Mobile Apps DevelopmentObjective:1. Students should be able to create their own mobile apps.Learning Outcome:1. Students can develop their skills through creating and designing mobile apps.2. Students can be able to manage their ideas by planning their project using mobile apps.3. Students can develop their creative thinking skills by creating mobiles appsWeek LessonWeek 1 Introduction of Mobile Apps Objective: 1. Students should be able to identify the existing smartphones. 2. Students should be able to identify the operating systems for specific smartphones. 3. Students should be able to differentiate between OS. Learning Outcome: 1. Students can describe type of smartphones and the operating systems.Week 2 Figure 1 refers to devices and OS supported Learning Style : Discussion Activity : Ask student what type of phone that they have or their parents have? Ask student what make every smartphones is differ from another? *The answer should be price, design, speed etc Ask student why they or their parent choose that type of phone? *Discussion should be narrow to the user interface of the phone. Easy to use and etc. Ask student why the interface is differ from another? *Discusssion should be narrow to the Operating System. Ask student about the OS for every type of smartphone that they mentioned before. Introduction of MIT Application Inventor & MIT Interface (Designer & Block) Objective: 1. Students should be able to explain the use of MIT. 2. Students should be able to explain basic view of Designer interface. 3. Students should be able to explain basic view of Block Interface.
Learning Outcome: 1. Students can describe the Designer and Block interface. 2. Students can be able relate between Designer and Block interface. Figure 2 refers to the logo of MIT App Inventor Figure 3 refers to Designer Interface of MIT App Inventor Figure 4 refers to Blocks/Programming Interface of MIT App InventorLearning Style :Activity :Teacher shows a few example of apps that has been developed using MIT
Week 3 App Inventor. *The apps should looks a bit like homemade apps. Teacher introduce to the student about the development software of that apps which is MIT App Inventor. Teacher explain about the interface and layout of MIT App Inventor Teacher explain about the Designer Interface and Block/Programming Interface Ask student why in mobile apps development should have interface and programming. What is the purpose of block or programming side? *Narrow the discussion to design is what elements that we put in the apps and programming or block makes the elements function or giving the order to do anything through programming/blocks. Introduction of MIT Application Inventor 2 Panel (Pallete) Objective: 1. Students should be able to identify each component in the pallete. 2. Students should be able to identify the use of each component in the pallete. Learning Outcome: 1. Students can identify all the component in the pallete.
Figure 5 refers to Pallete Panel
Week 4 Figure x refers to the form of pallete panel for student to do collaborative learning. Learning Style : Collaborative Learning using Office 365 or Google Docs Activity : Teacher ask students to form a group of 5 and select 1 leader. Teacher share the form and leaders save in drive Leader share the file to group member Every student should involve in collaborative learning. Student can explore the apps and use internet as reference Teacher discus the right answer and student check their answer and make correction. Introduction of MIT Application Inventor 2 Panel (Designer viewer)
Figure 6 refers to Designer Viewer PanelIntroduction of MIT Application Inventor 2 Panel (Component)
Figure 7 refers to Component PanelIntroduction of MIT Application Inventor 2 Panel (Properties)
Figure 8 refers to Properties PanelIntroduction of MIT Application Inventor 2 Panel (Media) Figure 9 refers to Media PanelIntroduction of MIT Application Inventor 2 Panel (Block)
Figure 10 refers to Block PanelIntroduction of MIT Application Inventor 2 Panel (Block viewer) Figure 11 refers to Block Viewer Panel
Objective: 1. Students should be able to identify and use all the functions in the panel. Learning Outcome: 1. Students can identify and use all the functions in the panel. Learning Style : Group Task, Collaborative Learning Activity : Teacher ask students form a group of 5 Student choose 1 leader Teacher share the form with the leader Leader share the file with team member using Google Presentation Student screen capture all the panel, name and description. Figure Y refers to sample form to be used by studentsWeek 5 Figure Z refers to sample output from student Project Development – Mini Project Project 1 – BMI Calculator
Objective: 1. Students should be able to develop their first project guided by teacher. 2. Students should be able to design the project interface guided by teacher. 3. Students should be able to create blocks guided by teacher. Learning Outcome: 1. Students can be able to develop their first project guided by teacher.Week 6 Figure 12 refers to the imulator of BMI Calculator Project Project Development – Mini Project Project 1 – BMI Calculator Objective: 1. Students should be able to run AI Companion using WIFI connection. 2. Students should be able to run emulator on the computer screen. 3. Students should be able to run the project by using USB connection. 4. Students should be able to build the project by scanning QR code for .apk. 5. Students should be able to build the project by saving .apk file to computer. Learning Outcome: 1. Students can be able to run and build the project by using several methods guided by teacher.
Week 7 Figure 13 refers to the development interface of BMI Calculator Project Project Development – Mini Project Project 2- Wild Life Show Objective: 1. Students should be able to develop their first project by themselves based on modules. 2. Students should be able to design the project interface by themselves based on modules. 3. Students should be able to create blocks by themselves based on modules. Learning Outcome: 1. Students can be able to develop, design and create their first project by themselves based on modules.
Week 8 Figure 14 refers to the imulator of Wild Life Show Project Project Development – Mini Project Project 2- Wild Life Show Objective: 1. Students should be able to run the project using AI Companion , emulator or usb connection. 2. Students should be able to build the project by scanning QR code for .apk or saving .apk file to computer. 3. Students should be able to present and explain the flow of how they build the project. Learning Outcome: 1. Students can be able to run and build the project by using several methods by themselves based on modules. 2. Students can be able to present and explain the flow of their project.
Week 9 Figure 15 refers to the development interface of Wild Life Show Project Phase 1: Project Development (Based on SDLC) Objective: 1. Students should be able to define real world problem that can be solved by using mobile apps. 2. Students should be able to enhance the concepts of mobile apps through group discussion. 3. Students should be able to analyzed all important elements on mobile apps development. Learning Outcome: 1. Students can be able brainstorm and develop their thinking skills to solve the identified problem.Week 10 Figure 16 refers to the System Development Life Cycle (SDLC) Phase 2: Design Prototype Objective: 1. Students should be able to presents their own ideas in prototype. 2. Students should be able to get approval from teacher before proceed to project development. Learning Outcome:
1. Students can be able to present and share their own ideas in the class.Week 11 Figure 17 refers to the templete of Design Prototype Phase 3: Development (Interface) Objective: 1. Students should be able to establish their idea. 2. Students should be able to develop the interface of the project. Learning Outcome: 1. Students can be able to develop the interface of the project.Week 12 Figure 18 refers to interface development process Phase 4: Development (Blocks /Programmig) Objective:
1. Students should be able to construct blocks/programming for the project. 2. Students should be able to make sure the project are working properly. Learning Outcome: 1. Students can be able to construct blocks/programming to ensure the project are working properly.Week 13 Figure 19 refers to blocks construction process Phase 5: Build & Run (Testing) Objective: 1. Students should be able to identify the problem of their project if there is an error. 2. Students should be able to repair/improving the blocks of their project. 3. Students should be able to retest the project until the project run smoothly. Learning Outcome: 1. Students can be able to identify the problem of their project and make correction.
Week 14 Figure 20 refers to testing the apps in smartphoneWeek 15 Final Presentation Mobile Apps Project Objective: 1. Students should be able to present and explain the flow of how they build the project. 2. Students should be able to show how their project runs. Learning Outcome: 1. Students can be able to share their outcome and improving their presentation skills. Exhibition Objective: 1. Students should be able to develop their communication skill by presenting the project. Learning Outcome: 1. Students can be able to develop their communication skill
Figure 21 refers to the view of exibition (expectation)
Search
Read the Text Version
- 1 - 18
Pages: