Programming 11: Android Programming with AppInventor

For the next month, the class will be creating mobile apps for Android smartphones and tablets using MIT’s AppInventor. This programming language is similar to Scratch in which the programmer writes code by dragging-and-dropping code blocks that snap on like LEGO pieces. However, unlike Scratch, AppInventor programs cannot run natively on the operating system but rather requires either an Android device or an emulator to test and debug the program. This means that significantly more time and more patience is required.

Assignment 1: Modified Magic 8 Ball

  • Task:
    1. Follow the tutorial for the Magic 8 Ball and complete the basic tasks.
    2. Modify the app such that (a) it provides 5 random reasons to take an Info Tech class (such as programming and/or web design); (b) a prediction is made when the screen is tapped or when the device is shaken; (c) the prediction is displayed and read aloud (text-to-speech); and (d) put your name somewhere visible on the screen. It will be up to you to modify the background picture.
    3. Build the final product and upload the APK file onto Google Drive.
  • Grading: 10 marks
    • Basic Tasks, up to Part 3 in tutorial¬† (4 marks)
    • 5 Reasons (2 marks):¬† need to provide valid reasons to take Info Tech–do not provide reasons to dissuade others from taking another course (e.g. “Don’t take ____ because I.T. is more fun).
    • Text-to-Speech (4 marks): need to display and speak out the same text.

Assignment 2: Modified Paint Pot

  • Task:
    1. Follow the tutorials for Paint Pot (Part 1 and Part 2) and complete the basic tasks.
    2. Modify the app such that you
      1. change the default picture to yours. If you cannot find one of yourself, make sure your name is clearly visible on the screen.
      2. add lines to canvas (hint: refer to extension tutorial).
      3. add circles to canvas.
      4. add a camera feature that uses a photo that you have taken.
      5. open a saved picture from your device.
      6. add a button to revert to the default picture (of yourself).
    3. Build the final product and upload the APK file onto Google Drive.
  • Grading: 10 marks
    • Basic Tasks (4 marks)
    • Modifications (6 marks)

Assignment 3: Modified Game

  • Task:
    1. Follow the tutorials for one of the following games: Mole Mash 2,
    2. Modify the game as you see fit. There should be at least one major modification and three other modifications. Keep track of the modifications that you make as you will be asked to report them in your self-assessment after the project.
    3. Build the final product and upload the APK file onto Google Drive.
  • Grading: 10 marks
    • Criterion-Based Modifications: 6 marks
    • Self-Assessment: 4 marks

Assignment 4: Windermere App (Project)

  • Task: Our entire class will be designing and building a school app that targets Windermere students and parents with Android devices. Either by yourself or in small groups, you will design one component of the app. The components will be put together by pieces to form a school app. These components include:
    • School Website (redirect to windermere.vsb.bc.ca)
    • School Bulletin (to be decided)
    • Event Calendar (redirects to calendar on go.vsb.bc.ca/schools/windermere)
    • Bell Schedule (with vibration feature as warning bell)
    • School Map (GPS direction based on current location)
    • Twitter Feed (redirect to http://twitter.com/windermereVSB)
    • Submit Photo (via e-mail and Twitter)
  • Grading: 20 marks
    • Teacher Evaluation (Final Product): 15 marks
    • Peer and Self Assessment (Process): 5 marks