS

Word 1-3, WPA

Excel 1-3, EPA

Powerpoint 1-4, PPA

Office 2 (PA each Section)

Word 4-6, WPA

Excel 4-6, EPA

Access 1-3, APA

Office 3 (PA each Section)
Word 7-9, WPA
Access 4-6, APA
PowerPoint 5-6, PPA

HTML (PA each chapter)

Chapters 1-3

Chapters 4-6

Chapters 7-9

Flash(PA each chapter)

Chapters 1-3

Chapters 4-6

Chapters 7-9

Flash 2(PA final)

Chapters 1-4

Chapters 5-8

Chapters 9-12

Dreamweaver (PA each chapter)

Chapters 1-3

Chapters 4-6

Chapters 7-9

Flash Gaming (PA final)

Chapters 1-4

Chapters 5-8

Chapters 9-13

Flash Gaming 2 (PA Final)

Chapters 1-4

Chapters 5-7

Chapters 8-10

Visual Basic (PA final)

Chapters 1-4

Chapters 5-8

Chapters 9-12

Visual Basic Gaming (PA final)

Chapters 1-4

Chapters 5-8

Chapters 9-12

Word Processing (PA each chapter)

Chapters 1-3

Chapters 4-6

Chapters 7-9

Flash Game Graphics (PA final)

Lessons 1-4

Lessons 5-7

Lessons 8-10

PC Troubleshooting/Repair/A+ Certification Prep

Chapters 1-2 & 4-5

Chapters 6-8 & 11

Chapters 13-16

Alice (PA final)

Project 1

Project 2, Project 3 to Page 173

Finish Project 3, Project 4

Alice Advanced (PA final)
Projects 1-3
Projects 4-6
Projects 7-9

Java Programming (PA Final)

Chapters 1 -2

Chapters 3-4

Chapters 5-6

Java Game Programming(End Project)
Chapters 1-4
Chapters 5-8
Chapters 9-12 and project
Pre-Architecture(End Projects)
Units 1-4
Units 5-8
Units 9 and 11, Projects
Pre- Mechanical Engineering
Units 1-4
Units 5-8
Unit 9 and Three Projects
Pre-Civil Engineering
Units 1-3
Units 4-6
Units 7-8
Computer Animation: Design
Level 1
Level 2
Level 3

OFFICE 1 CHECKPOINTS: Word Ch 1 - March 23rd, Word Ch. 2 - April 4th, Word Ch 3 - April 9th, Word Personal Assignment and Chapter Notes-April 12th; Excel Ch. 1 - April 17th, Excel Ch. 2 - April 20th, Excel Ch 3 - April 26th, Excel Personal Assignment and Chapter Notes - May 2nd; PowerPoint Ch. 1 and 2 - May 9th, PowerPoint Chapters 3 and 4 - May 16th, PowerPoint Personal Assignment and Chapter Notes- May 21st

Learning Needs

·        By making the course self-paced, this allows you to progress at your own speed. However, make your time count. This does not mean you slack off during class. In fact, the amount of material is about what a student can do if 100% of the time is spent on the assignments. If you are absent for any reason, spend a lot of time gossiping or on breaks, or need extra time to finish assignments, you'll probably have a lot of work to do outside of class hours or you may not pass the class.

·        This will meet the needs of both fast and slow students. However, students are expected to focus on their work for the entire period every day and do their best job. The grade will be a direct reflection on how much a student is on-task and completing assignments correctly.

·        The course is designed to meet students' learning needs based on gradually moving up Bloom’s Taxonomy. This recognizes the need for basic skills as well as the importance learning higher-level thinking skills. A “complete” chapter consists of the following:

Bloom Category

Assignment

Knowledge – (recall information)

Project – This leads you through acquiring skills in a step-by-step mode. All the information is provided for you in the book.

Lessons (in Flash and Dreamweaver)

Comprehension (grasp and interpret prior learning),  Application, and Analysis

Apply Your Knowledge – This part of the chapter generally requires you to make corrections to an existing document.

Design Project (in Flash and Dreamweaver)

Application (transfer information to a new task with a minimum of direction)

Lab 1 – This gives you more general instructions on what must be done to create a document, does not give you step-by-step instructions, and requires you to recall or look-up instructions.

Skills Review and Project Builders (in Flash and Dreamweaver)

Comprehension and Analysis (see parts and relationships)

ChapterNotes – You list the objectives of the chapter and the definition or steps required to complete a process. If it is a process, you also indicate where you did the process in the project.

Application and Synthesis (combine parts of prior knowledge into a new product)

Personal Assignment (at the end of each application – Word, Excel, Access, PowerPoint or chapter - HTML, Flash, Dreamweaver) you are required to create a document that meets the objectives of the chapters in that section. In Gaming you have 1 personal assignment for the class. You may do this assignment as part of another class or as homework.

Evaluation (makes a judgment based on criteria)

Correct and turn in work – Review your documents for problems and compare with diagrams in book.

 

Preparation for the Work World (minutes points)

·        Employers want a job done well. Therefore, credit will only be given for documents that complete the objectives of the assignment, look professional, and have a minimum of mistakes. Since the spell-check feature is a tool of the computer, this includes correct spelling on all documents. Examples of completed documents are in the book and/or on the Web site. You are expected to check your work against these examples. If an assignment does not meet these guidelines, I will give feedback and may give you the opportunity to make corrections. Chapter assignments that are completed correctly the first time with no errors will receive a 100.

·        An employer expects employees to use the resources available to them for solving problems. If you run across problems when creating a document (with either the software or hardware), you are expected to try trouble-shooting yourself, use books and on-line help resources, and your co-workers. Use the instructor as a last resort because she will not be available when you leave the class.

·        All employers want employees who arrive to work on-time and are productive throughout the day. Therefore, a minutes grade(80 minutes or points per day) is given based on the number of minutes worked out of the expected 3200 minutes in class (80 minutes points per day for 40 class days) based on the following:

·        You are allowed two 5 minute breaks without penalty per day to stretch, stand up, look at something besides the screen, or use the restroom as long as you do not disrupt other people in the classroom. If you fall behind in assignments, this privilege may be revoked until you have caught up on your assignments. You may also lose this privilege if you disrupt anyone else's work or break any school rules. You must sign out when you leave the classroom. Only one student may be out of the room at a time. You may only leave the room once per day.

·        You are expected to be working on your assignments every class period. If you are going to Web sites, playing games, getting out of your chair, talking about things not related to the class and not getting your work done, the teacher may deduct time from your minutes grade and move you to a different location away from distractions.

·        Unexcused absences, tardies, or suspensions count for twice the actual amount of time missed. For example, if you are absent one day without an excuse, you are docked 160 minutes (2 class periods) toward your productivity grade. If you are late 5 minutes one day to class without an excuse, you are docked 10 minutes on your minutes grade.

·      If a student misses half a class or more (unexcused) or if a student has two unexcused tardies, this counts as an absence in my grading. Therefore, in either of these situations, you will have 80 minutes deducted from your productivity grade. Every unexcused tardy after two will also count as 80 minutes deducted from your minutes grade.

·        Suspended students will lose all productivity minutes for any time missed and may make up time at the teacher’s discretion.

·        At the discretion and convenience of the teacher, you may make up missed time before or after school, at lunch, or during another class. The teacher may add this time to your productivity grade.

 

·        Grades are available on-line through www.jajags.com Web by clicking on the Infinite Campus link. Grades are updated at least weekly.

Assignments

Assignments are listed on Ms. Davis’ Web site (www.jacomputers.org). The student is responsible for checking this location periodically to see if there are any changes to assignments or notes for their completion.

Assignments are graded for completeness and for quality. Generally, here is how the documents will be graded:

·        2-5 points off if files are saved incorrectly (you have the list of file names to check against).

·        2-5 points off for an error in doing a procedure or a missing step.

·        1-2 points off for general typos in a document.

·        1-5 points off if words are spelled incorrectly. One point per word, up to five points. Always do a spell check! For Internet classes, copy and paste your HTML documents into Word to check for spelling errors.

·        Generally there are 4-5 files in a chapter plus the ChapterNotes. The ChapterNotes are worth 100 points for each deadline and the other points are allocated based on the number of files.

Quizzes and Tests

·        Below is a schedule of all quizzes and tests for this class.

March 20th :

Syllabus and Procedures Quiz

April 12th :

Quiz over material from Deadline 1 (see above)

May 2nd :

Quiz over material from Deadline 2 (see above)

May 21st :

Quiz over material from Deadline 3 (see above)

May 22nd & 23rd :

Performance Based Project Test

May 24th OR 25th :

Final Exam

Grading System Weights

All Classes

Whiteboards: 5%
Minutes Points: 20%
Common Assignments: 5%
Deadline 1 Assignments: 10%
Deadline 2 Assignments: 10%
Deadline 3 Assignments:
10%
Personal Assignments: 10%
Quizzes: 10%
Performance Based Test: 10%
Final Exam: 10%

 

·        The Final Written Exam in all classes will account for 10% of your score. At the option of the teacher, if you have not been disruptive during class and have successfully completed all work with a 95% or above grade, you do not have to complete the final written exam(everyone takes the Performance Based Test).

Grading Scale

A: 90 -100 %

B: 80 - 89 %

C: 70 - 79 %

D: 60 - 69 %

F: Below 59 %

Course Policies

The discipline policy for this class is a simple process. The objective is to change behavior, not punishment. If you violate the class rules, you will be given verbal and written warnings. Further problems will result in detention, notification of parents, and consequences which may include removal from the classroom.

Discipline Consequences: Procedural Steps

  1. Verbal warning
  2. High School Lunch Detention
  3. Friday School, notification of parents
  4. Office Referral

Classroom Rules

  • Respect all people by talking and listening appropriately.
  • Participate and behave appropriately in group situations.
  • Be at your desk and working when the bell rings.
  • Each individual is responsible for maintaining the equipment in the classroom and to pickup trash. Avoid spills. In the computer lab, drinks must be in containers with lids.
  • Because of viruses, spyware, and other problems, no downloads or changes in settings will be allowed unless approved by the teacher. On your own login you may change desktop or screen saver settings. However, if you are using a guest or group login, you cannot make any changes to the settings.
  • The default in this class is that ALL work will be accomplished individually, UNLESS my permission is given in advance of an assignment/quiz/exam/take-home exam/final. If you are in doubt, please ask.
  • Electronics
    • In general, students are not allowed to use any personal electronic device in the classroom. Cell phones should be set to silent and put away during class. There is an exception of mp3, ipods, and CD players in this computer lab. Since most of the work is independent and some students’ productivity is enhanced with music, music players are allowed during independent work and not during lectures as long as they do not disrupt anyone's learning. Students must have headphones in order to listen to music.
    • If a student chooses to bring an unapproved electronic device to class, the following measures will be implemented:
      • First offense: The teacher will confiscate the device and take it to the office. A student can retrieve the device between 3:00 and 3:30 that day.
      • Second offense: The teacher will confiscate the device and take it to the office. Only a parent can retrieve the device between 3:00 and 3:30 that day or any day after. The office will not call the parent. It is the responsibility of the student to let the parent know.
      • Third offense: The teacher will confiscate the device and take it to the office. A parent conference with administration will be required before the device will be returned.
      • If the student continues to defy the teacher(s) and this policy, s/he will be suspended.
  • We will also follow all rules outlined in the JA student handbook and Jeffco Conduct Code. These policies can be briefly outlined as follows:

I will respect People, Property, and Principles.

 

Plagiarism Policy

If you knowingly copy or use someone else’s work and present it as your own without proper attribution, you will face consequences up to and including suspension. 

 

Course Requirements

  • Attendance: If you are absent, it is your responsibility to determine and make up missed assignments. Since most of the work is done in the lab or on the lab computers, or with textbooks that are only available in the classroom, you may need to schedule a time before or after school or at lunch to complete the work.
  • You are expected to be at every class, on time, and working when the bell rings and ready for instruction whenever the instructor starts.
  • You will be expected to participate in class activities: discussions, workshops, and small group opportunities.
  • You will be responsible to create and store assignments on the network, personal computer, floppy disk, and may be required to prepare some hard copies.
  • You should support other students and not disrupt their learning.
  • If you need help, you are expected to consult the tools you will always have first: the book, on-line help, and a peer. If you still need help, ask the instructor.

Class and Office Times

Official Office Hours
(If you need other times, make sure you ask in advance so I can try to be here)

Tues, Wed, Thu
7:50-8:25 am

A(Planning)

Monday and Friday
8:00-9:30
Tues, Wed, Thurs
8:30-9:53

B

 

Monday and Friday
9:35-11:05
Tues, Wed, Thurs
9:58-11:21

C

Monday and Friday
11:55-1:25
Tues, Wed, Thurs
12:05-1:32

D

Monday and Friday
1:30-3:00
Tues, Wed, Thurs
1:37-3:00

Official Office Hours
(If you need other times, make sure you ask in advance so I can try to be here)

Tues, Wed, Thurs
3:00-3:30 pm

 

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