Lesson Plan, Introduction to Objects

I. Content

Introducing the concept of Objects in Programming, and identifying the parts of an object

II. Instructional Objectives

See standards for this module

III. Instructional Procedures

A. Introducing the concept of an object

Have students view the radio objects movie (either as an entire class on a projector, or individually). Return students' focus to the front of the room.

B. Breakdown of a familiar object

Students should brainstorm with teacher other familiar household objects that can be represented as a series of controls and displays. Have a student record ideas on the board. Break students up into small groups (2-4 students per group). Each group should pick one of the objects on the board and list the controls and displays that belong to that object. Direct the students to think about the controls and what information needs to be provided the control in order for it to work properly (i.e. for the radio if I want to change the channel I need to supply the new channel, or direction to search) Have each group record their findings.

C. Group Share

Each group should share their findings. Have the other groups comment on the completeness of the objects, as well as the information required by the controllers to perform the action.

D. Creating a Java Outline for an object

Using the radio object outline found in the movie (printable version) as a model choose one of the group's objects and create a java outline for the object.

D. Ending Review

Ask students for the definition of an object. Does the object that they outlined match that definition for an object? Do objects have to be representative of something physical? Can they think of an object that might be used or useful in a program that is not representative of a physical object? (some possible answers here include data storage, mathematical libraries, graphics objects)

E. Extensions

Have students take one of the objects on the board that was not yet used and create a list of the objects properties, and make a java outline based upon those properties.

IV. Materials and Equipment

1. Computer with internet access, or radio movie downloaded

2. Chalkboard, chalk

3. Large Paper for recording and sharing, pens/pencils

4. Radio Object outline for use as example

V. Assessment/Evaluation

Students progress will be monitored by teacher through the lesson. Related homework activities and extensions can also be assigned to assess student learning.

VI. Follow-up Activities

Students will use the skills from this lesson in subsequent activities involving writing of actual programs using objects.

VII. Self Assessment (to be performed by teacher after completion of activity)