OOP4Fun with Greenfoot

Teaching scenarios

5h 30min

The analysis performed during the PR2 of our project, showed that inovative teaching and learning ideas are easily described by using the tool (template) of Teaching Scenarios description. Thus, we have defined the following teaching scenarios with inovative teaching and learning ideas identified in our analysis.


TS1: Introduction to Greenfoot: Exploring Game Development with Creativity

Learning objectives:

By the end of this session, students will not only have successfully installed Greenfoot and witnessed its capabilities through example projects but will also have engaged in collaborative, hands-on play within the development environment. This playful introduction sets the tone for an exciting exploration of game development, encouraging creativity, teamwork, and an enthusiastic approach to coding with Greenfoot.

Target audience:

Secondary school students attending the OOP4Fun course. Basic programming knowledge including variables, functions, iteration and selection concepts.

Materials&resources:

Greenfoot webpage and download instructions.
Examples prepared by the teacher.
Internet resources for identification of other examples.

Assessment:

This activity will enable teachers to give formative assessment feedback based upon the discussions and monitoring of students’ flipped classroom and teamwork. 

The gamification represents non formal assessment but will increase the interest, intrinsic motivation and learning outputs of the whole group.

The peer-review assessment will be performed online as a part of a homework assignment. This will remind students of important aspects of the session, will make them install Greenfoot, open different examples and remind them of what was done during the class which will increase the overall achievement of learning outcomes.

Result dissemination:

In order to disseminate their results to teachers and fellow students the usual setup of the Learning management system (e.g. moodle will be used). The students can continue the discussion on the topic on the forum that is provided to them via the Learning management tool.

 


Acquisition
1 Introduction

Teacher introduces today's session, reflects on the previous session and sets challenging goals.


5 min
Investigation
2 Rush-hour challenge

After the teacher introduces today's session, reflects on the previous session and sets challenging goals, the rush-hour challenge begins. Students are given the gamified assignment to find instructions, download and install greenfoot (yet unknown development tool for them) on their computers. The first three students are given tokens of appreciation (badges, points, scores, sweets etc.).


10 min
Practice
3 Playing games with teacher

The second surprise for them is that in the next 30 minutes they will be playing games with the teacher. This is a teacher guided session on opening, compiling and running one-two simple example projects (on the introductory to medium level of complexity). This will show students the basic elements of the Greenfoot development environment as well as of basic procedures of handling the project files and assets.


30 min
Acquisition
4 Team Formation and Project Assignment

The students will be grouped in the teams (3-4 students each) and will be given a simple assignment. Teams should change “something” in the given example project to make the game surprising or fun.


5 min
Practice
5 Team Collaboration and Coding

Team collaboration and coding will have teams work collaboratively on trying to change something in the given examples. If they break the code beyond the line of being able to fix it on their own they can ask for help from the teacher or can download the “start version” again. This will be a good example why we should use version control systems when coding.


30 min
Assessment
6 Peer Review and Feedback

One or two teams will present their work for peer review and feedback and the group will discuss the results along with the teacher.


10 min
0
Production
7 Homework

At home for homework, each student should search for examples of Greenfoot games and should introduce his class to his favorite example by uploading a link, description of what makes it his favorite example and two-three screenshots of the development environment and running game.


30 min
Assessment
8 Competition grading

As part of the gamification and motivation via competition, each student should vote for three best games (it is not allowed to vote for his own game). The winners are announced and awarded with tokens of appreciation (badges, points, scores, sweets etc.).


30 min
0
TS2: Exploring Classes and Objects through Game Development with Greenfoot

Learning objectives:

The purpose of this learning scenario is to introduce secondary school students to the fundamental concepts of classes and objects in object-oriented programming (OOP) using the Greenfoot tool. By immersing students in a hands-on project to develop a simple game, this scenario aims to make the abstract concepts of OOP tangible and applicable in a real-world context.

Target audience:

Secondary school students attending the OOP4Fun course. Basic programming knowledge including variables, functions, iteration and selection concepts. Students should be introduced to Greenfoot in general.

Materials & resources:

The text book from OOP4Fun project.
Resources from OOP4Fun project.
Project source code from Github/Gitlab.
Internet resources.

Assessment:

This activity will enable teachers to give formative assessment feedback based upon the discussions and monitoring of students’ flipped classroom and teamwork. 

The peer-review assessment will be performed online as a part of a homework assignment. This will remind students of important aspects of the exercise, will make them critically assess other students' work, will give them insights into good or not so good solutions of their peers etc, and will increase the overall achievement of learning outcomes.

The work in the team-project that the students are working on will also use these learning outcomes and knowledge.

Result dissemination:

In order to disseminate their results to teachers and fellow students the usual setup of Github/Gitlab and Learning management system (e.g. moodle will be used). The students can continue the discussion on the topic on the forum that is provided to them via the Learning management tool.


Acquisition
1 Introduction

Teacher introduces today's session, reflects on the previous session and sets challenging goals


5 min
Investigation
2 Flipped Classroom Session

Students conduct independent research on what objects are to be presented on the stage of the game they are developing.


10 min
Discussion
3 Discussion

Teacher guided discussion on recognized objects and their classification in classes.


10 min
Practice
4 Greenfoot tutorial

Teacher guided tutorial on creating selected objects in the game, emphasizing classes and objects.


25 min
Acquisition
5 Team Formation and Project Assignment

Formation of teams (3-4 students each) and assignment of specific project that will build on the outputs of the previous activity.


5 min
Practice
6 Team Collaboration and Coding

Teams work collaboratively on designing and implementing their assigned projects.


20 min
Assessment
7 Peer Review and Feedback

One or two teams will present their work and the group will discuss the results along with the teacher.


15 min
0
Production
8 Homework

Each team uploads their project, and peers provide constructive feedback via homework activity. Each student will evaluate one-two solutions from other teams.


30 min
0
Production
9 Project work

Each team will utilize the knowledge by defining game objects in the project they are working on continuously through the whole year.


60 min
0