Lesson 13: Project - Innovation Simulation Part 7

Project

Overview

Students present the group Innovation Proposal they have been working on throughout the units. After each group does a brief presentation students do a gallery walk of their classmates' projects, asking questions and reviewing any materials. Students then vote for the unified project and overall innovation they found most compelling. At the end of the lesson students will submit their projects for grading.

Purpose

This lesson is an opportunity for students to share their work throughout the unit and wrap up their study of the ways computing innovations can be used to benefit society, even as they pose potential risks. Aim to make this an exciting and celebratory end to the year.

Agenda

Lesson Modifications

Warm Up (2 mins)

Activity (40 mins)

Wrap Up (5 mins)

View on Code Studio

Objectives

Students will be able to:

  • Evaluate innovations for its potential benefits and harms based on the perspective of a specific audience

Preparation

  • Ensure students have printed their one-pagers or can otherwise make their one-pagers available for their classmates to review during the gallery walk.

Links

Heads Up! Please make a copy of any documents you plan to share with students.

For the Teachers

For the Students

Teaching Guide

Lesson Modifications

Attention, teachers! If you are teaching virtually or in a socially-distanced classroom, please read the full lesson plan below, then click here to access the modifications.

Warm Up (2 mins)

Distribute: Pass out badges and nameplates. While you are doing this, draw students' attention to the red box in the slide header that indicates the class is in simulation mode. From this point on in the class, students are thinking from the perspective of their given character.

Group: Instruct students to sit with their project teams

Remarks

Delegates today it's time for the actual convention. Each group will have a couple minutes to present their overall vision for the Future School to the entire audience. Afterwards we'll leave their proposals around the room and you'll have time to review each of them to identify the group and individual innovation (outside your group) that you believe is best. Let's get to it!

Activity (40 mins)

Teaching Tip

Supporting Notes: Encourage students to take notes on individual presentations they want to look at more closely during the gallery walk as well as their overall impression of each of the presentations. A good rule is that by the end of the presentations students should have written down at least three individual innovations they want to look at more closely because it would be of interest to their character.

Running the Gallery Walk: Depending on your classroom setup you may want students to move around the room in an organized fashion, e.g. rotating through each project with their groups, or you might encourage students to move around the room as they wish.

Presentations - 25 mins: One by one have each group present to the class as a whole.

Gallery Walk - 15 mins: Have groups leave their one-pagers and any presentation materials around the room, collected by team. Give students time to walk around the room, review the materials, and try to identify the overall group and individual innovation, other than their own, that they believe is best based on the perspective of their character.

Wrap Up (5 mins)

Step 7 - Evaluate: Ask students to record the best project and best individual innovation based on what the saw in the presentations and the gallery walk.

Remarks

Thank you delegates for an amazing convention. We will be excited to share the results of our convention next time we meet. For now thank you for your incredibly hard work to help us improve schools for all. Give yourselves a round of applause!


Assessment

Collect: Collect students' project guides, one-pagers, and any materials related to their presentations that can be collected.

Rubric: Projects can be assessed using the provided rubric.

Standards Alignment

View full course alignment

CSTA K-12 Computer Science Standards (2017)

IC - Impacts of Computing
  • 3A-IC-24 - Evaluate the ways computing impacts personal, ethical, social, economic, and cultural practices.
  • 3A-IC-27 - Use tools and methods for collaboration on a project to increase connectivity of people in different cultures and career fields.
  • 3B-IC-25 - Evaluate computational artifacts to maximize their beneficial effects and minimize harmful effects on society.