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Creative Agency and PBL Framework to make students solve a community issue.

Listen and learn

Listen and learn : Snapshot

Saturday, December 5, 10:15–11:00 am PST (Pacific Standard Time)
Presentation 1 of 2
Other presentations:
Focus on STEAM PBL

Gonzalo Cespedes  
We'll share how we tapped students' creative agency as they solved a school issue through a semester-long computer science project-based learning course for seniors. We encouraged student voice as they prototyped and launched an app. Learn about our journey of curriculum modeling.

Audience: Curriculum/district specialists, Teachers, Professional developers
Skill level: Intermediate
Attendee devices: Devices useful
Attendee device specification: Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Topic: Project-, problem- & challenge-based learning
Grade level: 9-12
Subject area: STEM/STEAM, Computer science
ISTE Standards: For Students:
Global Collaborator
  • Students contribute constructively to project teams, assuming various roles and responsibilities to work effectively toward a common goal.
Innovative Designer
  • Students develop, test and refine prototypes as part of a cyclical design process.
Creative Communicator
  • Students communicate complex ideas clearly and effectively by creating or using a variety of digital objects such as visualizations, models or simulations.
Additional detail: Session recorded for video-on-demand

Proposal summary

Purpose & objective

Audience will learn how to create a PBL project in form of a Creative Agency that only lasts on semester.

Educational challenge: To develop the course I was given only one instruction, make students create something that solves anything. The challenge was creating a Design Technology Curriculum that only lasts a semester.

Technology intervention: Students used Adobe Photoshop for logo creations and image modification, for digital media posts, SquareSpace for the web agency and Sketch for designing the mobile app.

Models employed: Students choose and bought an app template as a resource from to modify for their app later on the semester.

Lesson Plans: The course is based in 3 activities running at the same time in a semester. (A)Computer Science & Technology content. (B) Creation of the Branding of the Creative Agency, Roles & Web. (C) Identify and create a prototype that solves the problem.

Evidence of success: Launch the prototype at the final High School Assembly of the semester. Make the school implement it for the future if possible.


The audience will see a Google Slide presentation with the course outlines, development, goals, and achievements.
Time: 30 minutes peer-to-peer dynamic presentation.

Supporting research

Computer Science Illuminated , Nell Dale & John Lewis. Jones & Bartlett Learning.
People, Pens & Paper, James Wren. John Catt Educational Ltd.
Reinventing Project-Based Learning, Suizie Boss & Jane Krauss. ISTE.
Learning First, Technology Second, Liz Colb. ISTE
Get Backed, Baehr & Loomis, Harvard Business Press

More [+]


Gonzalo Cespedes, Franklin Delano Roosevelt - The American School of Lima

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