Digital Creations
Exploring Digital Creation Platforms
Objective: Students will explore and utilize one of the following digital platforms: Scratch programming, KODU, Tinkercad, or SketchUp. By the end of the lesson, they will demonstrate an understanding of the chosen platform by creating a simple project.
Grade Level: Middle School
Materials Needed:
Computers with internet access
Pre-installed software: Scratch, KODU, Tinkercad, SketchUp
Project rubric for assessment
Duration: 2 class periods (approximately 90 minutes total)
Introduction (15 minutes):
Briefly introduce each platform, discussing its primary purpose and capabilities:
Scratch: Visual programming for interactive stories and games.
KODU: Game development with a visual interface.
Tinkercad: 3D design and printing.
SketchUp: 3D modeling for architecture and design.
Show a quick demo or sample project for each tool.
Activity Instructions (5 minutes):
Allow students to choose one of the four platforms. They should select the one they are most interested in exploring or the one they're least familiar with.
Hand out or display the general project guidelines:
Scratch: Create a short interactive story or game.
KODU: Design a simple game level with at least one character and one challenge.
Tinkercad: Design a 3D object that serves a purpose (e.g., a pencil holder).
SketchUp: Design a basic structure like a house or playground.
Work Period (60 minutes, split over two class periods):
Students begin by exploring their chosen platform. Allow the first half of the first class period (about 15 minutes) for guided tutorials or self-guided exploration. Offer resources or links to tutorials for each platform.
After exploring, students will brainstorm and plan their projects. They can sketch out their ideas, jot down notes, or discuss with peers.
The remainder of the time will be spent working on their projects. Circulate the room to provide guidance, answer questions, and offer assistance as needed.
Closure (10 minutes):
Ask students to save their projects and prepare a brief summary of their work to share with the class.
Select a few students to showcase what they've created or learned about their platform. Ensure each platform gets represented at least once over a series of these lessons.
Remind students that in the next class, they will finalize their projects and participate in a showcase or gallery walk.
Assessment:
Use a project rubric that assesses the following:
Understanding of the chosen platform
Creativity in the design or programming
Complexity and effort
Reflection on the process (either written or oral)
Extensions and Modifications:
For advanced students or those familiar with a platform, ask them to incorporate specific challenges, such as adding a scoring system in Scratch or KODU or integrating multiple objects in Tinkercad or SketchUp.
Offer paired work for students who might benefit from collaboration.
For students who finish early, they can explore another platform briefly or provide peer feedback.
This lesson offers choice, which can motivate students, cater to their interests, and differentiate based on their technology skills. Ensure that you are familiar with all the platforms so you can offer guidance as needed.