ITS OOPS Lesson List

       Computer Mouse Hole

This series of lessons will take you through all of the steps involved in developing a project using Klik and Play - and learning about Object Oriented Programming while you do so. The lessons are developed sequentially and there is an annotation beneath each lesson that explains the lesson focus. Just click one of the numbers below to go to the annotation for that lesson. 

Each lesson is designed to take approximately thirty-five minutes. If you want to look at a particular lesson, just click the link next to the appropriate annotation. 

Back To ITS OOPS Index

 

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1)    Introduction To ITS OOPS A

This lesson is Part 1 of an introduction written for students on the aims of  this project. This lesson includes the rationale for the project, a description of object oriented programming and objects, and a guide to assessment.

2)    Introduction to ITS OOPS B   

Part 2 of the introduction to this project. This lesson covers Help Files, examples of code solutions, what resources are available for learning how to use Klik and Play and ITS OOPS web links.

3)    The Storyboard Editor

This lesson provides an introduction to using Klik and Play by introducing the Storyboard Editor, your command post for KNP! 

4)    The Level Editor

This lesson continues the introduction to using Klik and Play and focuses on the Level Editor, your KNP spot to get down and dirty.  An example (exercise) of using the Event Editor is provided, in the format of step by step instructions with screen dumps. Instructions on  saving a stand alone game are also included.

5)    The Step Through Editor

Now that you have begun to construct something it is time to get your timing right. The Step Through Editor checks your work as you go. 

6)    The Event Editor

In terms of KNP this is where it all happens. Check your timing, create new characters and generally fiddle with details to your hearts content. 

7)    Whoa! Time to save Your Game

The name says it all. Covers two methods of saving including saving as a Stand-alone Game

8)    KNP Example A

This lesson begins the process of practising what has been learned so far.

9)    KNP Example B

A little reinforcement and a little more complicated.

10)  KNP Example C

It always pays to practise. This example increases the level of complication and provides further reinforcement of KNP processes to facilitate confidence in using the program.

11)  Information Architecture

This lesson introduces the basic concepts associated with developing effective design. The first of five lessons related to Top Down Design processes. 

12)  Design Documentation

All the great ideas in the world were written at some stage. The earlier the better. Top Down Design stage 2.

13)  Functional Requirements

Now that you have some idea about what you will make and have written this up, it is time to think about the practical implications of your design.

14)  Navigation

You know what you want...but will others understand? It pays to think about the navigational requirements in your game design.

15)  Grids and Sketches

This lesson finalises the introduction to basic concepts associated with developing effective design. This final component covers the development of a project design outline which will be expanded and implemented over the balance of the course. 

The balance of the course allows: 

Time for students to concentrate primarily on their project development 

Allows time for assessment to occur. Click here for assessment outlines.

Allows for emphasis to now be given to developing familiarity with Object Oriented Terminology. The following 15 areas each deal with a separate OOP term. 

16)   Objects Description and Explanation

17)   Code and Data

18)  Class and Class vs Type

19)  Functions.

20)  Methods

21)  Association

22)  Inheritance

23)  Attributes

24)  Encapsulation

25)  Delegation

26)  Distribution

27)  Instantiation

28)  Polymorphism

29)  Re-useability

30)  Scalability

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