
3.2. Paint Pot Tutorial¶
This lesson engages the student in an instructor-led App Inventor tutorial that leads to the creation of a simple "finger painting" app. It reinforces the enduring understanding that programs are developed by people for different purposes, including creative expression. This app introduces App Inventor's Canvas component as well as variables. Developing this app will extend the student's understanding of the App Inventor development platform and deepen their understanding of the event-driven programming model.
CSP Framework | |||||||||||||||||||||||||||||||||||||||||
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Enduring Understanding AAP-1: To find specific solutions to generalizable problems, programmers represent and organize data in multiple ways. | |||||||||||||||||||||||||||||||||||||||||
Learning Objective AAP-1.A: Represent a value with a variable. | |||||||||||||||||||||||||||||||||||||||||
Learning Objective AAP-1.B: Determine the value of a variable as a result of an assignment. | |||||||||||||||||||||||||||||||||||||||||
Enduring Understanding AAP-2: The way statements are sequenced and combined in a program determines the computed result. Programs incorporate iteration and selection constructs to represent repetition and make decisions to handle varied input values. | |||||||||||||||||||||||||||||||||||||||||
Learning Objective AAP-2.B: Represent a step-by-step algorithmic process using sequential code statements. | |||||||||||||||||||||||||||||||||||||||||
Learning Objective AAP-2.C: Evaluate expressions that use arithmetic operators. | |||||||||||||||||||||||||||||||||||||||||
Professional Development
The Student Lesson: Complete the activities for Mobile CSP Unit 3, Lesson 3.2: Paint Pot Tutorial.
Materials
- Presentation system (LCD projector/Interactive whiteboard)
- Access to computer, laptop, or Chromebook (install the Companion app on Chromebooks)
- Access to mobile device with the Companion app installed or access to the emulator installed on the computer or laptop.
- Paint Pot Tutorial (video or handout)
3.2.1. Learning Activities¶
Estimated Length: 90 minutes
- Hook/Motivation (5 Minutes): Ask the students if they have used the Snap Chat app. Have them brainstorm the user interface components and the functionality needed to draw on the picture. Explain to them that the app they'll create in this lesson is similar to the drawing portion of Snap Chat and such a drawing program was one of the first programs developed to demonstrate the potential of personal computers.
- Experiences and Explorations (75 minutes):
- Day 1 Walkthrough, Part 1 (40 mins): Lead the students through the Paint Pot Tutorial Part 1, which introduces the painting and drawing Canvas and its related event handlers. You could use the short handout for the text tutorial as a teaching guide. Review the App Inventor environment and focus on the event-driven programming in the app.
- Day 2 Walkthrough, Part 2 (45 mins): Lead the students through the Paint Pot Tutorial Part 2, which introduces the concept of a variable for the dot size and incrementing and decrementing its value. You will need to explain that variables are a way to give a name to a memory location and they can hold any value. Explain that variables are like labeled drawers (or boxes) - they allow you to store data that can be accessed, changed, and stored again. (See the background reading for more information.). This is data abstraction. You will need to explain how to add 1 to a variable using code like the following:
- Rethink, Reflect and/or Revise (10 minutes): Discuss the new language elements (such as the Touched and Drag events and variables) in Paint Pot. Encourage students to talk about what they understood and did not understand in the tutorial. Ask the students to describe the event-handling that occurs in this app and how the use of the variable makes the program more abstract. Ask the students to write a reflection in their Google portfolio. If time permits, have the students try the interactive exercises in the Mobile CSP lesson.
3.2.2. Professional Development Reflection¶
Discuss the following questions with other teachers in your professional development program.
- How does this lesson build towards the enduring understanding that abstractions are used to write programs?
-
I am confident I can teach this lesson to my students.
- 1. Strongly Agree
- 2. Agree
- 3. Neutral
- 4. Disagree
- 5. Strongly Disagree
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