Beruflich Dokumente
Kultur Dokumente
Introduction
Introduction
Overview
This lesson covers the following topics:
Describe the purpose for using Alice 3 and Greenfoot
tools to learn Java
Describe the skills used to generate an animation or
create a game
g
Describe the components of a team project
Create a teamwork assessment rubric
Describe the purpose for creating a journal to document
programming projects
Describe
D
ib th
the code
d off ethics
thi and
d cyber
b security
it
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Introduction
What is an Animation?
An animation is a series of independent movements that
when viewed rapidly, one-after-another, creates the
illusion of movement.
Using
g Alice 3 yyou can create animations with 3D objects
j
that move and act.
Because Alice 3 lets the p
programmer
g
manipulate
p
objects,
j
it is
considered object-oriented programming (OOP).
Introduction
3D Objects
Alice 3 uses three-dimensional (3D) objects that a
programmer can drag-and-drop into a scene to create a
virtual world.
A 3D object is one with width, height, and depth.
Introduction
Virtual World
You will use Alice 3, and your imagination, to create a
virtual world. Your virtual world will contain the following
3D objects:
Settings: objects that will remain stationary in your
animation (a tree, rocks, or a building).
Actors: objects that will move in your animation (people,
animals, or vehicles).
Background Template: a background onto which you
place both setting and actor objects.
A virtual world contains 3D objects and simulates a real or
imaginary physical environment.
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Introduction
3D World Example
Here is an example of a 3D world. A 3D world is referred
to as a virtual world. The example virtual world has both
setting and actor objects as well as a background
template.
Setting Object
Background
T
Template
l t
Actor Object
Introduction
Introduction
Introduction
Introduction
Greenfoot
An interactive game is one that involves human
interactions, decisions, and actions. Using Greenfoot, you
can add objects and program their actions to create an
interactive game.
Because Greenfoot
B
G
f t lets
l t th
the programmer manipulate
i l t objects,
bj t it iis
considered object-oriented programming (OOP).
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Introduction
Greenfoot Interface
Greenfoot uses two-dimensional (2D) objects that the
programmer can drag-and-drop into a scene to create a
world.
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Greenfoot Objects
Look around you. Undoubtedly, you will see many objects.
Your classmates are even objects!
Similar to Alice 3
3, you will use Greenfoot to create a
world that contains objects. The objects have states
(descriptors) and behaviors (actions).
Example: Classmate
States can include: Name, ethnicity, and hair color
Behaviors can include: Talking
Talking, walking
walking, and running
running.
All objects have two characteristics: states and behavior.
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Introduction
Greenfoot Classes
Every object is created from a class. A class is a set of
instructions for an object. An example of a class is Bicycle.
The class will define the general characteristics for all
bicycle objects within that class.
A class is the general set of instructions and rules that objects
created from that class will follow.
Color= Red
Speed= 10 MPH
Speed
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Wheels = 2
Introduction
Object
Classes
Object
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Define a Scenario
A scenario is a description of what a game or animation
program will do. It tells us what should happen when the
program runs, and the objects within the program that will
make it work.
The scenario will create a result, as:
A lesson to tell.
A story to tell.
A game to play.
A scenario is a story in the form of a problem to solve or task to
perform.
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Introduction
Parts of a Scenario
A scenario contains three parts:
Story: The story to tell, or game to play. For example, a
flying frog will catch flies and eat them
them.
Objects: The objects you will use in your story. For
example,
p a frog
g and flies.
Actions: All the actions the objects will take.
For example: The frog will fly using arrow keys while the
fli move about
flies
b t randomly.
d l Wh
When th
the ffrog ttouches
h a flfly, th
the
fly is removed from the screen.
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Introduction
Scenario Example
Scenario Element
Description
Story
Objects
Actions
Result
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4 (Highest)
1 (Lowest)
Always
Usually
Sometimes
Rarely
Always
Usually
Sometimes
Rarely
Always
Usually
Sometimes
Rarely
Contributions
Problem
Solving
Attitude
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Introduction
Journal
Journaling is a learning tool most commonly used in
writing and history classes. It can also be very helpful
when coding and developing software.
For example,
p yyou can use a software jjournal to:
Summarize new concepts.
Track changes and discoveries.
Solve problems.
Consider varying perspectives.
Track ideas for future implementation.
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Introduction
Journal Cookbook
In this course, your journal will take the form of a
cookbook.
You will add recipes to your cookbook as you learn
new concepts
p and code.
Keep a recipe for each lesson or new concept.
Make your recipes easy to follow by others.
Use the recipes as your main study guide for the AP or
Oracle Certification Exam.
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Introduction
Journal Components
Your journal cookbook must be kept current and will
include:
An index
Recipe titles
Recipe images
Important objectives and vocabulary
p to reproduce
p
Steps
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Introduction
Code of Ethics
You are a member of society.
As a member, you are expected to follow certain rules,
or laws,
laws that the society agrees are either acceptable or
unacceptable.
All societies relyy on its citizens to abide byy ethics, or
moral principals.
Cyber ethics is a code of behavior for using the Internet.
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Introduction
Do
Dont
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Introduction
Computer Viruses
A computer virus is a form of a cyber attack, a method
used to gain control of another computer, or group or
computers without permission. Other examples of cyber
attacks are:
Identity theft
Spamming
System infiltration
A computer virus is a program created by an unethical individual
or group of individuals with the sole intent of damaging as many
computers as possible.
possible
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Introduction
Terminology
Key terms used in this lesson included:
Object-oriented programming
3 di
dimensional
i
l (3D) and
d 2 di
dimensional
i
l (2D)
Virtual world
State
Behavior
Class
Rubric
Cyber
y
ethics
Cyber security
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Introduction
Summary
In this lesson, you should have learned how to:
Describe the purpose for using Alice 3 and Greenfoot
tools to learn Java
Describe the skills used to generate an animation or
create a game
g
Describe the components of a team project
Create a teamwork assessment rubric
Describe the purpose for creating a journal to document
programming projects
Describe
D
ib th
the code
d off ethics
thi and
d cyber
b security
it
47
Introduction
Practice
The exercises for this lesson cover the following topics:
Playing a sample game in Greenfoot
Identifying
Id tif i objects,
bj t states
t t and
d behaviors
b h i
Creating a scenario
Creating a team rubric
Reviewing IEEE code of ethics and relate to school
group
g
pp
projects
j
Discussing cyber security and its impact to your country
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