Podcast
Designing an Improved Computing Device
Students are designing their own improved computing devices. After a class discussion on common issues with tablets and laptops, like short battery life or small keyboards, the students work in small groups to brainstorm creative solutions. One group sketches a tablet with a built-in cleaning feature, while another imagines a laptop with detachable keyboards for different-sized hands. Students use craft supplies to turn their sketches into physical models.
During presentations, each group shares the problem they solved and how their redesigned device helps users, fostering a rich discussion on how technology can evolve.
Objective:
Students will ask questions, make observations, and gather information about a computing device people use, such as a tablet or laptop. They will develop a sketch or physical model to show how an improved version of the device could solve a common issue.
Materials Needed:
Drawing paper
Pencils, crayons, and markers
Craft materials (e.g., cardboard, craft sticks, tape, etc.)
Steps:
Introduction:
Begin by discussing common computing devices like tablets or laptops.
Ask, "What are some problems people have with these devices?" (e.g., "The screen gets smudged," "The battery dies quickly," or "The keyboard is too small").
Explain that today, students will act as designers and improve a computing device to solve one of these issues.
Group Activity:
Students will work in pairs or small groups to identify a problem with a computing device.
Each group will brainstorm possible improvements and sketch their ideas.
For example, they might design a tablet with a built-in cleaning mechanism or a laptop with a detachable, larger keyboard for easier typing.
After sketching, students will use craft materials to build physical models of their improved device.
They should focus on how their changes improve the device's function or user experience.
Presentation and Discussion:
Each group will present their improved computing device to the class, explaining the problem they identified, how they gathered information, and how their design solves the problem.
The class will discuss how these improvements might help users in real life.
Equity and Access:
Provide pre-drawn templates of common computing devices for students who need additional support in sketching, and offer a wide range of building materials to allow all students to participate, regardless of fine motor skills.
Real-World Application:
Connect this activity to real-life examples, such as how tech companies redesign smartphones or laptops to make them easier to use, more powerful, or more durable. Highlight the iterative nature of design in the tech world.
CS Practice(s):
Recognizing and Defining Computational Problems: Students identify a problem with a computing device and brainstorm improvements to solve it.
Developing and Using Abstractions: Students use sketches and physical models to represent their improved devices and abstract their solutions.
Standard(s):
CA NGSS K–2-ETS1-1
CA NGSS K–2-ETS1-2
Animating an Improved Computing Design
Students are huddled around tablets to use Scratch Jr. to animate ideas for improving computing devices. Working in pairs, students select a common problem, like a smartphone’s small screen, and use coding blocks to animate their solution. One group codes a scenario where a phone expands into a tablet for easier reading, while another shows a lightweight laptop transforming into a backpack for easy transport. As they refine their animations, testing and adjusting their code, students learn to sequence events logically.
When it's time to present, each pair demonstrates how their animated devices solve real-world problems, using both coding and storytelling skills to explain their innovations.
Objective:
Students will use Scratch Jr. or another coding platform to create interactive animations that simulate improvements to a computing device. Through coding, they will demonstrate how their enhancements solve common problems users face.
Materials Needed:
Tablets or computers
List of common problems with computing devices
Steps:
Introduction:
Start by reviewing basic computing devices like laptops, tablets, and smartphones. Discuss common problems users face (e.g., "The screen is too small," or "The battery runs out too quickly").
Tell students they will use a coding platform to design an improvement to a computing device and create a digital animation showing how the improvement works.
Group Activity:
In pairs, students will choose a common problem with a computing device. For example, "The laptop is too heavy to carry."
They will then use a coding platform to create an animation showing how they would improve the device.
For instance, they could animate a lightweight laptop with detachable parts for easy transport, using coding blocks to show how it can be assembled or disassembled.
As students build their animations, they will use code blocks to represent the changes in the device.
For example, they could show a smartphone expanding into a tablet when more screen space is needed.
This encourages them to think step-by-step about how their solution would function.
Testing and Refining:
Students will run their animations to ensure they accurately show how the computing device improvement solves the problem.
After testing, they will make adjustments to their code, such as improving the sequence or adding more details, before presenting their animations to the class.
Presentation and Discussion:
Each group will present their animations to the class, explaining the computing problem they identified and how their improved device solves it. The class will discuss the strengths and weaknesses of each solution, comparing how well each improvement solves the problem.
Equity and Access:
Provide pre-built templates for students who need help getting started and ensure that every group has access to a device. Encourage peer collaboration to support students with varying levels of coding experience.
Real-World Application:
Relate the lesson to real-world scenarios, such as how tech companies continually improve devices like smartphones and laptops to address user concerns. Highlight how coding and design are important in developing better technology solutions.
CS Practice(s):
Creating Computational Artifacts: Students use a coding platform to design animations that represent improvements to a computing device.
Testing and Refining Computational Artifacts: Students test their animations to ensure their improvements are functional and visually accurate, refining the code as needed.
Standard(s):
CA NGSS K–2-ETS1-1
CA NGSS K–2-ETS1-2
CA CS K-2.AP.16
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