Using Programming Patterns and a step-by-step approach students make their own version of a Photo Liker app. At the beginning of the lesson students are able to explore a working version of the app. They are then given the design elements of the app but begin with a blank screen. A progression of levels guides students on the high level steps they should use to develop their app but leaves it to them to decide how to write the code. At the end students submit their apps which can be assessed using a provided rubric.
Students will be able to:
This lesson is an opportunity for students to take on the "blank screen" and build the code that runs an app entirely from scratch. Guidance provided throughout the lesson helps students break down the large task of "building an app" into more incremental steps that they can use on future projects, including this unit's final project and the Create PT.
This is the first official "Make" lesson in the EIPM model. Review the EIPM model in the EIPM: A Short Introduction (Teacher Resource).
Overview: Students make a target app for which they are given the screen elements but little to no starter code.
Goal: Students are able to independently decide when and how to use the new concept in the context of a larger project.
Watch the following videos:
Group: Make a determination as to whether this project will be completed in pairs or individually. You may even choose to let students decide.
Do This: Have students run the Lesson4_ExampleApp project, or run the app and display it to the class.
Prompt: If students are not working in pairs they should still discuss these prompts with a neighbor:
Distribute: Give students copies of CSP Variables Make - Photo Liker App - Activity Guide if you will be using it during the class.
Do This: Direct students to open the Lesson4_ProjectTemplate project where they complete the Photo Liker App. Given this is students first Make project, it is highly recommended that students practice with this guide the first time. In future Make lessons they may opt not to use this guide. For students who need more detailed guidance once they've started programming, Step 3 includes step by step instructions that the student can follow.
Based on the needs of your classroom decide whether you will collectively go through the activity guide or have students complete it individually.
Supporting Students: While students are working on their apps, circulate the room and check in with students who need a little help. Encourage students to collaborate and discuss bugs with each other.
Debugging: Review with students steps they can use to debug if they get stuck:
outputto get output from the app
Submit: Encourage students to check the rubric on the last page of the Activity Guide before submitting.
Teaching Tip: The wrap up is short to allow the maximum amount of time for students to complete the activity.
Use the rubric provided with the project to assess student projects.