This unit introduces students to the versatile App Lab from code.org, allowing them to create an App that can be easily shared and installed on both Android and iOS devices.  This unit takes the students from designer to project manager to developer in order to create their own mobile app. They will familiarise themselves with the event-driven programming environment using the programming concepts they used in previous units before undertaking their project. Students will work in pairs to consider the needs of the user and decompose the project into smaller, more manageable parts.  Then they will use the pair programming approach to develop their app together -  sharing the URL to either Android or iOS -  and finish off by evaluating the success of the project against the needs of the user. 

App Lab:

  • Creates Android or iOS apps
  • Uses a drag and drop interface, but has JavaScript text editors available
  • Develops apps online, no need to install anything on the school network
  • Each app developed has a unique URL which can be easily shared

The unit resources include a useful learning graph (.jpg file) to show how the unit content is sequenced - see this link https://blog.teachcomputing.org/approaches-to-developing-progression  for an explanation.

 

 

Resources

Lesson 1 - App for that

This lesson will introduce students to the unit. They will get their creative minds going by thinking of an app that could do good in the world. They will then consider how decomposition is an important process to follow when tackling a large problem such as creating an app. Students will be introduced to the app...

Lesson 2 - Tappy Tap App

Students will be introduced to the concept of event-driven programming and applying the paradigm to the app they started to develop last week. They will be shown the coding environment and the first steps will be taken using live coding, in which the students will write their code alongside the teacher. Students...

Lesson 3 - School lab studios

In this lesson, students will be presented with an app that has three errors. They will have to open the app to attempt to spot and fix the errors. Next, the students will work on the score screen of the Tappy Tap App, to make it display the user’s score at the end of the game. Once this app is complete the class...

Lesson 4 - User input

In this lesson, the students will start by thinking about how user input is captured and processed, before being given the challenge of adding code to a prebuilt app to deal with user input. Students will then decompose the app project that they started last lesson into more manageable steps. Using the pair...

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