1. Students learn pattern, structure and function of event driven programming
2. Teacher introduces App Inventor through a simple quiz game
2a. Students sketch layout, define user interactions, and event rules
2c. Students learn to add arrangements, text labels, and images
2d. Students learn conditional control structures and Boolean logic
2e. Students learn to add sounds, code button, and apply the clock feature
2f. Students apply data patterns and structure to define lists to improve code efficiency