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Activity 2-7

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Karel 17
Mark sheet

Team Programming Project    

Unit 2 Activity 7

Time:  400 minutes

Description  

Students work with a partner to develop a project that combines selection, looping and variables using the software development cycle model.

Strand(s) & Learning Expectations  

Strand(s): 

A. Programming Concepts and Skills  B. Software Development  C. Computer Environments and Systems  D. Topics in Computer Science

Overall Expectations
A1. demonstrate the ability to use different data types, including one-dimensional arrays, in computer programs;
A2. demonstrate the ability to use control structures and simple algorithms in computer programs;
A3. demonstrate the ability to use subprograms within computer programs;
A4. use proper code maintenance techniques and conventions when creating computer programs.
B1. use a variety of problem-solving strategies to solve different types of problems independently and as part of a team;
B2. design software solutions to meet a variety of challenges;
B3. design algorithms according to specifications;
B4. apply a software development life-cycle model to a software development project.
Specific Expectations
A1.1 use constants and variables, including integers, floating points, strings, and Boolean values, correctly in computer programs;
A1.3 use assignment statements correctly with both arithmetic and string expressions in computer programs;
A1.4 demonstrate the ability to use Boolean operators (e.g., AND, OR, NOT), comparison operators (i.e., equal to, not equal to, greater than, less than, greater than or equal to, less than or equal to), arithmetic operators (e.g., addition, subtraction, multiplication, division, exponentiation, parentheses), and order of operations correctly in computer programs;
A2.1 write programs that incorporate user input, processing, and screen output;
A2.2 use sequence, selection, and repetition control structures to create programming solutions;
A2.3 write algorithms with nested structures (e.g., to count elements in an array, calculate a total, find highest or lowest value, or perform a linear search).
A3.1 demonstrate the ability to use existing subprograms (e.g., random number generator, substring, absolute value) within computer programs;
A3.2 write subprograms (e.g., functions, procedures) that use parameter passing and appropriate variable scope (e.g., local, global), to perform tasks within programs.
A4.1 demonstrate the ability to identify and correct syntax, logic, and run-time errors in computer programs;
A4.2 use workplace and professional conventions (e.g., naming, indenting, commenting) correctly to write programs and internal documentation;
A4.3 demonstrate the ability to interpret error messages displayed by programming tools (e.g., compiler, debugging tool), at different times during the software development process (e.g., writing, compilation, testing);
A4.4 use a tracing technique to understand program flow and to identify and correct logic and run-time errors in computer programs;
A4.5 demonstrate the ability to validate a program using a full range of test cases.
B1.1 use various problem-solving strategies (e.g., stepwise refinement, divide and conquer, working backwards, examples, extreme cases, tables and charts, trial and error) when solving different types of problems;
B1.2 demonstrate the ability to solve problems independently and as part of a team;
B1.3 use the input-process-output model to solve problems.
B2.1 design programs from a program template or skeleton (e.g., teacher-supplied skeleton, Help facility code snippet);
B2.2 use appropriate vocabulary and mode of expression (i.e., written, oral, diagrammatic) to describe alternative program designs, and to explain the structure of a program;
B2.3 apply the principle of modularity to design reusable code (e.g., subprograms, classes) in computer programs;
B2.4 represent the structure and components of a program using industry-standard programming tools (e.g., structure chart, flow chart, UML [Unified Modeling Language], data flow diagram, pseudocode);
B3.1 design simple algorithms (e.g., add data to a sorted array, delete a datum from the middle of an array) according to specifications;
B3.2 solve common problems (e.g., calculation of hypotenuse, determination of primes, calculation of area and circumference) by applying mathematical equations or formulas in an algorithm;
B3.3 design algorithms to detect, intercept, and handle exceptions (e.g., division by zero, roots of negatives).
B4.2 use a variety of techniques (e.g., dialogue, questionnaires, surveys, research) to clarify program specifications;
B4.3 use project management tools (e.g., Gantt chart, critical path diagram, PERT chart) to show tasks and milestones in a teacher-led project;
B4.4 use a test plan to test programs (i.e., identify test scenarios, identify suitable input data, calculate expected outcomes, record actual outcomes, and conclude ‘pass’ or ‘fail’) by comparing expected to actual outcomes;
B4.5 use a variety of methods to debug programs (e.g., manual code tracing, extra code to output the state of variables);
B4.6 communicate information about the status of a project (e.g., milestones, work completed, work outstanding) effectively in writing throughout the project.

Prior Knowledge & Skills

  • Students will know how to work with classes, methods, selection structures, while loops, and numeric and boolean variables.

Planning Notes

  • Students need to be familiar with the story How the Grinch Stole Christmas by Dr. Suess. Get the book from the library or get a DVD copy.

Teaching/Learning Strategies

  • review the software development model
  • introduce students to the story of How the Grinch Stole Christmas by either reading it or watching it
  • distribute the assignment Karel 17 (Appendix 2.7.1)

Assessment & Evaluation of Student Learning

Thinking/Inquiry X Application X Communication X Knowledge X

As Learning

Students will be given time to:

  • reflect on their progress/ understanding/areas of concern based on teacher/student/peer suggestions (e.g. after test take up)
  • journalize their reflections
  • reflect on the work of others

For Learning

The teacher will

  • observe student progress/performance
  • ask questions based on student work
  • check homework correctness/completion when appropriate
  • review formative quiz results

Of Learning

Accommodations

  • supply pseudo code for the various actions

Resources

  • Hume, J.N. Patterson and Stephenson, Christine. Introduction to Programming in Java. Toronto, Ontario, Canada. Holt Software Associates Inc. 2000.
    ISBN 0-921598-39-4
  • Lambert, Kenneth A. and Osborne, Martin. Java Complete Course in Programming & Problem Solving. Cincinnati, Ohio, USA. South-Western Educational Publishing. 2000.
    ISBN 0-538-68707-X
  • Arnow, David M. and Weiss, Gerald. |Introduction to Programming Using Java: An Object Oriented Approach. Don Mills, Ontario. Addison-Wesley. 2000.
    ISBN 0-201-61272-0
  • Deitel, H.M. and Deitel P.J. Java: How to Program. 3rd ed. Upper Saddle River, New Jersey. Prentice Hall.1999.
    ISBN 0-13-012507-5
  • Eckel Bruce. Thinking in Java. 2nd ed. Upper Saddle River, New Jersey, USA. Prentice-Hall. 2000.
    ISBN 0-13-027363-5 available for download from http://www.mindview.net/Books/TIJ/ in various formats
  • Eck,  David J. Introduction to Programming Using Java 3.1 ed.  2001. Open Publication License. 2000. <http://math.hws.edu/javanotes>
  • Stein, Lynn Andrea. Interactive Programming in Java. Morgan Kaufmann Publishers. 1999. 
    ISBN 1-55860-557-6 Available for download from http://www.mkp.com/ipij/

 

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