Homework Reading / Watching:
Objective A: Inquiring and Analysing
Use the following template when completing your investigation (pay attention to word count/page estimates)
1. The Design Problem (1 page)
Explains and justifiy the need for a solution to a problem for a client/ target audience
o Describe the problem referring to the client/ target audience
o Explain why the problem is important, relating it to society and the Global Context
o Explain on why the problem is important, relating it to your life.
o You have written an explanation on why the problem is important, relating it to society and the Global Context
2. Research Plan (2 pages)
Constructs a detailed research plan, which identifies and prioritizes the primary and secondary research needed to develop a solution to the problem independently
o Write down and discussed appropriate questions (at least 4) that will guide your investigation. Including one(s) given by the teacher).
w Make sure some of your questions help you learn more about the “problem”
w help you learn more about possible “solutions” to the problem.
w Some should deal with the “making” of your product (eg: software / material options)
o For each question explain how answering it will help you create a better product.
o Identify and justified the research needed to answer all of your questions.
o You have included primary and secondary research
3. The Research (1500 - 2000 Words)
o Answer all questions thoroughly, showing evidence of research
w All research is properly cited throughout
w You have included any relevant visuals (graphs, photos, drawings, etc…)
w You have included surveys, questionnaires etc...and the survey /questionnaire responses are analysed.
o Include a bibliography referencing in MLA format at the end of his research (at least 8 sources)
4. Analysis of Existing Products (2 pages)
analyses a range of existing products that inspire a solution to the problem in detail
o Explain and analyse a range (at least 4) of existing products that try and solve your problem
o Explain the pros and cons of each existing solution
o Shown visuals of these solutions
5. The Design Brief (3 pages)
develops a detailed design brief, which summarises the analysis of relevant research.
o Write down a design brief summarising the research. Referring to your research you have explained how you are going to try and solve the problem
Resources
Check out the links copied below as a starting point for your research
Investigation Resources:
Math App - Malawi vs UK - Click Online
http://www.bbc.com/news/technology-29065363
PYP Education:
Junior School IT resources - sorted by grade and subject
https://sites.google.com/a/isumail.ac.ug/tomorrowsclassrom/
Educational Computer Games:
http://en.wikipedia.org/wiki/Educational_video_game
http://www.abc.net.au/science/articles/2009/06/24/2607577.htm
http://www.guardian.co.uk/technology/2009/feb/12/computer-games-eu-study
http://www.studica.com/blog/how-video-games-and-stem-education-fit-together
http://www.edutopia.org/blog/video-games-learning-student-engagement-judy-willis
http://elearnmag.acm.org/archive.cfm?aid=1943210
Online Game Examples:
http://montessorium.com/ (Educational iPhone Apps)
http://www.knowledgeadventure.com/default.aspx
http://www.learn4good.com/games/online.htm
http://www.flashgames247.com/tag/educational.html
http://www.gamesinaflash.com/category/Educational-Games.html
http://www.theproblemsite.com/flash_games.asp
http://www.learninggamesforkids.com/
Game Dynamics:
http://www.slideshare.net/amyjokim/putting-the-fun-in-functiona?from=ss_embed
http://gamification.org/wiki/Game_Mechanics
http://www.slideshare.net/zaicu/game-mechanics-in-education
Objective B: Developing Ideas
1. Come up with detailed specifications for your product - the more the better
A specification is a set of considerations, constraints and requirements for a solution: what the solution must or must not have to be successful. A specification is not a description of the outcome. It should demonstrate that students understand the needs of the problem that they have identified. Every aspect of a specification must be specific, measurable, achievable, realistic and testable (SMART).
Some things to consider when coming up with specs
Good vs. Bad Specifications
2. Develop 4 different designs for your product. The designs can be different versions of the same product or very different products (In some cases it may also be ok to have digital and physical product designs.
Depending what product you choose you need to include the following designs as part of developing your product.
Game Design:
- Brainstorming
1. Flow Diagram
3. Layout Design
2. Storyboard (if applicable)
Web Design:
- Brainstorming
1. Layout Design
2. Site Map
App Design:
- Brainstorming
1. Layout Design
2. Site Map
3. Flow Diagram (if applicable)
Video/Animation:
- Brainstorming
1. Storyboard
2. Shot Sequence
Graphic Design:
- Brainstorming
1. Layout Designs
2. Digital Mock-up of designs
Material Based Product:
- Brainstorming - Several Initial Sketches
1. Annotated Design
EXAMPLES......
Game Flow Diagram (how a user moved through your game) :
Screenshot / Designs (how your game will look):
Annotated Layout Design (Structure / organisation of your App, Game or Site):
Site Map (All the pages/sections of your App or Site)
Storyboard for video / interactive story / game
Shot Sequence / Script / Props / Notes
Annotated Product Design
3. Presents the chosen design and outlines the reasons for its selection with reference to the design specification
4. Develops accurate detailed planning drawings/diagrams and outlines requirements for the creation of the chosen solution.
Needs to include:
- detailed annotations explaining all aspects of the design
Objective C: Creating the Solution
1. Construct a logical plan, which describes the efficient use of time and resources, sufficient for peers to be able to follow to create the solution
What are resources?
Resources can be categorized in two ways: materials and tools.
It is simple to identify tangible materials such as hardwood, nylon or cornstarch; however, it can become more problematic to determine digital materials. When identifying digital materials, students should consider text, fonts, images, audio, video, animation, sprites and icons.
For digital design, tools include both software and hardware (input, processing and output devices). For product design, tools include hand tools, machinery, CAD software and CAM hardware
Make a list of materials you will need for the project and what hardware and software you will use. You need to explain in detail what you need the materials, software and hardware for.
eg:
Detailed list of what tasks you need to complete when in order to finish the project on time
Eg:
Date
12th Feb - 15th Feb
16th Feb - 24th Feb
Task
Create the backgrounds and main characters using illustrator. I will create various versions (states of running) of the characters so that I can animate them later. I will record all the sound effects and find the background music for the game.
Another option is the combination of the two.....
Create a Detailed Gannt Chart showing us a visual representation of your plan (dates + tasks)
Eg:
or an example using google spreadsheets
Things to consider when coming up with your plan:
Does your plan contain a sequence of logical steps?
Is the use of resources explained clearly?
Have you made sure you have enough time to complete your product?
Have you given time for practising or learning a new skill?
Have you allowed extra time in case something goes wrong?
Have you considered alternative ways of creating the solution?
Have you planned for testing at appropriate times in the manufacturing process?
2. Demonstrate excellent technical skills when making the solution
3. Follow the plan to create the solution, which functions as intended
4. Fully justify changes made to the chosen design and plan when making the solution
As you implement your plan, you might come to a point where you will have to modify the plan or the design. You need to ensure that you detail and justify any changes that you make during the creation process.
If you do not make any changes to your product or plan, this strand does not have to be addressed with evidence. However, if any changes are made, you must address this strand.
5. Present the solution as a whole
Post the final product in the "final product section of the website".
Software / Tutorials / Resources
SCRATCH
Scratch Tutorials:
http://www.teach-ict.com/programming/scratch/scratch_home.htm
http://scratch.mit.edu/projects/Yickpoo/1313281
http://www.colleensplace.net/courseblog/entry/escape-the-room-scratch-tutorial/
Scratch Community Games to Download:
Using Sensors with Scratch
ANDROID / iOS
Appinventor Website - http://ai2.appinventor.mit.edu/
Lots of Basic Intro Tutorials - http://appinventor.mit.edu/explore/ai2/tutorials?
Lots of App Video Tutorials - http://www.youtube.com/playlist?list=PLCF2969C390CE87F4
List 1 of Selected Tutorials (includes videos + PDF's) - http://www.appinventor.org/projects
List 2 of Selected Tutorials (maps, coloring, databases, etc...) - http://appinventor.mit.edu/teach/curriculum/example_projects.html
List 3 of Selected Tutorials - http://www.appinventorblocks.com/appinventor-tutorials-tips
Tutorial Download Files - http://www.appinventorblocks.com/appinventor-downloads
Full App Inventor Course (includes lots of tutorials) - http://www.appinventor.org/course-in-a-box
Full App Inventor Course (includes lots of tutorials) - https://sites.google.com/site/appinventoredu/
http://www.elearningpost.com/articles/archives/how_to_design_good_educational_apps_for_the_iphone
Appinventor Community Page (downloadable Source Code)
http://gallery.appinventor.mit.edu/#
FLASH (Actionscript)
Flash Tutorials
http://www.tripwiremagazine.com/2011/06/flash-game-tutorial.html
http://www.dezinerfolio.com/2008/02/06/20-free-tutorials-to-create-your-own-flash-game
http://www.newgrounds.com/wiki/creator-resources/tutorials/flash-game-tutorials
http://www.emanueleferonato.com/category/flash/
http://www.kongregate.com/labs
http://www.good-tutorials.com/tutorials/flash/game-development
http://pelfusion.com/35-flash-game-development-tutorials-fla-files/
http://dzineblog.com/2009/12/20-best-flash-game-tutorials-to-create-your-own-flash-game.html
Flash Resources (Downloads)
Embed Flash in Google Sites
http://www.aleosoft.com/flashtutorial_googlesites.html
https://sites.google.com/a/designcounts.org/test/
GREENFOOT
Greenfoot Tutorials
http://www.youtube.com/user/18km?ob=5#g/u
http://blogs.kent.ac.uk/mik/category/joy-of-code/page/2/
http://sinepost.wordpress.com/
Greenfoot Website (Projects Database + Downloadable File)
GAMEMAKER
https://www.yoyogames.com/studio
OTHER GAME DESIGN PROGRAMS
WEB APP DEVELOPMENT (Mostly web based data rather than game play)
http://www.appmakr.com/?locale=en_US
WEBSITE DEVELOPMENT
Adobe Flash
Adobe Dreamweaver
GRAPHIC DESIGN
Adobe Photoshop
Adobe Illustrator
Adobe InDesign
AUDIO / RECORDING
Garage Band
Logic Pro
FL Studio
VIDEO EDITING
Final Cut Pro
iMovie
Adobe After Effects
Adobe Premier
Objective D: Evaluation
1. Design detailed and relevant testing methods, which generate data, to measure the success of the solution
design a wide range of effective tests to evaluate the solution against the requirements of the design specification (including expert appraisal, user trials, field testing and user observation)
Testing methods
An effective and authentic measure of a design solution means that you have tested against every aspect of the design specification. These tests can be classified as follows.
Expert appraisal
A person considered an expert in the use of similar products is presented with the solution, given time to interact with the solution and then interviewed on aspects of its success. The expert has particular knowledge and skills that allow him or her to make judgments on the success of the solution. The expert may be the client.
Field trial
A field trial is a test of the performance of a solution under the conditions and situation in which it will be used. For example, an educational game may be tested by the students and feedback gathered.
The performance of a solution is tested under the conditions in which it would normally be used. Quantitative data is collected through a variety of tests such as:
destructive tests assessing impact strength or flammability
measurement of physical properties such as weight and size
timed tests for web pages to load
ease of navigation through an interactive story, game or website.
Collecting data
Both types of data collected through testing are considered primary sources of data.
Qualitative data deals with quality and is data gathered as descriptions. This data tends to be subjective and can be converted to a numerical value, eg “I like the overall shape of the solution, it fits my hand well, I would give it a 9 out of 10 for comfort” or “The layout of the webpage looks intuitive, it looks easy to navigate and the use of negative space makes it clear. I would rate the clarity of the page as 8 out of 10.”
Tests that can be used to obtain qualitative data include:
using a questionnaire to find out if the target audience likes the look of a product
surveying students to find out which parts of a video game they found too easy and which were too difficult
working with a taste panel to find out if a target audience likes a food product
interviewing an expert after he or she has interacted with a solution
performing a user trial by giving a toy to children to play with and observing reactions.
Quantitative data deals with quantity and is gathered as definite values, typically a numerical value. This data is objective and can be measured, eg “All information in the database has to be a maximum of 3 clicks away” or “The overall cost of the materials can be no more than €45.”
Tests that can be used to obtain quantitative data include:
timing users who are tasked with finding a particular piece of information on a website
measuring a product to ensure it is the correct size and within weight limits
beta-testing interactive media to find bugs
running performance tests to determine the strength of a product
checking the capacity of a storage device
counting the number of hits on a website over a set period of time.
2. Critically evaluate the success of the solution against the design specification. Explain how the solution could be improved
Through the objective evaluation of their solution, students should have identified weaknesses in their solutions. These weaknesses provide opportunities for further development and allow students to consider how they would refine their solution further.
Students can suggest these improvements in many forms, including:
written text—paragraphs or tables
diagrams and charts
annotated photographs/screenshots of the prototype
sketches.
eg:
3. Explain the impact of the solution on the client/target audience.
Identify or predict the impact that your solution (product) will have on a client or target audience, you must refer to the original problem, the design brief, the specification and the evaluation. You should use these aspects to conclusions about how well the design brief has been met. These conclusions may be presented in written form, as a list or as a table.
The following questions may help students to explain the impact of the solution of the client or target audience.
To what extent has the client’s or target audience’s problem been solved?
How does this solution improve the client’s or target audience’s situation?
To what extent has the design brief been met?
Are there any negative effects this solution could have?
2013-2015 Design Folder Examples: Please keep in mind you are using different criteria
https://sites.google.com/a/isumail.ac.ug/jhan-tech-10/
https://sites.google.com/a/isumail.ac.ug/sreddy/unit-1/investigate