Shop Activity Draft

After the training period the student will be able to understand how a programmer uses a well-defined structure to write in computer language. The task will be performed under the following conditions: The students will be separated into small enough teams for the activity to be meaningful and ensure contribution from each student. The students will be introduced to a UML diagram and the instructor will introduce the analogies between a UML diagram and a blue print, the students will be instructed on how similar methods can be shared through a process called abstraction ( I would recommend including “wheels” in the vehicle items for this; perhaps a skateboard, a scooter, and a bicycle), the students will then be presented with a large pile of parts and each group assigned a class from the UML to be in charge of sorting from the pile, when this is complete the groups will work together to assemble the vehicles using the UML as a guide. The following standards must be met: students are properly instructed on the similarities between a UML and a blueprint, principles such as abstraction must be introduced to clear up ambiguity, and the groups must work together to assemble the final products by interpreting the UML diagram.


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