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Android App Development

Mobile App Development Course

Turn your Java skills into Android apps that people can use.

Build apps for Android phones and tablets through guided projects. Learn to design clear interfaces, manage screen lifecycles, connect to web services, work with device sensors, and debug the behavior that makes mobile development different from console programming.

Mobile App Development Course student learning

At a glance

Quick course summary

Best fit

Students in grades 11–12 who have completed AP Computer Science A or have comparable Java experience

Starting point

Comfort writing Java methods, classes, constructors, conditionals, loops, arrays, and ArrayLists

Session style

Individual tutoring built around the student’s current skills and project milestones

Student outcome

Build a working Android app with multiple screens and a clear user flow

Course Overview

From programming concepts to complete mobile experiences

This course continues the learning path after AP Computer Science A or comparable Java programming. Students move from individual methods and classes to applications with screens, persistent data, device events, and network requests. Most learning happens through building, testing, and improving projects.

Android phones and tablets

Build and run apps in Android Studio, use the emulator, and adapt layouts to different screen sizes.

Java into practice

Apply objects, interfaces, collections, and event handling to app features students can explain and maintain.

Projects throughout

Develop small working apps before combining interface design, data, and device features in an original capstone.

Beyond the screen

Explore REST APIs, background tasks, sensors, and an introductory game engine project.

Student Fit

Who this course is for

  • Students in grades 11–12 who have completed AP Computer Science A or have comparable Java experience
  • Students who want to turn classroom programming into useful Android apps
  • Students seeking support with mobile programming concepts and independent projects
  • Aspiring developers interested in UI/UX, connected apps, or mobile games

Prerequisites

What students should know before starting

  • Comfort writing Java methods, classes, constructors, conditionals, loops, arrays, and ArrayLists
  • An understanding of objects, inheritance, interfaces, and basic exception handling
  • Willingness to read error messages, test edge cases, and revise a design
  • Access to a computer capable of running Android Studio and an emulator; a compatible Android device is useful for sensor testing

Questions

Frequently asked questions

Do I need Android experience?

No prior Android development is required. Students should already be comfortable with Java and object-oriented programming at an AP Computer Science A level or equivalent.

Is this an Android or iPhone course?

The core course focuses on Android phones and tablets. UI/UX, API, debugging, and project planning skills also provide a foundation for learning other mobile platforms later.

Will we use Java or Kotlin?

The starting path uses Java and Android Views to build on existing programming skills. Kotlin and Jetpack Compose can be introduced as an extension based on the student’s goals and experience.

Do I need an Android phone?

Many exercises can run in an Android emulator on a suitable computer. A physical Android device is useful for testing real touch behavior, performance, and hardware sensors.

How will progress be measured?

Progress is demonstrated through working features, debugging exercises, code explanations, and project checkpoints. The final capstone brings those skills together in an original app.

Can I bring an existing project?

Yes. Sessions can focus on understanding the code, reproducing bugs, planning the next feature, and testing improvements while keeping the student responsible for the implementation.

How long does the course take?

Pacing depends on Java readiness, practice between sessions, and the scope of the capstone. The first sessions establish a starting point and a realistic sequence of milestones.

Will my app be published?

The main outcome is a working, documented app that the student can demonstrate. Public app-store release is a separate decision that depends on project readiness and account requirements.

Curriculum

A guided path from first screen to finished Android app

Twelve modules connect core Android concepts to practical builds. Pacing follows the student’s Java background and project goals. Java and Android Views provide the starting point, with Kotlin and Jetpack Compose introduced as an optional extension.

1

Android Studio and the first app

Set up a development workspace, understand the project structure, and trace what happens between pressing Run and seeing an app on a device. Build a simple interactive screen.

  • Android Studio, SDK, and emulator setup
  • Project files, resources, and the manifest
  • Java classes and event-driven programming
  • Build errors, Logcat, and breakpoints
  • Running on phones and tablets
  • Git commits and a project README
2

UI/UX design and interactive widgets

Start with a user task, sketch the screen flow, and build an interface that gives clear feedback. Practice labels, readable text, accessible controls, and useful error messages.

  • Wireframes and user journeys
  • Layouts and reusable resources
  • Buttons, text fields, images, and selection controls
  • Input validation and feedback
  • Touch targets, contrast, and accessibility
  • Responsive layouts and orientation changes
3

Activities, intents, and the Android lifecycle

Follow an app as it opens, pauses, resumes, and recreates a screen. Build navigation and test whether the user’s progress survives common interruptions.

  • Activity lifecycle callbacks
  • Explicit and implicit intents
  • Passing data between screens
  • Back navigation and the activity stack
  • Saving and restoring UI state
  • Rotation, app switching, and process recreation
4

Fragments and reusable screen components

Split a larger interface into manageable pieces. Learn how a fragment’s view lifecycle relates to its host activity, and use that relationship to organize navigation and state.

  • Fragments and their view lifecycle
  • Fragment navigation and transactions
  • Communication between UI components
  • Shared state and ViewModel concepts
  • Phone and tablet screen arrangements
  • Separating display logic from data logic
5

Adapters, collections, and list interfaces

Turn a collection of Java objects into a useful scrolling interface. Build a planner or catalog where users can add, inspect, update, and remove entries.

  • Data models and collection design
  • RecyclerView, adapters, and view holders
  • Item clicks and detail screens
  • Search, filtering, and sorting
  • Empty states and list updates
  • Inner classes, listeners, and callbacks
6

Local storage and app data

Keep useful information between sessions and separate temporary screen state from stored records. Test what happens when data is missing, invalid, or changed.

  • Preferences and small settings
  • Files and structured local data
  • Database concepts and Room overview
  • Creating, reading, updating, and deleting records
  • Validation and data consistency
  • Offline behavior and restore testing
7

REST APIs and connected applications

Connect an app to a web service and translate a response into something useful on screen. Treat loading, empty results, timeouts, and failures as part of the feature.

  • HTTP requests and REST endpoints
  • JSON parsing and Java data models
  • Loading, success, and error states
  • Timeouts, retries, and offline fallback
  • Keeping credentials out of source control
  • Testing with sample responses before live APIs
8

Multithreading and responsive apps

Investigate why long operations freeze an interface. Move suitable work away from the main thread, deliver results safely, and handle work that outlives a screen.

  • Main thread and worker threads
  • Executors, callbacks, and UI updates
  • Race conditions and shared state
  • Cancellation and lifecycle awareness
  • Background scheduling with WorkManager
  • Avoiding obsolete background-task patterns
9

Services, broadcasts, and app widgets

Explore Android components that respond to events beyond a single screen. Compare services, scheduled work, and broadcasts before choosing a tool for a small feature.

  • Services and foreground-service concepts
  • Broadcast receivers and event handling
  • Background execution limits
  • Notifications and permission handling
  • Home-screen widgets and update behavior
  • Battery use and cleanup of resources
10

Mobile sensors and device capabilities

Use device input to create an interactive feature, such as a tilt display or motion experiment. Design a useful fallback when hardware or permission is unavailable.

  • Accelerometer and orientation-related input
  • Sensor listeners and sampling
  • Registering and releasing listeners
  • Runtime permissions and privacy
  • Hardware availability and emulator limitations
  • Testing noise, thresholds, and battery impact
11

An introduction to mobile game development

Build a small game prototype with a suitable game engine. Connect touch input, scene behavior, scoring, and feedback while keeping the scope manageable.

  • Scenes, sprites, and assets
  • Game loops and timing
  • Touch controls and input events
  • Collision detection and score state
  • Pause, resume, and restart behavior
  • Testing performance on a mobile device
12

Capstone: design, test, and present

Take an original idea through requirements, a working prototype, testing, and a final demonstration. Explain the code, the design choices, and the limitations honestly.

  • User problem and a focused feature plan
  • Milestones and source-control history
  • Integrating screens, storage, and an API or sensor
  • Functional tests and usability feedback
  • Bug reports, fixes, and regression checks
  • Demo recording, README, and next steps

Practice

Projects students can build and explain

Choose projects that fit the student’s level, then add one meaningful feature at a time. Each build includes a working demo, a test checklist, and a short explanation of the design.

Study planner: editable tasks, due dates, list adapters, and local storage
Quiz app: screen navigation, scoring, validation, and saved progress
Weather or public-data explorer: REST requests, JSON, and offline feedback
Personal catalog: searchable collections, detail screens, and persistent records
Sensor lab: motion readings, thresholds, and clear device feedback
Home-screen widget: a concise view of useful app information
Touch game: scoring, collisions, pause/resume, and replay
Original capstone: a focused app with a demo, documentation, and tests

Outcomes

By the end of this course, students will be able to

  • Build a working Android app with multiple screens and a clear user flow
  • Explain activities, fragments, adapters, and the lifecycle behavior of an app
  • Store data and consume a REST API with loading and failure handling
  • Use background work and device events without freezing the interface
  • Test navigation, rotation, permissions, missing data, and offline scenarios
  • Present an original project with readable code, a README, and a demonstration

Learning Format

How sessions are structured

  • Individual tutoring built around the student’s current skills and project milestones
  • A short concept lesson followed by implementation and debugging together
  • Project checkpoints that include a working feature and a student explanation
  • Code review focused on correctness, readability, and maintainable structure
  • Practice between sessions with feedback on tests and design decisions
  • Assessment centered on projects, demonstrations, and reflection

Why Code Scholars

Support that builds real understanding

A practical next step after Java

Use familiar programming concepts to build interfaces, handle events, and manage real application state.

Debugging with evidence

Use logs, breakpoints, and reproducible test steps to understand failures and verify a fix.

A manageable project scope

Break an idea into small milestones so the student can finish, test, and explain each feature.

Design for real users

Practice clear navigation, accessible controls, and feedback when an app is loading or cannot complete a request.

Independent understanding

Students explain their own code and make design decisions throughout the build.

A documented final project

Finish with a working demonstration, readable repository, test notes, and ideas for further development.

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