Testing and Debugging (Task 7)Category
I encouraged my students to use Scratch to design a simple game for their peers to teach them about an area of personal interest and then ..
A short lesson plan about debugging.
first introduce debugging and what debugging means. provide a definition of both a semantics error..
The simple small lesson plan below outlines how debugging and testing could be taught in the classroom.
Debugging lesson plan
This is not an app testing, but a Micro:Bit code testing and debugging. I think that process can be applicable to any kind of programming ..
An example of app testing and/or debugging in your classroom
Closer to the start of this course we were shown an example of 'debugging in the classroom' where older students help guide younger students in writing a simple algorithm and testing it with a 'human computer'. it works really well (even without the differing age groups) and develops the algorithm, flowchart and debugging skills depending on what you as the teacher want the focus to be on.
An idea I have for my Year 7s is in the testing process of their apps I’d like to have them in small QA (Quality Assurance) group with each member assigned a different role. For example one person could be testing/evaluating effectiveness of the purpose of the app, another could be accessibility, one could be target audience and appearance of the app. Maybe even as a class designing a rubric for each role. Giving peer to peer feedback – what was done well, what could be improved etc.
Some research around debugging gave me an idea of a short lesson to facilitate debugging. Depending on the coding program you are using (app inventor, scratch, app lab, etc) provide three scripts of code that purposely contain errors, include differing types of errors such as a syntax and semantic error. Students rewrite the code after they have debugged it without a computer. To assess and evaluate the students success get them to go online and check their code to see if they have successfully debugged the errors.
The link contained on this post may be a …
I think systematically tracing code, line by line, is an integral part of learning how it works. I've modified one Event from a Pong program, written with App Inventor, so that it works badly and students are asked to write down how to improve it. I've included comments on the code so as to model commenting code as another good practice. I'd anticipate this to be one of a series of worksheets. This one I would categorise as "easy" but still anticipate that some students will find it challenging.
I don't have any evidence that I can share however I have students keep a full (electronic) log of their testing and debugging. I agree with some of the other comments that this is not a standalone process.
Change (Code) A Little – Test – Debug – Repeat
Students need to record what part they were testing, who tested it, screen shot the error/issue and record how it was resolved.
For my advanced student I have them log all activities so they can see how and where it has gone wrong.
My Year 9s created an app for electromagnetic spectrum using MIT Inventor. There were some runtime errors that were not detected by the app. We used used this video that has information about debugging: https://www.youtube.com/watch?v=k7Z4gGSGwCQ #cserApps7 !