MoleMash Tutorial

Instructional Day 4

Topic Description:  Students will complete the MoleMash tutorial

Objectives:
The students will be able to:
  • complete the MoleMash tutorial to program a game
Outline of the lesson:
  • Engage: Demonstrate working MoleMash app (2 mins)
  • Explore:  MoleMash tutorial (approx 40 mins)
  • Explain: Teacher walks around and provides help as needed
  • Evaluate: Teacher walks around to check that apps work
  • Elaborate: Tutorial extensions
  • Wrap up (3 mins)
Materials:
  • List of student pair assignments
  • Student App Inventor accounts (1 per pair of students; students can use their own or teacher-provided accounts)
  • Working MoleMash app and mechanism to display it
  • Computers with App Inventor set up (1 per pair of students)
Lesson details:
  1. Introduction: have a fully-functional version of MoleMash built, open, and projected so students can see it. For this you can either use a projector connected to a computer with the app running on the emulator or you can use a document projector and the app on a phone. Show the interface. Ask students to predict what you should do and what will happen. Then show them that the mole moves around and the score increases if you touch it.
  2. Pair programming MoleMash: assign students to pairs. Explain pair programming - one person is the "driver" and does the clicking and typing. The other person is the "navigator" who has the tutorial and tells the driver what to do. Students will trade roles every 5-10 minutes. Teacher should keep track of the time and announce that students should switch at even frequencies. Make sure students trade and make sure that in pairs, both people are contributing equally. Teacher should walk around and help groups who are stuck as needed. If groups complete tutorial, they should save, then begin an extension with a new file name.
  3. As groups get done, check off that the app works as specified. Encourage them to go beyond the requirements and build enhancements. Recommended grading criteria:
    A+: goes beyond basic assignment, either by completing recommended extensions, using advanced elements, etc.
    A: mole moves around entire screen randomly & at regular and reasonable intervals; procedures used correctly; score updates & reset button works
    B: mole moves around screen (either non-randomly or not entire screen); no procedures; score updates & reset button works
    C: program does not work correctly but some elements work; all components are present
    D: not all necessary blocks or components are present; program is unfinished
    F: no reasonable attempt made
  4. With a few minutes left, have students close out of App Inventor. If they have journals, have them journal what they learned. Alternatively, have them share with a partner or with the group what they learned. 
    Ċ
    Michelle Friend,
    Dec 13, 2011, 9:12 PM
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