Newly-minted computing graduates should have at least a passing familiarity with how to build stuff on these platforms.
Academic context and goals
- This is probably for level 2 or 3 undergraduates with some computing experience. We can assume they can do some basic programming, but nothing extensive.
- They should have already done a module on computational thinking, which includes a bit of Python.
- This is for the Open University, so students are all part-time and at a distance. Also, modifying the module as technology changes is likely to be difficult.
- Building mobile apps is a gateway to additional academic content.
Academic issues touched on this include:
- the intimate nature of mobile devices, with concerns for sharing, privacy, and context awareness;
- using mobile devices as monitors for third parties, such as health and activity monitoring;
- using mobile devices as persuasive technology;
- mobile devices as cognitive prostheses;
- others that you'll mention in the comments.
Technical goals
- Students get to build applications they can run on their own hardware (one platform good, multi-platform better).
- Applications should be native, as opposed to over the web (easier to show off, and saves the hassle of configuring and hosting web applications)
- Applications should have a decent UI and be able to interact with the user. Text-based forms are a minimum; a GUI with animation and drag-and-drop is better.
- Whatever development platform we use needs to be free for student use and easily downloadable. It also needs to remain that way over several years.
Some other requirements and constraints
- The module needs to be short: 10-15 credit points. This means we can't do much with teaching complicated frameworks and finicky languages.
- Students have some basic programming skills, but aren't superstars. They'll know some basic OO and probably have done some scripting.
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