1) Introduction To ITS OOPS A
This lesson is Part 1 of an
introduction written for students on the aims of this project. This
lesson includes the rationale for the project, a description of object
oriented programming and objects, and a guide to assessment.
2) Introduction to
ITS OOPS B
Part 2 of the introduction to this
project. This lesson covers Help Files, examples of code solutions, what
resources are available for learning how to use Klik and Play and ITS OOPS
web links.
3) The Storyboard Editor
This lesson provides an introduction
to using Klik and Play by introducing the Storyboard Editor, your command
post for KNP!
4)
The Level Editor
This lesson continues the
introduction to using Klik and Play and focuses on the Level Editor, your
KNP spot to get down and dirty. An
example (exercise) of using the Event Editor is provided, in the format of
step by step instructions with screen dumps. Instructions on saving
a stand alone game are also included.
5) The Step Through Editor
Now that you have begun to construct
something it is time to get your timing right. The Step Through Editor
checks your work as you go.
6)
The Event Editor
In terms of KNP this is where it all happens.
Check your timing, create new characters and generally fiddle with details
to your hearts content.
7)
Whoa! Time to save Your Game
The name says it all. Covers two
methods of saving including saving as a Stand-alone Game
8) KNP Example A
This lesson begins the process of
practising what has been learned so far.
9) KNP Example B
A little reinforcement and a little
more complicated.
10) KNP
Example C
It always pays to practise. This
example increases the level of complication and provides further
reinforcement of KNP processes to facilitate confidence in using the
program.
11) Information Architecture
This lesson introduces the basic
concepts associated with developing effective design. The first of five
lessons related to Top Down Design processes.
12) Design
Documentation
All the great ideas in the world
were written at some stage. The earlier the better. Top Down Design stage
2.
13)
Functional
Requirements
Now that you have some idea about what
you will make and have written this up, iyt is time to think about the
practical implications of your design.
14) Navigation
You know what you want...but will
others understand? It pays to think about the navigational requirements in
your game design.
15) Grids
and Sketches
This lesson finalises the introduction to basic
concepts associated with developing effective design. This final component
covers the development of a project design outline
which will be expanded and implemented over the balance of the course.

The balance of the course
allows:
Time for students to concentrate
primarily on their project development
Allows time for assessment to occur.
Click here for assessment outlines.
Allows for emphasis to now be given
to developing familiarity with Object Oriented Terminology. The following
15 areas each deal with a separate OOP term.
16) Objects
Description and Explanation
17) Code and Data
18) Class
and Class vs Type
19) Functions.
20) Methods
21) Association
22) Inheritance
23) Attributes
24) Encapsulation
25) Delegation
26) Distribution
27) Instantiation
28) Polymorphism
29) Re-useability
30) Scalability
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