Creative Agency and PBL Framework to make students solve a community issue. |
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: | https://www.sketch.com/get/ |
Topic: | Project-, problem- & challenge-based learning |
Grade level: | 9-12 |
Subject area: | STEM/STEAM, Computer science |
ISTE Standards: | For Students: Global Collaborator
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Additional detail: | Session recorded for video-on-demand |
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, canva.com 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 envato.com 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.
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Reinventing Project-Based Learning, Suizie Boss & Jane Krauss. ISTE.
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