Authentic learning case study one: Virtual pet unit year 13
Subject: Computer studies
Year Level: 13
Enterprising attributes: student directed, generating and using creative ideas and processes, team work, communicating and receiving ideas and information from a client, matching personal ideals and skills to a specific need and product
Outline of unit of work: Josh Campbell, Head of Computing, designed a project around developing a product for a real client. His year 13 computing students had to interpret a client brief and design and develop a virtual pet that would be used as an interactive promotional tool on the client’s website.
Students were responsible for all communication with the client throughout the process, from the initial consultation and briefing to the interpretation of product purpose and character. This required students to have an understanding of the client’s function and target market. The project ran for one term and required a high level of technical expertise and knowledge of the design process. The students’ work was then used for assessment in NCEA achievement standards.
Josh said “The project offered students the opportunity to demonstrate skills that were then assessed using NCEA. We developed the project assessment to measure progress.” “The project was designed for effective teaching and learning with an authentic context. We found the enterprising attributes easily aligned to the design process”.
Student outcomes and teacher comments: The students commented that they wished they worked like this sooner. As this project differs from other school projects which are more unit focussed and not dealing with real clients.
Click here for an outline of the project
http://computing.hagley.school.nz/projects/13virtualpet
Business and community links case study one: Real publications by students
Subject: Creative writing
Year level: 12
Enterprising attributes: self motivation and a 'can do' attitude, creative thinking and sharing of ideas, teamwork, working across subjects, connecting and communicating with local business and organisations, using intitiative and drive
Outline of the unit of work: The students were given the challenge of designing a project to publish their writing out in the real world rather than within the classroom walls. They were given the freedom to choose how to do this and then came up with creative and innovative ideas, for example using web 2.0 technologies such as Myspace and Bebo, to share their work with the outside world. One team of students decided to print short pieces of work on postcard sized publications, drawing on talents of fellow art and design students, and approached a local printer inquiring about possible sponsorship. They asked for a run of 50 and were delighted to hear the Printer say, "why not 1,000?". The local company told them it was difficult for them to give money, but were willing to give print runs and were pleased to be approached.
Student outcomes and teacher comments: Feedback given to the Enterprise Adviser, indicated that the success of the project, entirely conceived and initiated by the students themselves, has given them a taste of what they could achieve by being enterprising. They were excited about their product and what they had learned.
Remember tamagotchis! Those adorable, addictive, annoying affectionate little virtual pets that demanded your attention - well they are back.
The 'team' - Hamish Chalmers and Josh Campbell