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CT.L3A-02

Lego Tower Team Activity: Managing Change

Description: 
This activity is conducted within a 50-minute period. Students have generally learned about what requirements and design are, thus providing the opportunity to incorporate the notion of changing requirements and their implication in design. This is a high level activity that requires no programming.

New Solutions for Old Problems

Description: 
Students examine problems that can be solved using more than one algorithm (e.g., determining the factorial value of a number). Using brainstorming or other group problem-solving techniques, students develop alternative algorithms using recursive and non-recursive techniques.

Object-Oriented Programming

Description: 
An introduction to Object Oriented Programming in Java. Includes teaching strategies: objects-early philosophy; radio example; and Is-A, Has-A, and Uses-A relationships. PDF (converted PowerPoint presentation).

OO Design and Analysis

Description: 
This is an HTML presentation on Object Oriented design concepts and principles. The format allows it to be posted on the course website for review at home prior to quizzes and exams. It stresses the importance of analysis, design, and implementation. The presentation can be modified to suit the needs and ability of the target student audience.

Planning A Solution

Description: 
Students work in groups to analyze complex problems (e.g., Towers of Hanoi) and to develop appropriate algorithms using recursive and nonrecursive techniques. Students create pseudocode and design charts to assist them in planning a solution and assess these representations of code as problem-solving tools. Grades 10-11

Practical Tips for Teaching Object Oriented Design

Description: 
This session introduces Object Oriented Design based on the world around us. Then, applying the KISS principle, we will explore ways to weave simple classes into projects and projects into classes that are enjoyable and fun for students.

Programming a Planned Picture

Description: 
Introductory assignment, Programming a Planned Picture, can be given to grade 10 (ics20) students after introducing the basic concepts in programming such as input/output, graphics, selection, repetition.

Programming Games

Description: 
This lesson is a culminating activity to a unit on basic programming in Visual Basic 6.0 for 10th graders. Advanced 8th or 9th grade students could benefit. Students should know how to use option buttons, variables, random numbers, text , image and message boxes. The lesson takes approximately one hour.

Programming with Alice

Description: 
This is a 4-session set dealing with Alice as a possible environment to expose students to programming in a non-threatening manner.

Project: Apartment Management

Description: 
This is a final project presented to participants at the U of Miami, FL JETT workshop. This requires analysis and design as well as the use of 2d-arrays. The programmer is encouraged to make the interactive input "idiot proof" and user friendly.

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