CSC 216 F09/Exception Handling Challenge

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Background

Exception Handling Challenge

Handling Exceptions Where Needed

Exception handling can easily be overlooked by beginner programmers. This is due to the linearity and small scope of the majority of programs written when one is learning java, and it is common that a student may overlook the need for handling an exception. Students may believe that they have covered all the bases, but one often finds that there are still scenarios that could potentially disrupt the operation of said program. It is imperative that students recognize common cases where checking for exceptions is encouraged, this game aims to promote the recognition of these scenarios.

Props

This game is designed to be relatively easy to set up. The administrator must choose up to 10 sets of code scenarios and the exception that should be checked. The administrator should select 5 or fewer of these scenarios and their corresponding exception. Once chosen, each code scenario should be either written, or printed on its own note card and the exceptions to be checked for should be written on another set of note cards. At the maximum, 10 note cards are required. 10 Note cards is sufficient for rounds of 10 students each, 9 for rounds of 9 students each, and so on.

A timing device is also suggested, but not required for the game. This is to be used if the administrator chooses to include time efficiency in the scoring, in which case extra points would be given to the teams depending on how fast they completed the matching relative to the other teams.

The game requires an environment in which movement and correspondence is easily accomplished for the number of participants.

Procedure

The game is based on a matching concept. The students must match the code scenario to the exception that needs to be checked for. Each code snippet and each code scenario are presented to the students on different cards.

To start: 1) The administrator is to choose even numbered teams of students of up to 10 students each.

  The number of students determines the number of scenarios chosen. A team of 10 students 
  requires 10 note cards, 5 with code scenarios, and 5 with their corresponding exception to be checked.

2) Cards should be distributed to the students face down, one per student, until all scenarios, and all

  exceptions have been handed out. Students should be instructed not to look at the cards until told
  to do so.

3) If the administrator chooses to include timing efficiency in the game, he or she should have a timing

  device standing by before instructing the students to begin corresponding and matching.