Professional Documents
Culture Documents
Assignment Two
Rees Wilson
18563476
Table of Contents
Items:
Item A: Pre Lesson ....................................................................................................................... 2
Item B: Online Comparative Study ................................................................................................ 5
Item C1: Post Lesson 1.................................................................................................................. 9
Item C1.a Frayer Diagram .............................................................................................................. 12
Item C2: Post Lesson 2................................................................................................................ 13
Item D: Justification ................................................................................................................... 16
Appendices:
Appendix A: Scope and Sequence ............................................................................................... 22
Appendix B: Concept Map .......................................................................................................... 23
Appendix C: Assessments ........................................................................................................... 24
Appendix C1: Assessment Schedule ................................................................................................. 24
Appendix C2: Assessment Task ................................................................................................... 25
Assessment Outline ...................................................................................................................... 25
Initial Requirements ...................................................................................................................... 27
Updated Requirements 1 .............................................................................................................. 28
Updated Requirements 2 .............................................................................................................. 29
Marking Guidelines ....................................................................................................................... 30
Appendix D: Unit Outline - Todays Software Environment .......................................................... 31
Appendix E: Relational Table (2013-2016) ................................................................................... 37
Resources: None
5 mins Watch Video from: Teacher: Play Video N/A
References:
Aronson, E. (2017). The Jigsaw Classroom. Jigsaw.org. Retrieved 5 April 2017, from
https://www.jigsaw.org/
Keeley, P., & Tobey, C. (2011). Mathematics formative assessment (1st ed.). California: Corwin.
Lesson Resources:
None
Conclusion Muddiest Point (Keeley & Tobey, Teacher: Instruct students and S
2011) collect responses
5 mins
Students record the element of Students: Write responses
the lesson which they understand
the poorest. Resources: Paper
References:
Keeley, P., & Tobey, C. (2011). Mathematics formative assessment (1st ed.). California: Corwin.
Gregory, G., & Chapman, C. (2013). Differentiated instructional strategies professional learning
guide (1st ed.). California: Corwin Press.
Lesson Resources:
- Frayer Diagram
Definition Facts
Circle One:
RFID
Biometric Identification
Examples Nonexamples
Ask class:
Who did this software failure
effect?
30 35 Group Research Task Teacher: Divide up groups, give S
mins topics, provide help where needed
Students are split into groups and
randomly assigned a topic from Students: Research the cases and
the following: create a response
RACV vs Unisys
Microsoft vs Netscape Resources: Computers, paper
search engines (eg Google
vs national censorship
laws)
Metallica vs Napster
Resources: None
5 mins Two Stars and a Wish (Keeley & Teacher: Facilitate S
Tobey, 2011)
Students: Record responses
Students share two things they
liked about the lesson, and one Resources: Paper
improvement.
References:
Keeley, P., & Tobey, C. (2011). Mathematics formative assessment (1st ed.). California: Corwin.
Lesson Resources:
None
which students receive are well constructed and strongly align with modern teaching pedagogy. As
such, the Online Comparative Study and Lesson Plans examined here make deliberate use of current
research and understanding of best teaching practice. Some elements of this are the use of
technology, videos, and relevant content in the classroom, among other decisions to ensure student
success.
Before the online study and related lessons were designed, a Scope and Sequence, Unit Outline and
associated Assessment Task were created. It was decided that the HSC SDD course would begin with
an examination of the current software development environment. This was to generate student
interest with the use of real-world links (Ge, Thomas & Greene, 2006). The lessons provided are
situated at the beginning of this unit. It was also decided that JavaScript would be used as the
language for the entire HSC course, for the same reason that it was used in the Preliminary Course,
namely that it will help students to focus on algorithmic thinking as it easily links with HTML and
graphical outputs (Saeli, Perrenet, Jochems & Zwaneveld, 2010). As it was the language used in the
Preliminary Course, this reduces difficulty learning additional syntax. Another option would be
ActionScript, for the same reasons of easy graphical outputs (Craford & Bose, 2006), but because of
the authors experience of both and the greater use of JavaScript today, it was chosen not to use
ActionScript. Furthermore, the assessment runs in such a way that students can gain a concreate
experience of the abstract learning of agile programming. It is structured so that the requirements
will change over its course, to simulate real-world environments and make learning more relevant
As modern research suggests that the use of technology in teaching enhances learning, an Online
Comparative Study was designed to be done near the beginning of the HSC Course, which also draws
heavily from Self-Determination Theory. As Bai, Mo, Zhang, Boswell and Rozelle found that the use
seeks to do the same. Self-Determination Theory states that student motivation to learn is increased
when they are presented with choice in their learning and content which relates to their everyday
lives (Lee, Lee & Hwang, 2015). As such, the comparative study seeks to provide each of these. First,
the content selected is not simply found in the SDD Syllabus (BOSTES, 2010) but also the more
current Course Specification Document (BOSTES, 2014). This is important as the software
development field is regularly changing, and new content will enable higher relatedness for students
and hence, greater engagement. Furthermore, students are given choice in the activities they
perform, as a Learning Menu method was chosen. This will increase both student sense of choice in
learning and also provide opportunities for students to self-differentiate learning ("Differentiating
with Learning Menus", n.d.). It will also provide learning opportunities for students who have
In addition to a focus on Self-Determination Theory, the Online Comparative Study also attempts to
incorporate modern applets, videos and design to increase student engagement and provide
additional opportunities for learning. Kurvilovas and Dagiene found that virtual learning objects
need to have a strong focus on visual aesthetics (2009), and as such, a clear focus was put on visual
design. This design attempts to be simple, reducing text on each page by using multiple pages, as
well as incorporating videos and external links. The external links provide students access to online
applets which will further expand their understanding of the content. Games were considered in the
creation of the online study, as they have been found to improve student motivation for learning
(Groff, Howells & Cranmer, 2012). This has been suggested to result from their relation to television
and film, and as no relevant games were found, videos were embedded on the pages, as they
benefit from the same everyday relevance to student experience. Furthermore, online videos have
been found essential for modern classrooms in some current research (Szeto & Cheng, 2014).
the SDD course. The study is surrounded with lessons which provide a foundation for the study and
afterward, which expand upon the learning gained through it. The lesson found before the study has
students begin to consider the effects of modern technology and their experiences of it, which is
then build upon with an in-depth examination of two modern technologies in the study. The learning
gained through the study is then reinforced as they are revisited in the following lesson and provide
the context for further discussion of the question of the effect of modern technology. This learning is
then further reinforced in the following lesson which moves to case studies of real-world legal cases
resulting from problems in software development. As such, the lessons surrounding the Online
Comparative Study are important as they provide a context to enrich and expand upon the learning
These lessons are designed to draw upon current best teaching practice in multiple ways. As with
the study, the lessons make use of videos as well as content which is related to life outside of the
classroom, such as court cases, to improve student engagement (Lee, etl.al., 2015; Groff, et.al.,
2012). In addition to these practices, the lessons also draw heavily on formative assessment so that
they teacher can ensure that the learning taking place is appropriate for the students and adjust
lessons accordingly (Frank, Simper & Kaupp, 2017; Keeley & Tobey, 2011). This will also ensure that
continued professional development occurs for the teacher, which will only seek to benefit student
learning (Goode, 2007). Furthermore, the lessons make use of social learning opportunities where
students learn from each other (Jacobi, Tledo & Grandisoli, 2016). This is seen in multiple groupwork
and collaboration activities through the lessons, which see students expanding their knowledge (Ge,
et.al., 2006).
As the Online Comparative Study and surrounding lessons provide students with opportunities to
increase engagement and learn effectively, they will enable effective learning in the classroom. The
use of collaboration, videos, choice, and relevant content all act to maximise student achievement
Crawford, S., & Boese, E. (2006). Actionscript: A Gentle Introduction to Programming. Journal Of
Computing Sciences In Colleges, 21(3), 156-168.
Differentiating with Learning Menus. Teaching Channel. Retrieved 9 April 2017, from
https://www.teachingchannel.org/videos/differentiating-instruction-strategy
Frank, B., Simper, N., & Kaupp, J. (2017). Formative feedback and scaffolding for developing complex
problem solving and modelling outcomes. European Journal of Engineering Education, 1-17.
Ge, X., Thomas, M., & Greene, B. (2006). Technology-Rich Ethnography for Examining the Transition
to Authentic Problem-Solving in a High School Computer Programming Class. Journal Of
Educational Computing Research, 34(4), 319-352.
Goode, J. (2007). If You Build Teachers, Will Students Come? The Role of Teachers in Broadening
Computer Science Learning for Urban Youth. Journal Of Educational Computing
Research, 36(1), 65-88.
Groff, J., Howells, C., & Cranmer, S. (2012). Console game-based pedagogy: A study of primary and
secondary classroom learning through console video games. International Journal of Game-
Based Learning (IJGBL), 2(2), 35-54.
Jacobi, P. R., Toledo, R. F., & Grandisoli, E. (2016). Education, sustainability and social
learning. Brazilian Journal of Science and Technology, 3(1), 3.
Keeley, P., & Tobey, C. R. (2011). Mathematics Formative Assessment, Volume 1: 75 Practical
Strategies for Linking Assessment, Instruction, and Learning. Corwin Press.
Kurilovas, E., & Dagiene, V. (2009). Learning Objects and Virtual Learning Environments Technical
Evaluation Criteria. Electronic Journal of e-Learning, 7(2), 127-136.
Lee, Y., Lee, J., & Hwang, Y. (2015). Relating motivation to information and communication
technology acceptance: Self-determination theory perspective. Computers In Human
Behavior, 51, 418-428.
Morelli, R., Tucker, A., Danner, N., De Lanerolle, T., Ellis, H., & Izmirli, O. et al. (2009). Revitalizing
computing education through free and open source software for humanity. Communications
Of The ACM, 52(8), 67.
Saeli, M., Perrenet, J., Jochems, W., & Zwaneveld, B. (2010). Teaching Programming in Secondary
School: A Pedagogical Content Knowledge Perspective. Informatics In Education, 10(1), 73-88.
Szeto, E., & Cheng, A. Y. N. (2014). Exploring the usage of ICT and YouTube for teaching: A study of
pre-service teachers in Hong Kong. The Asia-Pacific Education Researcher, 23(1), 53-59.
Syllabus
Course Components Task 1 Task 2 Task 3 Task 4
Weightings
Group Project &
Group Project Major Work Trial Exam
Reflection
Term 4, Week 7 Term 1, Week 9 Term 2, Week 9 Term 3, Week 8
Knowledge and understanding
about the development and impact
20% 5% 0% 0% 15%
of software solutions and the
software development cycle
Design and development of
35% 5% 10% 10% 10%
software solutions
Project management techniques,
including documentation, 20% 5% 5% 5% 5%
teamwork and communication
Project(s) 25% 5% 5% 15% 0%
Total 100% 20% 20% 30% 30%
Outcomes H1.1, H1.3, H2.1, H2.2,
H1.2, H4.1, H4.2, H4.3, H1.2, H4.1, H4.2, H5.2,
H4.2, H5.1, H5.3, H6.3 H3.1, H3.2, H4.1, H4.3,
H5.1, H5.2, H5.3 H5.3, H6.2, H6.4
H5.2, H6.1, H6.2, H6.4
Task Description
You are contractors working for Atlassian, a leading company in software development. You have been
hired to develop a software package, however at this stage, the final requirements are unknown. During
the semester, it is required that you make progress on the current requirements, and these will
periodically update them. You will be expected to adapt to the changing situation and you will be
assessed on your ability to adjust to the changes.
Because of the expected change of the requirements, you will need to adopt an agile software
development strategy. In each group, there will be two people with extra responsibilities.
Scrum Master: This person is responsible for interacting with the contractee (your teacher)
throughout the process to receive updates to the requirements.
Product Owner: This person is responsible for ensuring that the most important items in the
backlog are completed.
However, each member of the group is considered a developer, and must interact with the project
backlog. It is expected that everyone shares the weight of the development.
To help you manage your project, you will use Kanbanchi (http://www.kanbanchi.com/) to organise your
tasks and priorities. Take screenshots of this every week to show the progress that your group has been
making. This will be included in your reflection. You will also use Bitbucket
(https://bitbucket.org/product) as a GIT repository to help organise your code.
You will receive an initial project description, followed by two updates to the requirements from your
teacher.
At the completion of the project, you will need to write a 300 word reflection which explains what you
have learnt about agile project development, difficulties you and your group overcame, and your
thoughts on Object-Oriented programming.
You are required to create a web-based naughts and crosses game. It is recommended that you use a
combination of HTML and JavaScript in constructing it. The rules for the game follow:
- Each player takes turns to place either a naught or a cross on the board.
- The board is 3 x 3 squares.
- The aim of the game is to get a row of 3 consecutive crosses or naughts either diagonally,
horizontally, or vertically.
The game must give users the option to play against an AI or against another human. Users should be able
to click on the board to play (not required to enter text or otherwise).
Guideline Mark
- Final product is of a publishable standard (H4.2)
- Insightful reflection on the agile process and difficulties the group overcame (H5.1,
H6.3) 18-20
- Evidence of the effective use of Kanbanchi and Bitbucket in the creation of the
website (H5.3)
- The website is very well designed and works almost perfectly (H4.2)
- Reflection shares shows some degree of reflection on agile process and difficulties
faced (H5.1, H6.3) 15-17
- Evidence of good use of Kanbanchi and Bitbucket in the creation of the website
(H5.3)
- The website is lacking some features, but mostly works (H4.2)
- Reflection recounts the process taken in agile project development (H5.1, H6.3)
10-14
- Evidence of some use of Kanbanchi and Bitbucket in the creation of the website
(H5.3)
- The website has the basic 3x3 features and ability to play 2 player and against an
AI (H4.2)
- Reflection provides some insight into the agile project development method (H5.1,
5-9
H6.3)
- Evidence of the use of either Kanbanchi or Bitbucket in the creation of the website
(H5.3)
- The website is lacking almost all required features (H4.2)
- The reflection provides little insight into the group use of agile project
development (H5.1, H6.3) 0-5
- No evidence of the use of Kanbanchi or Bitbucket in the creation of the website
(H5.3)
Legal implications discuss the reasons for, and consequences of, Class discussion
national and international legal action resulting from significant legal actions pertaining to the development Group Research
software development. of software
Identify issues raised in cases at both national and
international level such as
4 RACV vs Unisys
Microsoft vs Netscape
NSW T Card system international:
search engines (eg Google vs national censorship
laws)
Metallica vs Napster
The impact of software recognise the effects of software solutions on society Videos
computer malware such as viruses identify the effect of the inappropriate use of software Case studies
5
reliance on software on society and individuals
Software development approaches compare and determine the most appropriate Case study
approaches used in commercial systems, including: software development approach for a given scenario
Structured approach
Agile approach
7
Prototyping
RAD
End user approach
combinations of any of the above
Software development approaches communicate understanding of a commercial system Group coding
use of Computer Aided Software Engineering (CASE) studied using a case study approach by: activity
tools and their application in large systems identifying the approaches used Class discussion
development, including: discussing the appropriateness of the approaches
software version control used
test data generation describing how the various personnel contribute to
8 production of documentation the overall development
production of code critically evaluating how social and ethical issues
methods of installation of new or updated systems were addressed
direct cut over evaluating how effectively the new system met the
parallel needs of the user
phased
pilot
Object oriented paradigm code and test appropriate solutions in a language using Work on Project
20
concepts the object oriented paradigm
language syntax
Work on Project
21
Software development
approaches
use of Computer Aided
2016
Software Engineering
Q5
(CASE) tools and their
application in large
systems development
Software development compare and
approaches determine the
approaches used in most appropriate
commercial systems, software
including: development
2016 Structured approach approach for a
Q29 Agile approach given scenario
Prototyping
RAD
End user approach
combinations of any
of the above
2013
Q5