Course Description
Computer Science is taught by Ms. Taricco and introduces students to basic programming languages: HTML with CSS and Java. The class consists of several labs with tasks that we must code a solution for. So far, we have reviewed data types, using objects, boolean algebra, iterations, static arrays, and ArrayLists. Nearing the end of the year, we are grouped in smaller teams to develop an app to aid any community. Scroll down to view a few of my favorite programs and learn more about my team's project.
Line Art
One of my favorite programs was Line Art. When I first viewed the assignment, which included an image of the expected output, I immediately recognized the pattern from a prior elementary art project. The “curved” design was created solely using lines by shifting them in the negative direction on one axis and in the positive direction on another. For extra credit, we had the option to embed a smaller version of the same design. It was one of the first programs that used Java Applet and my table group began experimenting with changing the lines’ colors. I eventually settled on using a random color generator on every line to yield a unique design every time the program ran. I have attached an example of one of my outputs with the corresponding code left. Click here if you are having trouble viewing it!
Bulgarian Solitaire
Although one of the more challenging assignments, I enjoyed coding this program. It mimicked playing a card game, in which each round one card from each pile had to be removed and added to a new pile. This process was to be repeated until the ending configuration was a pile with 1 card, a pile with 2 cards, a pile with 3 cards, a pile with 4 cards, etc. This program combined for loops, if statements, and while loops to eventually yield the expected outcome (displayed right with the corresponding code below). Click here if you are having trouble viewing it!
Apps for Good: KALBRA - Gamified SAT
IDENTIFIED PROBLEM: While several colleges may remain test-optional, the Scholastic Aptitude Test (SAT) remains an important standardized test used for college admissions to assess academic success and student readiness for college-level rigor. In 2023, over 1.9 million students took the SAT (“Why Take the SAT?”, 2025). Further, a successful SAT score can be indicative of strong skill, knowledge, and competency, and can provide added insight into a student’s profile along with the student’s GPA, which may be influenced by grade inflation or school-specific grading policies (Quad Education, 2024). Despite the relevance of the SAT, the test content is not based on school curriculum. This makes the SAT a test that, for almost all, requires several hours of practice to familiarize oneself with the question types and strategies. Additionally, studying for the SAT can be unmotivating, boring, and challenging, leading to students spending less time studying than they initially planned to. In a survey completed by 29 high school juniors and seniors at Mass Academy, 34.5% of students believed that in the 4-6 weeks leading up to their exam they should study for 5-6 hours, yet 31% of students stated that they actually spent just 0-1 hours studying. On average, the high school students had a 2.34-hour difference between how long they believe they should study and how long they actually studied. Most students cited busy schedules or laziness. One student stated their reasons were a “lack of motivation, lack of time, [and] nothing holding [them] accountable”.
TAREGT AUDIENCE: The target audience of this app is high school students studying for the SAT. The app specifically appeals to students that may have an upcoming SAT test in 1-12 months and are looking to increase their score in the math section, but find studying boring, unmotivating, and discouraging. The goals for the audience are to improve their SAT math score by 100+ points and have fun while doing so. The app aims to make studying for the SAT fun and motivating, further encouraging the user to diligently learn without even realizing it. High schoolers like us that would like to improve their SAT score on the Math section, but find traditional study methods boring, are the target audience for this app.
MINIMUM VIAVLE PRODUCT (MVP): Three core features are included in the MVP: turn-based combat on one level, math questions appearing on attack, and damaging hits varying with player correctness. Our solution integrates Mathematics SAT questions from Collegeboard into a turn-based combat game. In this game, you are a monkey fighting against a gorilla. You can choose to heal, attack, or surrender by answering Math SAT questions.
The process of developing KALBRA involved researching the problem and ensuring there was a need for this app, familiarizing ourselves with competitors, designing several flowchart, screen page plans, and architecture diagrams, implementing, testing, and sharing. The app implementation was conducted using Godot and GitHub for sharing. We began by implementing only one mode, attack, and having limited questions. More complex features were added afterwards, including music, character animations, and decorative elements. Next, the code was tested by describing over 85 test cases, running them on a device, and answering whether each passed or failed. Finally, KALBRA was shared during the Apps for Good Fair and on our personal websites. My team is considering the possibility of publishing KALBRA to allow for public use.