Unit Plan Cse 3120
Unit Plan Cse 3120
CTS Cluster: BIT - The BIT cluster (Business, Administration, Finance & Information Technology) focuses
on the management, marketing and use of electronic technologies to access, use and manipulate
information within personal, family, workplace, community and global contexts.
Occupational Area: Computing Science
o Students explore hardware, software and processes to write or create structured
algorithms and programs that input, process and output data.
CTS Module Description: Students add to their understanding of programming paradigms by moving
from a procedural programming approach, in which modularity is handled through subprograms, to an
object-oriented approach, in which it is handled through objects. They learn a simple object-oriented
analysis and design approach based on the use of object diagrams and write programs that use objects
associated with one another in a client/server relationship.
Supplies:
Computer work station (1 per student)
Access to Google Chrome & Construct 2
Resources:
https://www.scirra.com/tutorials/
YouTube Construct 2 Tutorial Library
Essential Questions:
1. How can object-oriented programming be used to develop a variety of games and apps?
2. What are the applications of object-oriented programming?
Curricular Outcomes
Students will:
1. explain and represent the nature, rationale and key approaches associated with OOP 3. translate algorithms into source code, convert the source code into machine executable
1.1 describe the core concepts of OOP including: form, execute and debug, as required
1.1.1 implementation by the exchange of messages among objects 3.1 use iterative and incremental approaches in the implementation, testing and
1.1.2 an outline of the key features of the OOP approach: e.g. maintenance phases of the software development process
encapsulation, modularity, polymorphism, inheritance 3.2 break the algorithm into appropriate sections for implementation using a
1.1.3 use of private, public and protected members, accessors and prototype approach
modifiers to control access to data 3.3 create the classes necessary to instantiate the objects called for by the
1.1.4 use of encapsulation and modularity when writing algorithms and algorithm
programs 1.1.5 use of classes and objects 3.4 as the classes are constructed, use the server classes to create the client
1.1.6 an outline the paradigm shift that occurred in the move from classes establishing the client/server relationships called for by the algorithm
imperative and procedural programming to OOP 3.5 test and modify the sections, as required
1.1.7 the advantages of OOP over earlier paradigms 3.6 convert an algorithm into a program of linked classes, objects, instances and
1.2 explain key differences between OOP and procedure-oriented methods in a manner that reflects the structure of the algorithm using an
programming in: iterative and incremental approach
1.2.1 designing programs 3.7 profile and optimize the code to add additional sections and/or features to
1.2.2 the storage and access of data the growing program
1.2.3 the maintenance of programs 3.8 where appropriate, collaborate with other students to carry out OOP tasks
2. demonstrate object-oriented design skills by writing algorithms employing an object- 3.9 create internal and external documentation
oriented approach to solving problems 3.10 analyze the program and eliminate syntax, run-time and logic errors by
2.1 write algorithms and programs that deal with a small number of classes with using appropriate test data for each programming task at each stage of
an associative relationship development
2.2 use an iterative and incremental approach in the analysis, design and 4. compare the results of the program with the intent of the algorithm and modify, as
development (architecture) stages of the software development process required
2.3 apply an object-oriented design model to solve a data processing 5. demonstrate basic competencies
problem including: 5.1 demonstrate fundamental skills to:
2.3.1 requirement analysis 5.1.1 communicate
2.3.2 case analysis 5.1.2 manage information
2.3.3 domain analysis 5.1.3 use numbers
2.4 use an iterative and incremental approach to refine the architecture into 5.1.4 think and solve problems
appropriate class or object diagrams showing their relationships 5.2 demonstrate personal management skills to:
2.5 analyze and refine the diagrams identifying the client/server relationship 5.2.1 demonstrate positive attitudes and behaviours
among the objects and determining the messages that need to be passed 5.2.2 be responsible
between objects and how the objects interface 5.2.3 be adaptable
2.6 draft an informal object message sequence indicating the flow of messages 5.2.4 learn continuously
in the system 5.2.5 work safely
2.7 complete the object design by adding private methods, functions and data 5.3 demonstrate teamwork skills to:
structures required to implement the various objects 5.3.1 work with others
2.8 test and modify, as required, the developing algorithm at each stage with 5.3.2 participate in projects and tasks
appropriate data 6. create a transitional strategy to accommodate personal changes and build personal
values
6.1 identify short-term and long-term goals
6.2 identify steps to achieve goals
Lesson Sequence
The lessons in this sequencing plan are designed to help make this module more engaging and
exciting for the students. The activities link the skills they are learning to technologies and apps
they interact with in the real world on a daily basis. By incorporating competition and peer
feedback, the students will be motivated to do their best work on each of the assignments.
1 2 3 4 5
App of the Day App of the Day App of the Day App of the Day App of the Day
Construct Two Construct Two Construct Two Construct Two Platform Game
Introduction & Beginners Guide Beginners Guide Beginners Guide Introduction &
Game Arcade Tutorial Tutorial Tutorial Work Period
Exploration
Work Period Work Period Work Period
March Madness
Intro
6 7 8 9 10
App of the Day App of the Day App of the Day App of the Day App of the Day
Platform Game Platform Game Platform Game CCH Themed CCH Themed
Work Period Work Period Work Period App Assignment App Work
Intro and Rubric Period
Overview
11 12 13 14 15
App of the Day App of the Day App of the Day App of the Day FLEX
CCH Themed CCH Themed CCH Themed Peer Game Expo Finish all
App Work App Work App Work and Voting assignments and
Period Period Period make sure they
Tournament are submitted
March Madness Results
Tournament
Draw
Assessment Plan
This module will employ assessment for and as learning. While completing their assignments
the students will work through tutorials and learn the basic skills needed to develop games and
apps using object-oriented programming in Construct Two.