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Code Training Unit

Aya Saadaoui

Created on January 3, 2024

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Transcript

Multiplication Trainer Program

  • the program help students to learn multiplication.

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// Multiplication Trainer Program

MultiplicationApp(): Constructs the application, sets up the interface, and initializes the problem.generateNewNumbers(): Creates a new multiplication problem by generating two random numbers and their product. handleStudentAnswer(): Validates the student’s answer, provides feedback, and refreshes the problem if correct. main(String[] args): This is the main method that starts the application. It creates a new instance of the MultiplicationApp class.

// Multiplication Trainer Program

This is the declaration of the MultiplicationApp class which extends JFrame. It has five private variables: studentAnswer (a text field for input), multiplicationProblem and feedbackMessage (labels for displaying text), and numberOne, numberTwo, correctMultiplication (integers for storing the numbers and their product).

// Multiplication Trainer Program

This is the constructor of the MultiplicationApp class. It sets the layout of the window to FlowLayout, sets the size of the window to 300x200 pixels, and sets the default close operation to EXIT_ON_CLOSE which means the application will stop running when the window is closed.

// Multiplication Trainer Program

Here, a Random object is created and used to generate two random integers between 0 and 9. These are stored in numberOne and numberTwo, and their product is stored in correctMultiplication.

// Multiplication Trainer Program

A JLabel is created to display the multiplication problem. It’s added to the window with the add method.

// Multiplication Trainer Program

A JTextField is created for the student to input their answer. It’s also added to the window.

// Multiplication Trainer Program

Another JLabel is created to display feedback to the student. It’s initially empty but will be updated later based on the student’s answers.

An action listener is added to studentAnswer. This means that when the student inputs their answer and presses Enter, the code inside the action listener is executed. If the student’s answer matches correctMultiplication, a positive message is displayed and a new problem is generated. If the answer is incorrect, the message ‘No, please try again’ is displayed.

// Multiplication Trainer Program

The main method is the entry point of the program. It creates a new MultiplicationApp and makes it visible. This starts the application.

thank you

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