Sparklabs Learning / Digital Technology
JSS 3 First Term
Week 4: Object-Oriented Programming
- School
- Creative Brains Academy
- Subject
- Digital Technology
- Pack
- Curriculum only
- Prepared
- 7 November 2026
Week index
- 01Senior Review and Computational Problem Solving
- 02Advanced Programming
- 03Functions, Arrays and Data Structures
- 04Object-Oriented Programming
- 05Database Systems
- 06Computer Networks and Internet Technologies
- 07Web Development and Web Design
- 08Software Development Life Cycle
- 09Electronic Commerce
- 10Cyber Security and Emerging Digital Technologies
- 11Revision
- 12Examination
Week 4 / First Term
Object-Oriented Programming
Monday 28 September 2026 to Friday 2 October 2026
Curriculum outline
Lesson objectives
By the end of the week, learners should be able to:
- Define object, class and instance in their own words.
- Name at least three object attributes and methods.
- Create a simple class with one attribute and one method.
- Instantiate an object and call its method.
- Explain why OOP helps larger software teams.
Key vocabulary
- Object: an instance tied to data and behaviour.
- Class: a blueprint defining object attributes and methods.
- Instance: one concrete object created from a class.
- Attribute: data held inside an object.
- Method: behaviour belonging to the object.
- Instantiate: creating a concrete object from a class.
- Blueprint: the structural template a class provides.
- Data and behaviour: attributes and methods together.
- Team: a group of developers building software together.
Common misconceptions
- "Objects are the same as variables." Objects bundle data and behaviour; variables hold single values.
- "Classes store actual data." Classes describe structure; instances hold data.
- "OOP replaces procedural programming." OOP complements procedural styles when scaling to large teams.
Teacher activities
- Starter: display a class diagram on the board and ask what it represents.
- Define object, class and instance one by one with worked examples.
- Name object attributes and methods as a class brainstorm.
- Create a simple class with one attribute and one method.
- Instantiate an object and call its method step by step.
- Close with the team-scale explanation and exit question.
Student activities
- Answer the starter and describe what the class represents.
- Define object, class and instance in their own words.
- Name at least three object attributes and methods from their own experience.
- Create a simple class with one attribute and one method.
- Instantiate an object and call its method with the correct arguments.
- Explain why OOP helps larger teams in one paragraph.
- Answer the exit question comparing OOP with procedural style in one sentence.
Practical / learning evidence
A one-class definition sheet, a class skeleton with attribute and method declarations and an instantiated object demonstration. Submit all three for marking.
Resources and preparation
Computers with an OOP interpreter or modern Python available, blank templates and sample class names. Provide a prebuilt interpreter in a read-only folder if one exists. Disable Caps Lock before typing.
Assessment for learning
Inspect the class definition for correct attribute and method naming. Check the instantiated object call for matching arguments. Ask a learner to explain why OOP helps large teams. Flag any learner who treats classes as data holders.
Inclusion and homework
Provide the class template prefilled for attribute and method names and allow oral instantiation. Extend confident learners with two objects and a second class-method demonstration. Homework: describe one real application built with object-oriented principles in one paragraph.