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AP Computer Science A (2025)

This is Tynker’s year-long curriculum designed to introduce students to the Java programming language and prepare them for the AP CS A Exam. AP Computer Science A is an introductory college-level curriculum taught in Java, a programming language for professional programmers. We recommend that any academically prepared student take this introductory programming course. The only prerequisite is Algebra 1. Tynker is recognized by the College Board as an endorsed provider of curriculum and professional development for AP ® Computer Science A (AP CSA). Using an Endorsed Provider affords schools access to resources including an AP CSA syllabus pre-approved by the College Board’s AP Course Audit, and officially recognized professional development that prepares teachers to teach AP CSA. This endorsement affirms only that components of Tynker’s offerings are aligned to all the AP Curriculum Framework standards and the AP CSA assessment. Our curriculum emphasizes problem-solving using an object-oriented methodology. Students will learn the Java programming language, study data structures, analyze algorithms, and get a deep understanding of object-oriented programming. With over 100 hours of instruction, it’s designed to be taught daily as a year-long class. The curriculum is entirely web-based, so there’s no additional software to download or install. Each interactive lesson practices hands-on coding, while students learn to design and build and debug Java programs to solve real world problems. Lessons also include free response practice questions and multiple-choice quizzes to help prepare for the AP exam. In AP Computer Science A, students will explore the following big ideas in computer science: BIG IDEA 1: MODULARITY (MOD) Incorporating elements of abstraction, by breaking problems down into interacting pieces, each with their own purpose, makes writing complex programs easier. Abstracting simplifies concepts and processes by looking at the big picture rather than being overwhelmed by the details. Modularity in object-oriented programming allows us to use abstraction to break complex programs down into individual classes and methods. BIG IDEA 2: VARIABLES (VAR) Information used as a basis for reasoning, discussion, or calculation is referred to as data. Programs rely on variables to store data, on data structures to organize multiple values when program complexity increases, and on algorithms to sort, access, and manipulate this data. Variables create data abstractions, as they can represent a set of possible values or a group of related values. BIG IDEA 3: CONTROL (CON) Doing things in order, making decisions, and doing the same process multiple times are represented in code by using control structures and specifying the order in which instructions are executed. Programmers need to think algorithmically in order to define and interpret processes that are used in a program. BIG IDEA 4: IMPACT OF COMPUTING (IOC) Computers and computing have revolutionized our lives. To use computing safely and responsibly, we need to be aware of privacy, security, and ethical issues. As programmers, we need to understand how our programs will be used and be responsible for the consequences. Students will gain foundational computational thinking skills, including: Program Design and Algorithm Development: Determine required code segments to produce a given output. Code Logic: Determine the output, value, or result of given program code given initial values. Code Implementation: Write and implement program code. Code Testing: Analyze program code for correctness, equivalence, and errors. Documentation: Describe the behavior and conditions that produce identified results in a program. Course Materials and Requirements: This course require a modern desktop computer, laptop computer, Chromebook, or Netbook with Internet access and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required. Topics Covered: Java syntax, variables, data types, math operators, boolean logic, branching, while loops, strings, functions, arrays, array lists, 2D arrays, class, inheritance, recursion, searching and sorting algorithms.

AP Comp Sci A Course

Advanced Level
100% Online
4 Lessons
117 Activities

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Recommended for Ages 14+

Web iPad

No Prerequisites

Tynker Code Blocks

Tynker's visual code blocks are a great way for beginners to code, without needing to remember how to type syntax. By dragging and dropping code blocks together, young coders can produce vividly complex programs and games in our proprietary app, which includes support for graphics, sound, physics, and more.

What Kids Learn

  • Unit 1: Using Objects and Methods
  • Unit 2: Selection and Iteration
  • Unit 3: Class Creation
  • Unit 4: Data Collections

How Kids Learn with Tynker

Kids learn on their own with a guided, hands-on approach that individualizes the learning experience. Tynker's online courses provide a complete learning system for your child to master the fundamentals of programming. Tynker's visual programming language makes it easy to learn, and once kids gain proficiency, they can seamlessly transition to Javascript coding within the Tynker learning system. Enroll in one of our plans for unlimited play across all courses.

Game-Based Learning

Tynker's self-guided lessons break down coding concepts while solving puzzles and making cool apps.

Interactive Assessments

Quick practice quizzes and assessment tests evaluate a child's comprehension of subjects taught.

Captivating Topics

There's always something to learn with multiple subjects, projects, and coding languages available.

System Requirements

Online courses require a desktop computer, laptop computer, Chromebook, or Netbook with Internet connection and a Chrome (29+), Firefox (30+), Safari (7+), or Edge (20+) browser. No downloads required.

Unit 1: Using Objects and Methods

Get acquainted with the basics of Java programming.

33 Activities:

  • 1.1 Warm Up!
  • 1.2 Introduction
  • 1.3 Visualizing Algorithms
  • 1.4 Printing to the Console
  • 1.5 Strings and Input
  • 1.6 More on Methods
  • 1.7 Composition
  • 1.8 ASCII Art Methods
  • 1.9 Algorithms and Methods Review
  • 1.10 Algorithms and Methods Quiz
  • 1.11 Encoding Information
  • 1.12 Binary Numbers
  • 1.13 Variables
  • 1.14 How to Use Variables
  • 1.15 Types
  • 1.16 What's an Expression
  • 1.17 Variable Initialization
  • 1.18 Working with Numbers
  • 1.19 Information Representation and Expressions Review
  • 1.20 Information Representation and Expressions Quiz
  • 1.21 Variables and Memory
  • 1.22 Properties and Behaviors
  • 1.23 Classes
  • 1.24 Instance Variables and Methods
  • 1.25 Constructors
  • 1.26 Drawing Shapes
  • 1.27 Introduction to Strings
  • 1.28 String Methods
  • 1.29 More String Methods
  • 1.30 Substrings
  • 1.31 The Math Class
  • 1.32 Objects Review
  • 1.33 Objects Quiz

Unit 2: Selection and Iteration

Learn about object-oriented programming basics.

23 Activities:

  • 2.1 Simple Boolean Expressions
  • 2.2 Logical Operators in Java
  • 2.3 Using Relational and Logical Operators Together
  • 2.4 Conditional Statements
  • 2.5 Else and Else-If Statements
  • 2.6 Conditionals Review
  • 2.7 Conditionals Quiz
  • 2.8 The While Loop
  • 2.9 Take Control of Loops
  • 2.10 Infinite Loops
  • 2.11 Draw With Loops
  • 2.12 Randomness
  • 2.13 While Loop Puzzles
  • 2.14 While Loops Review
  • 2.15 While Loops Quiz
  • 2.16 For Loop Basics
  • 2.17 Nested Loops
  • 2.18 Accumulating, Filtering, Mapping
  • 2.19 Loop Challenges
  • 2.20 Common Pitfalls
  • 2.21 Loops Review
  • 2.22 Loops Quiz
  • 2.23 Lab: Consumer Review

Unit 3: Class Creation

Explore boolean values and boolean logic. Write programs that "make decisions" on their own.

14 Activities:

  • 3.1 Abstraction
  • 3.2 Impact of Computing
  • 3.3 Risks to Privacy
  • 3.4 Constructors
  • 3.5 Methods and Scope
  • 3.6 Intangible Objects
  • 3.7 Adding Functionality
  • 3.8 toString
  • 3.9 Separation of Concerns
  • 3.10 Setters and Getters
  • 3.11 Writing Setters and Getters
  • 3.12 National Parks
  • 3.13 Review
  • 3.14 Unit Quiz

Unit 4: Data Collections

Learn how to represent repeating patterns with code.

47 Activities:

  • 4.1 Data Sets
  • 4.2 The Case for Arrays
  • 4.3 Creating Arrays
  • 4.4 For Loops and Arrays
  • 4.5 Processing Arrays
  • 4.6 Taking Flight
  • 4.7 Arrays Review
  • 4.8 Arrays Quiz
  • 4.9 Arrays and Objects
  • 4.10 Comma Separated Values
  • 4.11 Arrays and Objects 2
  • 4.12 ToDo List
  • 4.13 Dream Journal
  • 4.14 Arrays and Objects Review
  • 4.15 Arrays and Objects Quiz
  • 4.16 Global Temperatures
  • 4.17 Graphing Temperatures
  • 4.18 Regional Temperatures
  • 4.19 ForEach Loops
  • 4.20 Lab: Music
  • 4.21 Introduction to ArrayLists
  • 4.22 Using ArrayLists
  • 4.23 Traversing ArrayLists
  • 4.24 Processing ArrayLists
  • 4.25 Parallel ArrayLists
  • 4.26 Selection Sort
  • 4.27 Insertion Sort
  • 4.28 Binary Search
  • 4.29 Review
  • 4.30 Unit Quiz
  • 4.31 Lab: Data
  • 4.32 Arrays of Arrays
  • 4.33 Random Haikus
  • 4.34 Dimensions
  • 4.35 Multidimensional Arrays
  • 4.36 Processing In Multiple Dimensions
  • 4.37 Review
  • 4.38 Unit Quiz
  • 4.39 Lab: The 256 Game
  • 4.40 Introduction to Recursion
  • 4.41 Recursive Algorithms
  • 4.42 Tracing Recursive Algorithms
  • 4.43 Recursive Binary Search
  • 4.44 Merge Sort
  • 4.45 Recursion Practice
  • 4.46 Review
  • 4.47 Unit Quiz

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