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IT: Building Software and Applications Pathways to Prosperity Network
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BUILDING SOFTWARE AND APPLICATIONS
Essential Question: Can I Build an Application to Solve a Problem?
Learning Targets:
Students will:
Use a variety of media to develop and deepen understanding of a topic or idea.
Effectively engage in collaborative discussions with peers.
Relate the design of an app to the need it addresses.
Discuss important issues with peers.
Lesson Overview
The lesson begins with a discussion of the results of the survey from the previous lesson and
introduces an MIT App Inventor tutorial. In this lesson, YPs will explore the purpose of mobile
apps, and how apps can address real needs for people. The context of this work is the app
Zombies, Run!, which claims to help people get off the couch and ready to run a 5K (3.3 miles).
This app is designed to address the relationship between exercise and obesity. By the end of
the lesson, students will be able to determine what the creator wanted to achieve with the app
and the features of the app that make it popular.
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Lesson Agenda Opening
Analysis of Student Survey (5 min)
Work Time Common Text (10 min)
App Analysis (20 min)
MIT App Inventor Tutorial (40 min)
Closure Debrief & Discuss (5 min)
Materials
Young Professional student packet
Projector and speakers
Common Text: Data strips
Common Text: Text strips
Zombies, Run! official trailer: https://www.youtube.com/watch?v=xlRgBvYFxTo
2011 Kickstarter campaign video:
https://www.kickstarter.com/projects/sixtostart/zombies-run-a-running-game-and-audio-
adventure-for
Screenshots of Zombies, Run!
MIT App Inventor Tutorial: “I Have a Dream”
FACILITATION NOTES
Student Surveys. Review the exit ticket Student Surveys from the previous lesson in advance
and create summary descriptive statistics (i.e. a visual bar/line/pie graph) of the class’s digital
habits to project during the opening activity.
Setup. This lesson begins with the first tutorial from MIT App Inventor, “I Have a Dream”. The
text and video of the instructions can be found at
http://ai2.appinventor.org/content/ai2apps/simpleApps/dream. Ensure this website is
bookmarked on each computer station.
MIT App Inventor. In order to best support students during work time, it is crucial to explore
the MIT App Inventor website and complete the “I Have a Dream” tutorial on your own in
advance.
Read to Learn. The common text in the Building Background Knowledge workshop during work
time is a tiered activity, meaning students can choose to build knowledge by looking at data or
by reading short excerpts. They should be given the choice based on what type of text they
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prefer—numbers or words. This is an optional activity. If students struggle with reading for
information, you may choose to show this video as their common text:
https://www.youtube.com/watch?v=K_ffSw-z_FE.
Written Conversation Protocol. In this protocol, students will be writing simultaneous notes to
one another about the video. They will swap notes every 2 minutes at your signal, for a total of
two to four exchanges (depending on your time constraints), remaining quiet along the way.
They are to write for the whole time allotted for each note, putting down words, phrases,
questions, connections, ideas, wonderings—anything related to the video, or responding to what
their partner has said, just as they would in an out-loud conversation. Spelling and grammar do
not count, so long as students can make their writing understood by their partner. For examples,
see: https://twowritingteachers.org/2014/10/12/written-conversations/.
Extension. For students with more experience or a high interest in coding, encourage them to
work through more advanced MIT App Inventor Tutorials at:
http://ai2.appinventor.org/content/ai2apps/intermediateApps.
Zombies, Run! 2. As an extension, consider having the YPs browse features of the updated
version of the app: https://itunes.apple.com/us/app/zombies-run!/id503519713?mt=8. Lead a
discussion on what features have changed and whether these features seem more user friendly
or not.
IN ADVANCE
Prepare visual, descriptive summary statistics of Student Surveys from previous lesson.
Cut apart the <Common Text> data and text strips and place them in two different
areas of the room.
This lesson begins with the second tutorial from App Inventor: “I Have a Dream”.
Bookmark the website on all computer stations:
http://ai2.appinventor.org/content/ai2apps/simpleApps/dream.
Review the <Three Before Me> protocol included in the body of this lesson.
Prepare the equipment needed to project videos and analyze the Zombies, Run! app.
Vocabulary
Content Tier II
canvas, user interface, arrangement, touch
drag, variables, event, event handler,
Kickstarter, features
specialists, entrepreneur
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Opening (5 min)
Analysis of Student Surveys
During our last session together, you completed a survey that helped us collect some data
about digital media use. Surveys are useful tools for gathering information from a lot of
people in a short amount of time. I have analyzed the data from your surveys and will share
the overall results from this group of IT Ops lab participants.
1. Project the graphic representation of student survey results.
2. Direct students to analyze the representations for 1-2 minutes, in silence.
3. Ask: What trends do you notice about the digital habits of this group? What is
surprising about this data?
4. Use equity sticks to call on volunteers to provide answers. Answers will vary. Correct
any misconceptions that might arise from the challenge of reading the graph.
5. Ask: What questions do you have about the digital habits of this group?
6. Have the YPs pair-share their responses.
7. Invite students to <Quick Write> a broad summary of the data presented and then
turn to a partner to share their summaries.
8. Call on volunteers to read their summary statements.
Work Time
Common Text (10 min)
1. Explain to students that they are going to close in on the topic of the lesson by choosing
from two different types of content—the <Common Text: Data Strips> and the
<Common Text: Text Strips>.
2. Explain to students that they should choose one strip, either data or text, depending on
whether they prefer working with words or numbers.
o After students select their strips and return to their seats, give them two minutes
to read and think about their strips.
o Once students have finished, direct them to find a partner who is interested in
working with the same type of content.
A Quick Write
is a simple
strategy for
written
responses.
Students are
given a prompt
or question and
a set amount of
time (usually 2-5
minutes) to write
freely in response.
Afterwards, they
share their
responses with
peers or with the
class.
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3. Tell pairs to select one of their strips and spend three minutes thinking about it and
discussing it together. They should then draft a sentence that summarizes the central
point of the strip.
App Analysis (20 min)
We just analyzed an issue that many scientists and physicians think is a large problem in our
country and across the world: People not getting the amount of physical activity needed to
maintain a healthy weight and to avoid serious illnesses. The data indicates that lack of
physical activity is, in large part, related to people’s amount of screen time and other “sit
time.” Some software developers decided to create an app to encourage people to get up
and move during their screen time. The app is called Zombies, Run! and is described as a
“couch-to-5K” training app. (Ask: What is a 5K? Listen for: A 5K is a typical footrace, at a
length of 3.3 miles.) Entrepreneur Magazine states that 1 in 4 downloaded mobile apps are
never even used and eventually discarded. (Ask: What is an entrepreneur?) What is it about
this running app that makes it a #1 bestseller and, even more, an app that is widely used by
the people who purchased it?
1. Project the Zombies, Run! official trailer and the 2011 Kickstarter campaign video.
Explain to students that Kickstarter is a website that helps creators raise funds to get
a project off the ground. The fundraising is conducted from a website where people
can raise funds for their projects, often using clever pitch videos, social networks,
and cool gifts for donors.
o After watching the short videos, have students turn and talk to a partner,
brainstorming the features of the app. Use the equity sticks to ask students to
generate a list of the app’s features.
o Listen for: A storyline, keeps track of your data, you can build a defense
compound, etc. Write this list on the board.
2. Follow the <Written Conversation Protocol>: Have students identify partners for a
written conversation. If necessary, pair students in advance.
3. Ask students to begin writing a letter to their partner with an opinion to the following
question. If you had to train to run a 5K, what features of this app would appeal to you?
Why? (Note: Be sure to clarify the term features and provide examples if necessary: A
feature is a notable property of an application, such as the ability to track your location
on a map as you frantically run from zombies.)
4. Provide students about 2 minutes to write the first letter.
Consider
breaking
students into
two groups
based on their
experience with
the app. If a
group of
students has
used the app
before, you may
skip the intro
videos and
begin the
Written
Conversation
protocol. Ask:
What positive
experiences
have you had
with this app?
Do you use it
often? Why or
why not?
As an
extension,
turn this
into a math-
rich activity
by asking:
What’s the
ratio of
people who
have used
the app to those who
have not?
How would
you write
the ratio as
a fraction?
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o Both students in each pair should write a note (e.g., “Dear Javier, When I saw
this video, I was really excited about training to run with a zombie story as
motivation…”).
o After 2 minutes, ask students to exchange notes. Remind students: Read what
your partner said, then take 2 minutes to answer just as if you were talking out
loud. You can write responses, feelings, stories, make connections of your own,
or ask your partner questions—anything you would do in a face-to-face
conversation.
5. After completing the protocol, ask each pair to share the highlights of their conversation.
6. Distribute the <Zombies, Run! App Analysis Note-catcher>.
7. Tell students that you are going to project two screenshots from this app. You will
project one screenshot, provide 30 seconds for students to look at it in silence and then
tell them to turn-and-talk about the screenshot and answer the two questions on the
note-catcher. Then repeat with the second screenshot.
8. Explain to students that they are going to vote on their favorite screenshot. Ask them to
hold up one finger if they liked the first, and two fingers if they thought the second
screenshot was best. When making a decision, encourage the YPs to consider the
features that would make them want to buy the app and select the screenshot that
reflects these features.
MIT App Inventor Tutorial (40 min)
You have been chosen to join IT Ops to represent your generation: a generation that
consumes digital media on an unprecedented scale, and yet includes few with the know-
how to create that media. Think back to our first lesson: How many programming jobs will
be available over the next ten years? Approximately 1,400,000. Remember, only about
400,000 college graduates will apply for these positions, leaving nearly 1,000,000 jobs
unfilled!
Here at the IT Ops headquarters, we are helping to fill these openings by training the next
generation of young programmers to create apps for mobile devices. As a member of an
Informational Technology Team, you will learn to create your media as well as to consume
it more critically. But coding is only one part of the work. You will also learn how to define
your audience and discover their needs, to work as a team to develop ideas on paper
before you begin coding, and to market and sell your app when it’s complete. Learning
these entrepreneurial skills will serve you well no matter your future career, and they might
even point you towards what that career may be.
Students with
experience in
building apps
can move on to
more
challenging
apps at:
http://ai2.appinv
entor.org/conten
t/ai2apps/interm
ediateApps.
Encourage
these students
to also serve a
helping role by
acting as a
resource in the
Three Before
Me protocol.
Struggling
students can
ask them
clarifying
questions before
going to the
teacher.
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As you work on your apps, you will think about which parts of the work are the best fit for your
interests and talents. Will you love writing code or marketing materials? Drawing prototypes or
presenting the finished product? IT is one of the fastest growing fields in its own right, and the
skills of information technology can be crucial in many different fields, from health and science
to music, business, and travel. But the first step is to begin to learn the skills of the trade. Let’s
start by learning some basic code of mobile applications—the language of modern technology.
1. Invite students to sit at a computer and open the first MIT App Inventor Tutorial called
the <I Have a Dream App>. The “I Have a Dream” app is an educational soundboard
that plays Martin Luther King, Jr.’s famous speech.
2. Project the introductory video and debrief as a whole class before students begin
working independently. Ask: What is the purpose of the “I Have a Dream” app? What is
its function?
3. Model the first steps as a class. As the tutorial video plays, model pausing at intervals to
complete the tasks outlined in the video. Have students first watch along as you navigate
through the beginning steps of the tutorial on the projector before they begin working at
their own computers.
4. Provide time for students to work through the rest of the steps independently. Have
students record any new vocabulary terms in their <I Have a Dream Note Catcher>.
o Circulate and assist students as needed. Encourage students to use the <Ask
Three Before Me> protocol. Explain to students that they should use three
resources other than the teacher in an effort to solve their problem. Resources can
include other students, website resources, video resources, and message board
resources on the MIT App Inventor site.
5. At the conclusion of the timeframe, ask students: What new terms and concepts did you
learn?
6. Invite volunteers to share the terms and concepts and their definitions or descriptions.
7. Listen for: Canvas, user interface, arrangement, touch, drag, variables methods,
loops/looping, conditional statements (if, while), variables.
o Clarify terms and concepts, as needed.
Closure (5 min)
Debrief & Discuss
1. Call the YPs to attention for the <Debrief & Discuss> closure.
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o Ask: What types of uses and functions do apps have (e.g., chat, exercise monitor,
etc.)? What do you use to fill those functions in your life, other than a
smartphone/tablet?
2. Provide a few minutes for students to pair-share their responses.
3. Use equity sticks to solicit responses for whole-group discussion.
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Name:
Date:
BUILDING SOFTWARE AND APPLICATIONS: Can I Build an
Application to Solve a Problem?
Today’s Learning Objectives:
I can:
Use a variety of media to develop and deepen understanding of a topic or idea.
Effectively engage in collaborative discussions with my peers.
Relate the design of an app to the need it addresses.
Discuss important issues with my peers.
The lesson begins with a discussion of the results of the survey from the previous lesson and
introduces an MIT App Inventor tutorial. In this lesson, I will explore the purpose of mobile apps,
and how apps can address real needs for people. The context of this work is the app Zombies,
Run!, which claims to help people get off the couch and ready to run a 5K (3.3 miles). This app
is designed to address the relationship between exercise and obesity. By the end of the lesson,
I will be able to determine what the creator wanted to achieve with the app and the features of
the app that make it popular.
Today’s Activities:
Student Survey Analysis
Common Text
App Analysis
MIT App Inventor Tutorial
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Quick Write
What are generalizations you can make from the data collected yesterday? Summarize the
trends.
_________________________________________________________________
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“Zombies, Run!” App Analysis Note Catcher
Directions. Observe the two screenshots and answer the following questions before sharing
with your partner.
o What need does this app fulfill?
o What elements about it would make you want to buy it?
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“I Have a Dream” Note Catcher
Term Definition
Workspace
Starter App
Import
User Interface
Component
Label
Player
Blocks
Event Handlers
Warnings
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Exit Ticket
Directions. Reflect on today’s lesson. Answer:
o What types of uses and functions do apps have (e.g., chat, exercise monitor, etc.)?
o What do you use to fill those functions in your life, other than a smartphone/tablet?
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Facilitator Documents:
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Zombies, Run! Screenshot 1
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Zombies, Run! Screenshot 2
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“I Have a Dream” Note Catcher: Answer Key
Term Definition
Workspace Digital area in which program is created.
Starter App A pre-programmed set of tools (images, sounds, files, etc.) used to
simplify and shorten the creation of an app.
Import Loads a file into the workspace
User Interface The part of the app the user sees and interacts with. In this example,
it would be the photo of MLK, the labels, and the audio of his speech.
Component Any part added to the User Interface, such as a button, image, label,
textbox, etc.
Label Text that the user cannot alter.
Player A type of media component that can play an audio file.
Blocks This section is what allows for the “back end” of the app to be coded.
The blocks interact with the User Interface
Event Handlers Block of code used when any event needs to happen.
Warnings Alerts coder to any issues in real time.