Welcome back to the 2019/2020 school year!
- Block 1-1 and 1-2
- Digital Communications 11
- Computer Programming 11
- Computer Programming 12
- Block 1-3 and 1-4
- Information Technology 9
- Computer Studies 10
- Computer Systems 12
- Block 2-1:
- Graphics Arts
- Graphic Production 1 and 2
- Block 2-3 and 2-4:
Welcome back to a new school year! Hope everybody had a safe and relaxing summer but now ready to grind our gears!!!
Mr. Kam’s Schedule in Room 142 (unless specified otherwise):
- Block 1-1: Programming 11/12, Applied Digital Design 11/12, Digital Media Development 12
- Block 1-2: Programming 11/12, Applied Digital Design 11/12, Digital Media Development 12
- Block 1-3: Computer Studies 10 (formerly Programming 10) and Info Tech 9
- Block 1-4: Computer Studies 10 and Info Tech 9
- Block 2-1: Marketing and Entrepreneurship 8 (Business 8)
- Block 2-2: Marketing and Entrepreneurship 8 (Business 8)
- Block 2-4: Career-Life Education (formerly Planning 10) in Room 135
- Tutorial (8:35 – 8:55) by Appointment (email@example.com)
- Day 1/1A and Day 2: Room 142
- Day 2A: Room 134
- Block 2-3 in Room 134
A Rube Goldberg device is a deliberately over-engineered machine that performs a very simple task in a very complex fashion. For this project, you will be using Flash to design and animate a Rube Goldberg device involving 5 or more transformations.
I would like to take this time to welcome you back to a new school year and to welcome you to our course website.
This year, I am extremely excited to teach Business 8, Programming 10-12, and Planning 10 and to learn the names of all the new faces at Kitsilano Secondary! 😮 This is my first year at this school but I have over 10 years of classroom teaching experience from John Oliver and Windermere Secondary School, where I have taught business education, computer science, digital media and mathematics. I look forward to get to know all of you better.
In addition, if you are interested in starting a school club or team, come see me. I am a strong believer of building strong student leadership through community involvements and initiatives. In the mean time, please make sure to bookmark and check this website regularly because its contents get updated regularly. 🙂
– Mr. Kam
Social Media: http://facebook.com/kamsensei
The Java unit will primarily be assessed through portfolios and tests. The purpose of this homework portfolio is to reflect your learning process of the Java programming language through self-inquiry and practice. It is important to note that reflections are not merely a mirror in which you summarize the content of each lesson, but rather a lens in which you deeply gauge your understanding, break down your thought process and connect ideas to create personal meaning. The portfolio will be submitted onto Google Drive.
Note: You may use content from your portfolio on your 1-page “cheat sheet” that you take to your test. The cheat sheet has to be printed out on paper. Continue reading
The merge sort algorithm is one of the fastest algorithms that exists for sorting arrays. Consider the following algorithm and example for sorting the array that contains (3, 4, 1, 5, 2, 7, 6}. Despite its complicated algorithm, merge sort is the fastest algorithm at O(n log2n) compared to selection, insertion and bubble sorts at O(n2).
For this assignment, you will create a short video that demonstrates how one of the sorting algorithm works using a regular set of playing cards. In the video, you must (1) identify which sorting algorithm that you have chosen, (2) explain what the purpose is and how the algorithm works (in subtitles), (3) implement the algorithm on some randomly-shuffled cards, and (4) count the number of steps to sort the cards. To improve your communication with your audience, you may want to explain what is going on step by step. Continue reading
Simplified Rules of Sic-Bo:
- Player enters the table with money in his/her wallet.
- Player can bet any whole-number amount he/she chooses less than or equal to the amount they have in their wallet. (Minimum $1)
- Player places a bet on either BIG or SMALL based on the sum of three dice.
- SMALL: 4 to 10
- BIG: 11 to 17.
- Dealer randomly rolls three dice (each dice is numbered 1 to 6) after bet is placed.
- Dealer wins if the player misplaces the bet OR if the dealer rolls a triple (e.g. 1-1-1, 2-2-2, etc.). For example, if the player bets $5 and loses, then the player loses $5 from his wallet.
- Player wins a 2:1 payout if he/she guesses correctly. For example, if the player bets $5 and wins, then the player gains $5 from his wallet.
- Game is over when either player cashes out or has no more money.