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Daily Bell Ringer — Introduction to OOP — Classes, Objects, Attributes, & Methods

Course 3: Introduction to Programming / Unit 8: Advanced Concepts — Error Handling & Object-Oriented Programming (OOP) / Lesson 3: Introduction to OOP — Classes, Objects, Attributes, & Methods

Before we begin

How is a class similar to a blueprint, while an object is the house built from it?

Record your initial thinking. Be ready to explain your reasoning and revisit your response after the lesson.

Discuss and submit in Google Classroom

Use this site to read, watch, and get shared learning materials. Keep completed work, questions, and comments in your class on Google Classroom.

Open Google Classroom

Choose your class and the assignment named by your teacher.

KDE student outcomes

Unit-level context for this lesson · Course 110201

View aligned outcomes (3)
  • #7 Design and develop programs that use effective error and exception handling.
  • #10 Design and develop programs that implement fundamental features that are unique to the language studied.
  • #11 Design and develop programs using object-oriented programming features, if applicable to the language studied.

Alignment from Master Lesson Plans v3.5. These are instructional targets; completing a resource does not by itself establish mastery.