Adventures in Alice
Learning to use Object Methods
Lesson Plan by Jocelyn Remington, 7-17-2014
Objective: Students will gain a foundation on what object methods can do and how they are applied to accomplish a given goal.
Timeline: This lesson plan can span 2-3 days for younger primary students (K-2) or just one class period for older primary grades (3-5)
Materials:
Alice program installed on student computers
ObjectMethods files 1-5
Part 1:Guided practice, Familiarizing students with methods
- Open the Alice file objectMethods1.a2won a computer that all students can see.
- Show students how to drop in methods and play their event
- This should be a fast demonstration in order to get students excited and get them coding on their own quickly.
Part 2: Independent practice
- Guide students through opening objectMethods1.a2w on their computers (or start class with the file open).
- Let them try dropping and playing chicken methods on their own.
Part 3: Using Methods to accomplish an easy goal
- Guide students through opening the file objectMethods2.a2w on their computer.
- Note: K-1 students may need to do this step on a different day, and a whole class teacher demonstration using this file may be necessary.
- Students drop chicken methods to get the chicken to the corn.
- Guide students through opening the file objectMethods3.a2w on their computer.
- Students will again drop chicken methods to get the chicken to the corn in this slightly more complex exercise.
- Note: there are several ways to accomplish this goal.
Part 4: Using object methods to accomplish a more complex goal
- Guide students through opening the file objectMethods4.a2w on their computer.
- Note: K-1 students may need to do this step on a different day, and a whole class teacher demonstration using this file may be necessary.
- Students will drop methods to get the chicken to get to the corn without touching the bush.
- Note: there are several ways to accomplish this goal.
- Guide students through opening the file objectMethods5.a2w on their computer.
- Students will drop methods to get the chicken to get to the corn without touching the walls of the maze.
- Teach students how to drag the corn to different locations and rewrite their code to get the chicken to the new location.
- Note: If students click on the ‘add objects’ button to do more the corn this step can serve as a preliminary introduction into adding and placing objects in a world.