Author: Calvin Ly [giodesigns.com]

MENU
  Home
  Syllabus
  Contact

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 1Introduction (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.

----------------------------------------------------------------------------------------------------------
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.