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Lesson 7.05: Pokemon Project

Learning Objectives

Students will be able to...

  • Engage in class design before beginning coding.
  • Apply what was learned with respect to classes, methods, and inheritance to create an implementation of Pokemon.

Materials/Preparation

Day 1 Pacing

Duration Description
5 Minutes Project Handout
5 Minutes Mini-Lesson
15 Minutes Project Overview
30 Minutes Project Planning

Days 2-7 Pacing

Duration Description
5 Minutes Planning/Questions
10 Minutes Review
35 Minutes Project Work
5 Minutes Wrap up

Instructor's Notes

Day 1

1. Handout Project Specifications

  • Demo a completed project to show user experience.

2. Mini-Lesson

  • Discuss Class Design.
  • If you find yourself creating many classes with similar methods, use inheritance!
  • Figure out the actual structure without writing code and use that to create your classes.

3. Project Overview

  • Go over the Pokemon project spec.
  • Review the major aspects and requirements of the game.

4. Project Planning

  • Have students write down the classes and methods they need to create.
  • Students should then outline what they will do each day in order to complete the project on time.

Days 2-7

1. Planning/Questions

  • Have students review and update what they want to accomplish that day and any questions they have from the previous day.

2. Review

  • If necessary, review any concepts or struggles the class was having.

3. Project Work

  • Students work on their projects independently.

4. Wrap Up

  • Have the students write down what they struggled on or had a hard time doing.

Grading

Scheme/Rubric

Editable Grading Rubric

Points Percentage Objective Lesson
9 32% The Student can create a class and an instance 7.01, 7.02
6 21% The student can create methods for classes
3 11% The student can correctly use inheritance
5 18% Student can decompose a problem to create a program from a brief
5 18% Student uses naming/ syntax conventions and comments to increase readability
28 Total Points