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Homeschool Programming

, Inc.

TeenCoder: Android Programming

Printed Course Syllabus and Planner

Updated October, 2015

Printed Course Overview

Course Title: TeenCoder: Android Programming

Textbook ISBN: 978-0-9830749-8-4, published 2013 by Homeschool Programming, Inc. Length: 1 semester

Student Pre-Requisites: Basic computer literacy skills, 9th – 12th grade status. TeenCoder: Java Programming is a pre-requisite before starting this second-semester material. Students will use the same Java language and Eclipse IDE skills learned in TeenCoder: Java Programming to complete their Android programming projects.

Description: The TeenCoder: Android Programming curriculum is a one-semester course teaching

students how to create their own Android apps using the Java language.

Materials:

• Student Textbook

• Oracle JDK, Eclipse IDE, Android SDK, Android ADT • Windows or Mac OS personal computer

• Course activities (hands-on programming assignments) • Course supplemental documentation

• Course instructional videos (optional)

All Android apps are developed within a software emulator that runs on Windows or Mac OS. No Android hardware or service plans are required.

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Labs and Grading

Every chapter contains one or more hands-on programming labs where students will design or implement programs to demonstrate understanding of the lesson topics. These labs, combined with end-of-chapter tests, are used to determine the student grade.

Course Planner

A typical school semester consists of approximately 18 calendar weeks or 90 days of school. This course plan covers 18 school weeks of core material, assuming students are working 3-5 hours per week to stay on pace. Some students may move faster or slower than the suggested pace.

Students may choose to implement a relaxed two-semester course by devoting less time per week or moving at a slower pace. The “Week” column in the planner below reflects a one-semester plan, and those on a two-semester plan can simply scale accordingly.

Week Reading and Objectives Labs

1 Chapter One: Introduction to Android Devices

• Android Operating System • Overview of Devices

• Android Development Environment • Course overview

Install Android SDK, Android Development Tools Activity –

The student will add the SDK and ADT to their Eclipse IDE.

2 Chapter Two: Using Eclipse with Android Tools • Creating Android Programs in Eclipse • Examining Android Project Files • Using the Android Virtual Device

Hello, Android! – The student

will create their first Android program and run it in the software emulator.

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Week Reading and Objectives Labs

3 Chapter Three: XML Resources • XML Overview

• XML Rules and Special Characters • Android XML

Creating Your Own XML Document – The student will

practice creating a structured XML document in a text editor and verifying the results.

4-5 Chapter Four: Android Activities • Activity Screens

• Creating Activities

• Switching Between Activities • Handling Explicit Intents

Hello, Again – The student will

create a multi-screen application that can send data between screens.

6 Chapter Five: Screen Layouts and Views • Android Units of Measure • The Graphical Layout Editor • Exploring Common Layouts • Views and TextViews

Simple Whack-A-Mole – The

student will create a simple whack-a-mole game using layouts and buttons.

7-8 Chapter Six: Android User Input Controls • Text Input and Option Controls • List Controls

• Spinners and Seek Bars

• Handling Different Devices and Languages

Whack-A-Mole Options – The

student will add an options screen to gather user game configuration choices from a variety of input controls.

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Week Reading and Objectives Labs

9 Chapter Seven: Android File System • Storing Preferences on a Device • Using Internal File Storage • Accessing the SD Card

Whack-A-Mole Options as Preferences – The student will

save the game configuration settings into the app preferences.

Whack-A-Mole High Scores –

The student will keep track of the game scores in an internal file.

Whack-A-Mole SD Scores –

Load and save data to a SD card.

10 Chapter Eight: Debugging and DDMS • Debugging Android

• Dalvik Debug Server (DDMS) • Emulator Limitations

Note-able Bugs – The student

will use the debugger to identify and resolve bugs in on existing project.

11 Chapter Nine: Displaying Images • Adding Image Resources • The ImageView Control • Horizontally Scrolling Images

• Launcher Icons, Button Images, Activity Backgrounds

Photo Album – The student will

create a photo album app that scrolls multiple images.

12-13 Chapter Ten: Dialogs

• Anonymous Inner Classes • Alert Dialogs

• AlertDialog Lists • Date and Time Dialogs

Reminder Alarm – The student

will create a simple alarm app that accepts the user’s date/time inputs and alerts when time has been reached.

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Week Reading and Objectives Labs

14 Chapter Eleven: Menus and Notifications • Implicit Intents

• User Notifications • The Action Bar • Context Menus

Reminder Alarm Notification –

The student will enhance their alarm app to add a notification to the system menu that allows the user to snooze the alarm.

Reminder Alarm Menu – The

student will add the ability to add multiple alarms in a list.

Reminder Alarm Context Menu

– The student will add the ability to long-click on an alarm in the list to get a context menu, and then delete the alarm.

15 Chapter Twelve: Messaging and Networking • SMS Messages

• Sending SMS Message from an App • Using HTTP Networking

Weather App – The student will

create a simple weather application that gets and displays live data from an online weather services.

16 Chapter Thirteen: Creating Home App Widgets • Creating App Widgets

• Interacting with App Widgets • Widget Configuration Activity

Weather App Widget – Create a

widget for the weather app that can be placed on the home screen.

Weather App Widget Configuration – The student will

add a configuration screen to uniquely configure an instance of a weather app widget.

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Week Reading and Objectives Labs

17-18 Chapter Fourteen: Final Project

For the final project, students will create a matching game over a series of guided activities.

• Introducing “Maelstrom”

Building the Activity Starter Starting the Game

Handling Player Clicks Swapping Sea Creatures Adding a Timer

The Action Bar Saving and Loading Preferences

References

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