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Activity 5-3

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Written Presentation Rubric
Oral Presentation Rubric

Creating a Solution    

Unit 5 Activity 3

Time:  320 minutes

Description  

Students move from a 'skeleton' program to a more fleshed out version.

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;
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;
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);
B4.2 use a variety of techniques (e.g., dialogue, questionnaires, surveys, research) to clarify program specifications;
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:

  • understand and can write programs with selection and repetition structures, data structures, and subprograms;

  • have seen and used at least one planning technique in the context of small problems.

Planning Notes

  • The major goal of the final project should be to have students apply what they have learned, throughout the course in the context of a larger problem. Teachers should act as a project manager or advisor.

  • Teachers must decide the format for the final project. They may have all students working on the same basic problem, or students may choose their own problems within some clearly stated specifications. Students may work individually or in groups. Group projects are closer to the real-life software development process, and they can be larger in scope. However, individual assessment becomes more difficult and the students and teachers must accept the overhead cost of applying group management skills.

  • Planning a solution is the single most difficult step in the problem solving process. With a good plan, creating a solution should be relatively trivial. Understandably, most students will struggle with this process.

  • Evaluation of this activity should be tied to the project as a whole.

Teaching/Learning Strategies

  • Students move from a skeleton program to a more fleshed out version of the code. See Memo #4 (Appendix 5.3.1). This code will be the launching point for a more complete version that will be completed in the next activity.
  • Help students to understand the sample programmes that are available Sample implemented Dog Class (Appendix 5.3.2).

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

The following are ways in which the activity can be modified to accommodate students' individual needs:

  • provide a planning framework to which students will add modules;

  • select group members based upon previous classroom performance and recognized strengths and weaknesses;

  • investigate software development tools;

  • provide a graduated set of specifications, such as basic requirements, minor enhancements, major enhancements.

Resources

 

 

 

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