Best fit
Students in grades 11–12 who have completed AP Computer Science A or have comparable Java experience
Android App Development
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.
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
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.
Build and run apps in Android Studio, use the emulator, and adapt layouts to different screen sizes.
Apply objects, interfaces, collections, and event handling to app features students can explain and maintain.
Develop small working apps before combining interface design, data, and device features in an original capstone.
Explore REST APIs, background tasks, sensors, and an introductory game engine project.
Student Fit
Prerequisites
Questions
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.
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.
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.
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.
Progress is demonstrated through working features, debugging exercises, code explanations, and project checkpoints. The final capstone brings those skills together in an original app.
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.
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.
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
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.
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.
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.
Follow an app as it opens, pauses, resumes, and recreates a screen. Build navigation and test whether the user’s progress survives common interruptions.
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.
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.
Keep useful information between sessions and separate temporary screen state from stored records. Test what happens when data is missing, invalid, or changed.
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.
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.
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.
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.
Build a small game prototype with a suitable game engine. Connect touch input, scene behavior, scoring, and feedback while keeping the scope manageable.
Take an original idea through requirements, a working prototype, testing, and a final demonstration. Explain the code, the design choices, and the limitations honestly.
Practice
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.
Outcomes
Learning Format
Why Code Scholars
Use familiar programming concepts to build interfaces, handle events, and manage real application state.
Use logs, breakpoints, and reproducible test steps to understand failures and verify a fix.
Break an idea into small milestones so the student can finish, test, and explain each feature.
Practice clear navigation, accessible controls, and feedback when an app is loading or cannot complete a request.
Students explain their own code and make design decisions throughout the build.
Finish with a working demonstration, readable repository, test notes, and ideas for further development.
Code Scholars Referral Reward
Refer a student who enrolls in four or more sessions, and receive one complimentary lesson or a $50 account credit.