After 35 years of teaching in IT at all levels I have developed a learning method that works with my students. The process is top down. After a brief overview, students are introduced to a new application through a working exemplar that they can explore. Once they have a concept of what a program can do they then investigate its features. In this way they have a framework to hang the new learning on. All instruction is detailed step-by-step with full images of what they aim to produce.

pdf, 2.48 MB
pdf, 2.48 MB
This investigation looks at:
• what a 3GL computer program is; compiled and interpreted programs
• the basic constructs needed to make a program
• pseudocode, flowcharts, Nassi Shneiderman Diagrams, and structured development charts
• the role of sequence in programming
• using variables to store values; types of variables; declaring variables; naming conventions
• constants and comments
• selection: conditions and logical operators
• nested selection and case statements
• iteration: definite and indefinite, pre-tested and post tested
• subroutines: procedures and functions
• passing parameters by reference or value
• scope: local, module/unit, and global
• recursion.
This unit contains 8 classroom-tested activities to reinforce concepts, including the development of programs from algorithms.

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