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General-purpose programming
/ Coding

General Purpose Object Oriented Programming

What is it?

Programming is the process that makes it possible to create computer software, applications and websites. Currently, computers are unable to think for themselves, therefore they require users to give them sets of ordered instructions to know what to do. This is referred to as 'code'. Most of the resources you use on the computer and internet are made with code. Programming is a core element of the Digital Technologies curriculum because it helps students develop essential skills such as problem-solving, logic and critical thinking.

General-purpose programming, also known as text-based programming, is one of the coding languages prescribed in the Australian Curriculum: Digital Technologies for secondary schools. This type of language is used to create programs by typing letters, numbers and symbols and requires programmers to use formal syntax.

Object-oriented programming is the second coding language prescribed in the Australian Curriculum: Digital Technologies. In this type of language, users define not only the data type within a data structure, but also the types of operations that can be applied to the data structure.

Australian Curriculum definition

General-purpose programming languages

Programming languages in common use designed to solve a wide range of problems. They include procedural, functional and object-oriented programming languages, including scripting and/or dynamically typed languages. Examples of general-purpose programming languages include C#, C++, Java, JavaScript, Python, Ruby and Visual Basic. They do not include declarative programming languages such as Prolog or structured query language (SQL), or languages designed for solving domain-specific problems or for pedagogical reasons.

Object-oriented programming language (OOP)

A programming language that supports the object-oriented programming paradigm. In object-oriented programming, objects represent a combination of data (the attributes of an object) and actions that can be performed on or with those data (the methods of the object). An example might be a declaration of a 'car', which has attributes that describe its physical nature (such as the number of doors, its colour, the size of the engine) and the actions it can perform (such as accelerating, braking and turning).

The valid attributes and methods of an object are defined by its class, and these attributes and methods can be inherited from the definition of another class. Examples of OOP languages include C++, Eiffel, Java, Python and Scala.

Source: Australian Curriculum: Technologies glossary


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How to teach it



For the classroom

Curriculum links

Level 7 - 8:

Design algorithms represented diagrammatically and in English, and trace algorithms to predict output for a given input and to identify errors (ACTDIP029)

Implement and modify programs with user interfaces involving branching, iteration and functions in a general-purpose programming language (ACTDIP030)

Level 9 - 10:

Design algorithms represented diagrammatically and in structured English and validate algorithms and programs through tracing and test cases (ACTDIP040)

Implement modular programs, applying selected algorithms and data structures including using an object-oriented programming language (ACTDIP041)