Tenth graders get an introduction to object-oriented programming — a class is a blueprint, an object is one thing made from it, attributes are its data, and methods are its actions. Classes keep big programs organized. They explore the ideas, then design a simple class.
Students will be able to…
How do programmers bundle data and actions into one reusable thing?
Project this and tap each. Have students explore classes and objects.
Tap any phase to open the teacher moves and student actions.
How would you describe EVERY dog with one reusable template?
Students learn.
Students practice.
Students apply.
Students close.
Aligned to the CSTA K-12 Computer Science Standards and the ISTE Standards for Students.
Use abstraction with classes and objects.
Design modular programs.
Test object-oriented code.
Reason with abstraction.
Preview the three formative checks. Tap “Sample answer” to see what mastery looks like — hide them before you print for students.
Have students design a simple class with attributes and methods. A printable class sheet is in the CS library.
Tap a card to flip it, then rate whether you knew it. Built from this lesson’s vocabulary.
A quick self-check with instant feedback, drawn from this lesson’s key terms.
A print-and-go review sheet with a built-in answer key. Tap “Show answer key” to reveal answers, or print the clean version for students.