Instructional Plan
Primary Goal: The primary goal of this instruction
is for programmers at Advanced Systems Technology (AST) to understand
object-oriented programming (OOP) and how it is used in Macromedia
Flash MX.
Sub-Goal: Since OOP is such a broad subject,
the instruction will only cover one sub-goal. The sub-goal for
this instruction is for programmers to understand the three main
components of OOP (objects, properties, and methods), and be able
to build an object (with properties and methods) form scratch
in Flash MX using actionScript (Flash’s native programming
language).
Sequence: Since this lesson will be teacher-based,
the sequencing of instructions will be linear and in a sequential
order. Everything in the previous topic must be covered before
the next topic can be introduced.
Time: The length of this lesson will be approximately
two hour
The following will provide detailed events and topics that will
be covered in the lesson:
Topic 1 – Introduction (20 min)
This topic will briefly provide an introduction of the lesson
by asking the following questions:
• What is the definition of object-oriented programming
(OOP)?
• What are the misconceptions about OOP?
• What are the advantages and disadvantages of OOP?
• Where does Flash MX fit in the picture?
These questions will be answered thoroughly, and students will
be able to participate in the discussion. This strategy uses Gagne’s
first event of his ‘Nine Events of Instruction’ to
gain the learner’s attention. Programmers can get a general
idea of OOP and how it can be beneficial to learn it. Since Flash
MX is the primary tool for development for the programmers, they
should get also get an understanding of why Flash MX uses OOP.
I will then try to answer any questions or concerns that programmers
might have. After the last question is discussed, I will list
all of the objectives that this lesson will cover and then smoothly
transition to the next topic.
Topic 2 – Scripting in the Flash MX environment
(5 min)
In this topic, I will briefly show the programmers how to open
up the actionScript panel (place to write your code) and how to
modify the different properties of it (debugging, indention, normal
and expert mode settings, etc). This topic will be very brief
and is basically just telling the programmer where and how to
type code in the Flash MX environment.
Topic 3 – Creating Objects (30 min)
This topic will first start off by stating the definition of an
object. I will then state what constitutes an object, and give
some examples of objects in the real world. Examples of objects
can include a house, computer, dog, book, coffee, etc. I will
then attend to any question that needs to be answered by the programmers.
Activity #1: In this activity, programmers will be asked
to take out a sheet of paper. In this paper, they will write down
at least 5 objects in which relates to their everyday lives. They
will then tell everyone the objects that they’ve selected
and explain how it ties to their everyday lives. By allows the
programmers to use objects that relates to their everyday lives
is more worthwhile and keeps them more motivated to do the activity.
These objects that they have chosen will be used in the next two
topics when they have to add properties and methods to their object.
After the activity, I will demonstrate the steps to creating
object in the Flash MX environment. In this demonstration, I will
use a cat as my object and explain the reasons for creating my
objects this way, and why these steps were used.
Activity #2: In this activity, programmers will get
a chance to use Flash MX. They will practice on what they have
learned, and be able to create an object in Flash MX. I will be
walking around and checking to see if they have any questions
or need any help.
Topic 4 – Creating Properties (25 min)
This topic will first start off by stating the definition of a
property. I will then discuss some real world examples of properties,
and show how it relates to objects. An example would be if a cat
was the object then properties associated with the cat would be
the cat’s height, weight, color, name, and age. I will then
attend to any question that needs to be answered.
Activity #1: In this activity, programmers will be ask
to locate the existing paper that they’ve been using to
write down the five objects. With each of these objects that they’ve
written down, they now have to list 5 properties that are associated
with each object.
After the activity, I will demonstrate the steps for creating
properties in the Flash MX environment. For this demonstration,
I can pick up where I left off from the previous topic with the
cat object and show programmers how to add properties in Flash
and how to set values for each property.
Activity #2: In this activity, programmers will use
Flash MX t o practice on what they have learned on properties,
and be able to build their own properties for the objects. I will
be walking around and checking to see if they have an questions
or need any help. Once everyone is comfortable with writing properties
and associating it with the object, I will then move to the next
topic.
Topic 5 – Creating Methods (25 min)
This topic will first start off by stating the definition of a
method. I will then explain how methods tie in with objects and
properties. I will also give several real world examples of methods
and how it’s related to the object. An example would be
if a cat was still the object, then methods associated with the
cat would be scratching, sleeping, jumping, crawling, and purring.
Activity #1: In this activity, programmers will be asked
to locate the paper that they’ve used to write down the
five objects and the five properties associated with those objects.
With each of the objects that they’ve written down, programmers
now have to list 5 methods that could be associated with each
object.
After the activity, I will demonstrate the steps for calling
methods in the Flash MX environment. This demonstration will again
pick up where I left off from the previous topic with the cat
object, and will show programmers how to call methods in flash.
Although I will show them how to call methods, I will not go through
the process of creating the actions for those methods. For example,
I will demonstrate to them how to call the crawling method in
the cat object, but I will not show them how to build the actual
steps to make the cat crawl. That is way beyond the scope of this
lesson, and will most likely be taught in a lesson of its own.
Activity #2: In this activity, programmers will use
Flash MX to practice on what they have learned on methods, and
be able to call different methods for their objects. Once everyone
is comfortable with writing properties and associating it with
the object, I will give the programmers a10 minute break.
Topic 6 - Summary
This topic will basically be a summary of the entire lecture.
I will basically recap everything in the previous topics, and
answer any questions that other programmers might have.
Final Activity: For the last activity, programmers will
take out the sheet of paper in which they’ve written their
5 objects, 5 properties, and 5 methods. Then they will then use
Flash MX to create it. Programmers will not be finished with this
activity until all of the objects, properties, and methods have
been typed in actionScript correctly.
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Assessment:
The assessment will cover all of the objectives in which I set
out to cover. There will be approximately 10 questions for the
assessment and here are the details:
Question #1 & #2: In both of these questions, there
will be a mixture of 5 objects, 5 properties, and 5 methods, and
programmers must circle all of the objects.
Question #3 & #4: In both of these questions, there
will be a mixture of 5, objects, 5 properties, and 5 methods,
and programmers must circle all of the properties. (These will
be different from Question 1&2)
Question #5 & #6: In both of these questions, there
will be a mixture of 5, objects, 5 properties, and 5 methods,
and programmers must circle all of the methods.. (These will be
different from Question 1,2,3&4)
Question #7 & #8: In both of these questions, there
will be two different objects provided. On the first question,
programmers must list 5 properties that could associated with
that object. On the second question, they must list 5 methods
that could associate with that object.
Question #9: There will be 5 different choices on creating
a new object in Flash MX. Programmers must circle the correct
choice.
Question #10: There will be 5 different choices on creating
properties for an object. Programmers must circle the correct
choice.