Author: Calvin Ly [giodesigns.com]

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Instructional Presentation


Click on picture to view final project

AUDIENCE
The audience for this instruction will be high school students who are highly interesting in computer science and math. This will also be targeted towards traditional programmers who are use to programming with procedural programming but wants to break old habits. Here are the following entry-level skills that the learner must acquire prior to training:

• Learners must possess basic knowledge of Windows (either 98, 2000, or XP) or Apple's OS.
• Learner’s must have at least high school level math skills.

INSTRUCTIONAL GOAL
Upon completion of training, learners will have a basic understanding of object-oriented programming.

SPECIFIC OBJECTIVES
• Given a variety of different objects, methods, and properties, learners will locate only the objects.
• Given a variety of different objects, methods, and properties, learners will locate only the methods.
• Given a variety of different objects, methods, and properties, learners will locate only the properties.
• Learners will name at least five different kinds of objects.
• Given an object, learners will write at least five different methods associated with the object.
• Given an object, learners will write at least five different properties associated with the object.

RATIONALE
Object-oriented programming (OOP) can be a difficult language. Many traditional programmers are so use to programming in procedure manner that it can be confusing to change those habits. By providing these instructions, learners can fully grasp the basic concepts and discover the advantages of using OOP style than other styles.

DESCRIPTION OF THE UNIT
There will be no required materials prior to instructions. The instructions will follow Gagne's Nine Events of Instructions. Gaining the learner's attention will be provided with an introduction that will include a graphic animation about the topic. Learner's will be given all of the objectives prior to beginning the training. The instructions will provide relevant content that pertains to object-oriented programming, practice exercises, feedback, remediation, and evaluation. Learners will be engaged in the instructions by provided them with interactivity (activities and self-paced navigation).

ANTICIPATED PROBLEM
For some learners, the concept of OOP might be too hard to grasp. Some traditional programmers also might not see the value of changing their old ways. Anticipating that these problems might occur, there will be a glossary of relevant terms associated with OOP. That way, if learners are not ready to begin instructions, he or she can study the glossary and get a better understand of the subject. Also, there will be a page that will discuss the advantages of learning OOP and how it compares to traditional programming.

HOW WILL LEARNING BE EVALUATED?
The assessment of the instructions will include multiple-choice questions, true/false questions, and matching questions. The matching question will have objects on one side. The other side will has different properties and methods mixed up. Users will have to drag the properties and methods that match the objective.