Getting Started with Java Using Alice

This workshop is designed for students with little or no programming experience and teaches basic Java programming concepts
through developing 3-D Animations in Alice 3.1. Alice is a free, educational, introductory Java development environment created at
Carnegie Mellon University. While it is suitable for all beginning learners, it can be especially engaging for girls. Students will have fun
creating animated stories and games using objects and characters from a rich gallery of 3-D models.

The Alice platform is currently supported in 24 languages, including English, Arabic, Russian, Spanish, and Turkish.

Click here to access this course at Oracle Academy:

• Recommended classroom instruction time: up to 8 hours
• Professional education credit hours for educators who complete Oracle Academy training: 8
Target Audiences
• Secondary school teachers who teach computer programming
• Secondary school teachers who seek to incorporate computing into their curriculum and awaken students’ interest in computer
• May also be suitable for upper-primary school teachers, club leaders, and other general educators who wish to incorporate
computer science into their curriculum
• Students who wish to begin to learn about object-oriented programming and Java and to learn how to create animations using
fun and engaging tools
• While Alice is suitable for beginning learners of any age, our experience shows it is most engaging for upper primary and early
secondary school students
• None
Suggested Next Courses
• Oracle Academy Workshop – Creating Java Programs Using Greenfoot
• Oracle Academy Course – Java Fundamentals
Lesson-by-Lesson Objectives

Prepare for this Course
• Describe the purpose for using Alice 3 to learn Java
• Check system requirements needed for the course
• Install necessary software for the course
Get Started with Alice 3
• Identify scene components
• Create and save a new project
• Add an object to a scene
• Communicate the value of saving multiple versions of a scene
• Code a simple programming instruction
• Use the copy and undo command
• Understand the value of testing and debugging
Add and Position Objects
• Open a saved version of a project
• Add multiple objects to a scene Rev: OA_Get_Started_Java_Alice_06.26.15
• Describe the difference between precise positioning and drag-and-drop positioning
• Use a one-shot procedure to precisely position an object in a scene
• Edit properties of an object in the Scene editor
• Describe three-dimensional positioning axes
• Position the sub-parts of an object in the Scene editor
Use Procedures and Arguments
• Toggle and describe the visual difference between the Scene editor and Code editor
• Locate and describe the purpose of the methods panel and procedures tab
• Use procedures to move objects
• Add Java programming procedures to the Code editor
• Demonstrate how procedure values can be altered
• Create programming comments
• Reorder, edit, delete, copy, and disable programming statements
• Test and debug an animation
Add Rotation and Randomization
• Correlate storyboard statements with program execution tasks
• Add a control statement to the Code Editor
• Use random numbers to randomize motion
Declare Procedures
• Compare and define an animation and a scenario
• Write a storyboard
• Flowchart a storyboard
• Describe inheritance and how traits are passed from superclasses to subclasses
• Describe when to implement procedural abstraction
• Demonstrate how to declare a procedure
• Identify and use procedural abstraction techniques to simplify animation development
Use Control Statements
• Define multiple control statements to control animation timing
• Create an animation that uses a control statement to control animation timing
• Recognize programming constructs to invoke simultaneous movement
Use Functions
• Use functions to control movement based on a return value
Use the IF and WHILE Control Structures
• Use the IF control structure to effect execution of instructions
• Use the WHILE control structure to create a conditional loop for repetitive behavior
Use Expressions
• Create an expression to perform a math operation
• Interpret a math expression
Use Variables
• Understand variables and how they are used in programming
Use Keyboard Controls
• Use keyboard controls to manipulate an animation
Develop a Complete Animation
• Use functional decomposition to write a scenario and storyboard
• Complete an animation
• Test an animation
• Reposition objects at runtime
• Plan a presentation of a completed animation project
Animation Design Worksheet and Academic Examples
• Use an animation design worksheet to complete an animation
• Observe how animations can support a variety of academic topics
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