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Essential Question
What question will guide the project and learning?
Community Partners
What organizations and individuals will collaborate and enhance the learning experience?
Reflection
What opportunities are there for us to reflect on our academic and socio-emotional development?
Assessment
In what ways can we demonstrate what we have learned and how we have grown?
Exhibition
How and who will we celebrate our learning with?
Project Launch
What shared experiences will engage us in the content, skills, and mindsets of the project?
Core Content
What will we need to learn and practice in order to engage in the project?
Critique and Revision
How will opportunities for feedback and refinement be embedded in the project?
Product
What will we make, build, or do that will have an impact on us or the world around us?
What organizations and individuals will collaborate and enhance the learning experience?

8th Grade  Project 4 weeks

Innovate and Create: Solving Real-World Challenges

Rosario Chávez
2-CS-01
2-CS-02
2-IC-20
1-pager

Purpose

The purpose of this project is to guide students in understanding and applying the design process to create meaningful computing solutions that address real-world problems faced by community groups. By engaging in hands-on design challenges and collaborative team projects, students will develop critical thinking and problem-solving skills while gaining insights into the societal impacts of technology. This experience aims to cultivate empathy, creativity, and an appreciation for the iterative nature of design, ultimately preparing students to thoughtfully contribute to the digital world.

Learning goals

Students will develop skills in identifying and analyzing real-world problems by engaging with community groups to understand their needs. They will learn to apply the iterative design process, including brainstorming, prototyping, and testing, to create effective computing solutions. Students will enhance their ability to gather and incorporate user feedback, refining their projects to better serve the target community. Through reflection and presentation, students will deepen their understanding of the societal impacts of computing technologies and their trade-offs.
Standards
  • 2-CS-01 - Recommend improvements to the design of computing devices, based on an analysis of how users interact with the devices.
  • 2-CS-02 - Design projects that combine hardware and software components to collect and exchange data.
  • 2-IC-20 - Compare tradeoffs associated with computing technologies that affect people's everyday activities and career options.

Products

Throughout the project, students will create empathy maps and user personas to deeply understand their target community's needs. They will develop low-fidelity prototypes using materials like paper, cardboard, and basic electronics to explore initial design concepts. As the project progresses, students will refine their ideas into digital prototypes using App Lab, incorporating user feedback. By the end of the unit, each team will present a comprehensive project portfolio, including their design process documentation, final digital prototype, and a reflection on the societal impact of their solution.

Launch

Kick off the project with a 'Community Connection Day,' where students engage with local community members through a panel discussion or interactive workshop. This event will allow students to hear firsthand about real-world challenges and opportunities for computing solutions. Students will then participate in small group brainstorming sessions to generate initial ideas for their projects, fostering a sense of purpose and direction from the outset.

Exhibition

Organize a 'Community Innovation Expo' where students showcase their projects to an audience of peers, teachers, and local community members. Each team sets up a booth displaying their design process, prototypes, and final solutions, offering interactive demonstrations and engaging discussions. Encourage attendees to provide feedback and ask questions, fostering a dynamic exchange of ideas and learning. This event not only highlights students' achievements but also connects their work to real-world contexts, emphasizing the societal impact of their computing solutions.
Plan
Week 1 Day 1 Day 2 Day 3 Day 4
Activities
Kick-off with 'Community Connection Day' where students engage with community members through a panel discussion to learn about real-world challenges.
Conduct small group brainstorming sessions to generate initial project ideas based on insights gained during Community Connection Day.
Introduce empathy mapping and perform user interviews with community members to understand their needs and challenges.
Facilitate 'Prototype Play Day' where students create quick, low-fidelity prototypes using everyday materials to explore initial ideas and receive peer feedback.
Deliverables
1. Completed empathy maps reflecting understanding of community needs.
2. Initial list of project ideas developed during brainstorming sessions.
3. Low-fidelity prototype models created during Prototype Play Day.
Preparation 1. Organize and confirm participation of community members for Community Connection Day.
2. Prepare materials for empathy mapping, such as templates and visual aids.
3. Gather everyday materials (e.g., paper, cardboard, markers) for Prototype Play Day.
4. Create a list of guiding questions to facilitate user interviews and brainstorming sessions.
Week 2 Day 1 Day 2 Day 3 Day 4
Activities
Conduct in-depth empathy mapping sessions to refine understanding of user needs based on feedback from Week 1.
Facilitate a workshop on brainstorming and sketching digital interfaces, introducing students to App Lab basics.
Guide students in creating paper prototypes of their digital solutions, focusing on user interaction flow.
Organize peer feedback sessions where students present paper prototypes to classmates for constructive critique.
Deliverables
1. Refined empathy maps incorporating additional insights from user interviews.
2. Sketched wireframes of proposed digital solutions, outlining key user interactions.
3. Completed paper prototypes showcasing the user interface and interaction design.
Preparation 1. Prepare materials for expanded empathy mapping, including additional templates and markers.
2. Develop a brief introductory presentation on using App Lab for digital prototyping.
3. Gather materials for paper prototyping, such as graph paper, sticky notes, and scissors.
4. Create a structured peer feedback form to guide students in providing constructive criticism.
Week 3 Day 1 Day 2 Day 3 Day 4
Activities
Facilitate a 'User Testing Day' where students conduct usability testing of their digital prototypes with real users, gathering feedback on user experience and functionality.
Guide students in analyzing feedback from User Testing Day to identify areas for improvement and potential design modifications.
Support students in iterating on their digital prototypes in App Lab, implementing changes based on user feedback and improving overall design.
Conduct a mini-workshop on understanding the societal impacts and trade-offs of their computing solutions, encouraging students to think critically about their design choices.
Deliverables
1. Compiled feedback from User Testing Day, highlighting key insights and user suggestions.
2. Updated digital prototypes in App Lab, showing implemented changes based on user feedback.
3. Reflection journal entries discussing the societal impacts of their solutions and any trade-offs considered.
Preparation 1. Schedule and coordinate user participants for User Testing Day, ensuring a diverse range of feedback.
2. Prepare a feedback collection template to help students organize and document usability testing insights.
3. Provide resources and examples on common design improvements to guide students in refining their prototypes.
4. Develop a mini-workshop outline and materials on computing's societal impacts and trade-offs.
Week 4 Day 1 Day 2 Day 3
Activities
Organize a 'Design Showcase' event where student teams present their projects, including the design process, challenges faced, and solutions developed, to peers, teachers, and community members.
Facilitate a reflection session where students individually and collectively discuss their learning journey, focusing on the design process, user feedback, and the societal impact of their solutions.
Guide students in finalizing their project portfolios, ensuring they include all elements such as design process documentation, final digital prototype, reflection entries, and user feedback analysis.
Deliverables
1. Completed project portfolios, including all design documentation, final digital prototype, and reflection journal entries.
2. Presentation materials prepared for the Design Showcase event, highlighting the project's development and its impact on the community.
Preparation 1. Coordinate with school administration and community members to organize and publicize the Design Showcase event.
2. Prepare a checklist for students to ensure all elements of the project portfolio are completed and organized.
3. Set up the space for the Design Showcase, including arranging tables for student presentations and ensuring necessary technology is available.
4. Develop reflection prompts to guide students in their final reflection session, focusing on personal growth and societal understanding.
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