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Page 1: 1€¦ · - 5 - Rationale The broad aims of PBLare those of 21st Century skills, with emphasis on students to learn both independently and collaboratively and to work autonomously

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Page 2: 1€¦ · - 5 - Rationale The broad aims of PBLare those of 21st Century skills, with emphasis on students to learn both independently and collaboratively and to work autonomously

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Contents Rationale ........................................................................................................................................................... 5

Project and Problem Based Learning (PBL) ................................................................................................. 5

Essential Project Design Elements .................................................................................................................. 5

How to find projects that you can adapt ................................................................................................ 5

Projects By Technology ........................................................................................................................... 6

Planning Template .......................................................................................................................................... 8

How to use the template to Design your PBL .............................................................................................. 8

Name of Project ........................................................................................................................................... 8

Duration ......................................................................................................................................................... 8

Subject/Course ............................................................................................................................................ 8

Other subject areas to be included, if any .............................................................................................. 9

Significant Content ...................................................................................................................................... 9

Key Knowledge ............................................................................................................................................ 9

Key Skills ....................................................................................................................................................... 10

Enterprise Skills ............................................................................................................................................ 10

Growth Mindset .......................................................................................................................................... 10

Project Summary ........................................................................................................................................ 11

Driving Question ......................................................................................................................................... 11

Team Building ............................................................................................................................................. 12

Entry event .................................................................................................................................................. 12

Deliverable Products (Individual) ............................................................................................................ 12

Deliverable Products (Team).................................................................................................................... 13

Public Audience......................................................................................................................................... 13

Resources Needed .................................................................................................................................... 13

Reflection Methods ................................................................................................................................... 13

Instructional Strategies, Learning Goals and Checkpoints .................................................................. 14

The Phases of the PBLFramework ................................................................................................................ 14

PBL Framework and Teambuilding ...................................................................................................... 16

Define: Forming .......................................................................................................................................... 17

Classbuilding ........................................................................................................................................... 17

Teambuilding: Getting acquainted .................................................................................................... 21

Teambuilding: Team Identity ................................................................................................................ 23

Teambuilding: Team Contract ............................................................................................................. 25

Define: Storming ......................................................................................................................................... 31

Entry event .................................................................................................................................................. 31

Tasks and roles ............................................................................................................................................ 31

Define: Norming ......................................................................................................................................... 33

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Team Meeting Roles .................................................................................................................................. 33

Running a meeting .................................................................................................................................... 34

Define: Design Brief .................................................................................................................................... 34

Team vs Individual Performance on Task............................................................................................ 34

Feedback-Feedforward ........................................................................................................................ 34

Discover: Performing ................................................................................................................................. 37

Performing the task .................................................................................................................................... 37

Discover ....................................................................................................................................................... 38

Discover Knowledge ................................................................................................................................. 38

Discover Skills .............................................................................................................................................. 38

Define information searches................................................................................................................. 38

Team Round Robin 5W & 1H ................................................................................................................. 38

Plan the information Search ................................................................................................................. 39

Information Seeking Strategies ............................................................................................................. 39

Select, Curate and Organise Data and Information ........................................................................ 39

Practice Skills ........................................................................................................................................... 40

Feedback-Feedforward ........................................................................................................................ 40

Dream: Performing .................................................................................................................................... 41

Basic Ideation Process ............................................................................................................................... 41

The SCAMPER Method ........................................................................................................................... 42

Specify Requirement ............................................................................................................................. 42

Design: Performing ..................................................................................................................................... 43

Planning Products ...................................................................................................................................... 43

Create alternative solutions, choose the best one and develop it ................................................... 43

Feedback-Feedforward ........................................................................................................................... 43

Deliver: Performing..................................................................................................................................... 44

Deliver-Produce ......................................................................................................................................... 44

Feedback-Feedforward ........................................................................................................................ 44

Deliver-Publish ............................................................................................................................................ 45

Feedback-Feedforward ........................................................................................................................ 45

Debrief: Adjourning ................................................................................................................................... 46

CIPP Evaluation .......................................................................................................................................... 46

Feedback-Feedforward ........................................................................................................................ 46

Blended Learning – Flex ................................................................................................................................ 47

Blackboard Users and Groups ................................................................................................................. 47

General Virtual Classroom (Blackboard) Tips ........................................................................................ 47

Tech Tips .................................................................................................................................................. 48

Learning Place Help............................................................................................................................... 48

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Rationale The broad aims of PBLare those of 21st Century skills, with emphasis on students to learn both

independently and collaboratively and to work autonomously in teams to solve problems.

To achieve this, we start with Pair Programming, in Section 1 and aim for teams of four in Section 2.

Although, pairs may still be used initially for Project and Problem Based Learning (PBL), until a

culture of teamwork and student agency is established.

The sections in this guide deliberately work from Section 1 to Section 2. In Section 1, students work

through a series of activities or challenges and reflect on them in a portfolio. This is because in the

field of Digital and Design Technologies, there is often a large foundation of skills that need to be

acquired before embarking on a project. For example, a student may need considerable

grounding in a 3D CAD program or they may need extensive coding skills before solving a major

Design problem. Then, with a solid foundation, students can conduct a project (Section 2). The

idea, here, is that students would gain a grounding in term 1 and then apply their skills to a project

in term 2. For interdisciplinary STEM subjects, however, this may not be possible, so setting a project

with limited practical skills is recommended.

Project and Problem Based Learning (PBL)

Essential Project Design Elements This guide is very much based on Gold Standard PBL from bie.org. Before starting your design, it is

a good idea to become familiar with the ‘flavour’ of this. It is also a good idea to adapt projects

that have already been created, before going off on your own. Therefore, project ideas follow a

taxonomy, from least authentic and inquiry-based to most authentic and inquiry-based.

Approach Description

Free Play This is the ultimate project. This is where students determine the

issue or problem to be solved, based on their own needs and

interests. This is very much in keeping with Genius hour.

Remix/Mod an

existing product

It could be argued that this is not very challenging. However,

many technologies are very comprehensive and may require

more discovery time than is available. For example, if the

project was to create an app, then students not only need to

design it but also code it. Doing this from scratch at high school

level is very challenging and students could theoretically spend

a whole year on the project. Also, in the real world, places like

GITHUB provide open source libraries of code that can be used

and remixed to develop apps.

Theme/Genre/Topic Obviously, syllabus constraints mean that you cannot always

accommodate student ‘voice and choice’ and you have to

set the theme of the project.

Challenge or

fictional design brief

These challenges are based on real-world problems and often

it is not practical to have a real person involved; but it helps if

you can. Aim to make the task as authentic as possible.

How to find projects that you can adapt This is probably the number one time saving device you have. Sources of projects could be:

1. BIE Project Search – searchable, extensive curation of online projects that can be adapted or

used as inspiration.

Au

the

ntic

In

qu

iry

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2. http://pblu.org/ - closely tied to BIE. List of customizable projects.

3. https://www.hightechhigh.org/ -world leader in PBL. Website lists students projects

4. http://www.davincischools.org/projects.shtml - these are aspirational.

5. Dreamdo School discover Projects – projects on Project and Problem Based Learning platform.

6. Leading PBL Gallery

7. https://globaldigitalcitizen.org/21st-century-fluencies/solution-fluency/ - there are a number of

guides here with PBL ideas

8. Edutopia Resources

9. http://projectapproach.org/project-examples/ - browser list of example projects

10. Science: Science Buddies

A US-based, non-profit group supporting K-12 hands-on science and STEM exploration

11. Science: How to Smile

US--based website listing hands-on STEM activities that can be searched by topic

12. Science: RAFT (Resource Area for Teaching)

US-based website listing hands-on STEM activities by topic or search

13. Science: ABC Splash STEM page

A broad range of STEM-based resources including videos and activities

14. STEM: NSW Department of Education

More than 20 NSW schools have uploaded their cross-curricular STEM units for Year 7 to 10

15. Technology: The Tech Museum of Innovation

Design Challenge Learning activities developed by the Tech Museum of Innovation in San Jose,

California USA

16. Technology: Popular Mechanics

DIY projects for the home using consumer electronics and hardware

17. Technology: Make Magazine Projects

Technology-based projects that are slightly more advanced, but accessible for people wanting to

build whimsical contraptions

18. Technology: Exploratorium Tinkering Studio Projects

Descriptions of hands-on activities delivered in The Exploratorium's public Tinkering Studio in San

Francisco, California USA

19. Technology: Instructables

Online community of projects with instructions, photos and advice on a range of low tech and

high tech ‘how to’ projects

20. Technology: Northwest Invention Center

Hands-on activities focusing on invention and creativity

21. http://www.instructables.com/teachers/ . Instructables has lots of great projects for your

classroom, and supports teachers and students by providing free Premium Memberships.

Projects By Technology

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Raspberry Pi

Raspberry Pi Projects - Instructables

985 Projects tagged with "raspberry pi" | Hackaday.io

Raspberry Pi projects - Hackster.io

Raspberry Pi Projects - Projects to Make with Raspberry Pi

Arduino

Arduino projects - Hackster.io

Arduino Projects - Instructables

Arduino Playground - Ideas

Arduino Projects | Hackaday.io

BBC Micro:bit

Ideas | micro:bit

micro:bit projects - Hackster.io

Beginner, Intermediate & Advanced BBC Micro:bit Projects And Ideas

Hummingbird

http://www.hummingbirdkit.com/teaching/curricula

Adafruit and other kits

https://learn.adafruit.com/category/projects

https://www.techwillsaveus.com/

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Planning Template Name of Project: Duration:

Subject/Course: Teacher(s)

Other subject areas to be included, if any Grade Level

Significant Content:

Key Knowledge

Key Skills

Enterprise Skills: 1. 2.

Growth Mindsets 1. 2.

Project Summary:

Driving Question:

Entry Event:

Class/Team Building:

Deliverable Products (Individual):

Deliverable Products (Team):

Public Audience:

Resources Needed

On-site people, facilities

Equipment

Materials

Community Resources

Reflection Methods Individual: Class/Team:

Instructional Strategies for All

Learners

Learning Goal(WALT/WILF at

Proficient)

Checkpoints/Formative Assessments

Define

Discover

Dream

Design

Deliver-Produce

Deliver-Publish

Debrief

Weekly Schedule

Week Lesson Phase Learning Intentions/Activities/Tasks Resources

How to use the template to Design your PBL

Name of Project Give it a catchy name to ensure interest and engagement form the start. Also, keep in mind the

principle of authentic contexts, tasks and audience.

Duration On your first go, keep this short and then extend to a whole term or a whole semester.

Subject/Course This should be easy to establish.

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Other subject areas to be included, if any If your project is transdisciplinary and the products students create require the integration of

knowledge & skills from different disciplines, then include them here. However, make sure that you

watch the number of learning goals you have and the standards that are to be assessed. Aim to

have no more than four per term.

Significant Content This should relate to the theme of the project. For example, if the project is about 3D printing

prosthetic limbs, then the significant content is medical prosthetic technologies.

Key Knowledge This is a very important step and will guide your content and delivery. Before you identify this and

Key Skills, I highly recommend that you complete the Weekly Schedule against the Engineering

Cycle:

Define

Discover

Dream

Design

Deliver-Produce

Deliver-Publish

Debrief

I have known many teachers, beginning on this path, who have not made it through the cycle

because of time constraints. So, mentally prioritize the parts of the cycle you wish to focus on and

the ones that you want to visit briefly. This will largely depend on the final product. For example, If

it requires the use of a CAD program to design it, then there will be a considerable amount of time

spent in the discovery phase learning the CAD program. If there is a big and involved build, then

more time needs to be allocated to this and less to other phases. You may even need to consider

conducting the project over a semester rather than a term.

Paste in the WALT and WILF generated by following the instructions in our Learning Design Guide.

EG

4 3.5 3

Kn

ow

ing

an

d u

nd

ers

tan

din

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

accurate identification and comprehensive

explanation of software and hardware

requirements related to ICT problems

o Detailed in specification and

comprehensively explained.

accurate identification and detailed

explanation of software and hardware

requirements related to ICT problems

o Detailed in Specification and

explained well

identification and explanation of software

and hardware requirements related to ICT

problems

o Detailed in Specification

accurate identification and comprehensive

explanation of the use of ICT in society.

o Target Audience, their needs

and gameplay identified.

accurate identification and detailed

explanation of the use of ICT in society.

o Target Audience and their needs

identified

identification and explanation of the use of

ICT in society.

o Target Audience identified

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Key Skills Again, spend some time with the Weekly Planner before doing this.

Paste in the WALT and WILF generated by following the instructions in our Learning Design Guide.

EG

4 3.5 3

An

aly

sin

g a

nd

ap

ply

ing

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

logical analysis of ICT problems to identify

solutions

o Game Design very well Analysed

o Ideation process completed to

identify solution

considered analysis of ICT problems to

identify solutions

o Game Design well analysed

o Ideation process yielded some

modifications

analysis of ICT problems to identify

solutions

o Game Design Analysed

o Ideation process conducted

Enterprise Skills Pick two to focus on:

o Problem solving

o Communications

o Critical thinking

o Creativity

o Teamwork

o Digital literacy

o Presentation skills

o Financial literacy

These are based on FYA The New Basics. All these skills are embodied in ACARA General

Capabilities and QCAA CCEs and Cognitive Verbs. Because your Learning Goals already take

care of many of these, you may find yourself focussing mainly on Teamwork and Presentation skills.

Until a culture of teamwork is established, I recommend focussing on this for your first few goes at

this. Later in this guide, we work through forming, norming, storming etc alongside Define,

discover, Dream etc.

Growth Mindset If this is the first time you have attempted Project and Problem Based Learning, or even the

second time, then you may like to skip this part. You will find that you have your hands full

developing your capacity with team building and collaborative learning structures.

Pick Two to focus on. Which growth mindset learning process and the effective effort that a

learner applies will be the focus:

o Taking on Challenges

o Learning from Mistakes

o Accepting Feedback and criticism

o Practice and Applying Strategies

o Perseverance (focus on task)

o Asking Questions

o Taking Risks

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The process for Teaching this will be explored in the Instructional Strategies section of this guide.

Project Summary Provide a brief summary that could be communicated to a relief teacher to get them up to

speed. Include the problem/challenge/issue, the role of students, processes and tasks needed to

solve problem, authenticity of task, community/mentor involvement and support and purpose

and/or beneficiary of solution. (include student role, issue, problem or challenge, action taken,

and purpose/beneficiary. This will also serve as a reminder to you that:

Inquiry is academically rigorous - students pose questions, gather & interpret data, ask further

questions, and develop & evaluate solutions or build evidence for answers.

The topic and Driving Question reflect authentic issues or challenges that concern students, their

communities, and/or professionals in the field.

Tasks and products replicate the kind of work done in the world outside of the classroom, or are

actually used for a real purpose beyond the classroom.

Students have opportunities to express “Voice & Choice” on important matters, e.g., the topics to

study, questions asked, texts & resources used, the form products take, the use of time, and

organization of tasks.

Students have opportunities to take significant responsibility and work independently from the

teacher.

Driving Question There are two basic types of Driving Questions. A DQ can:

1. specify a product to be created, a task to be done, or a problem to solve

2. focus on a philosophical or debatable issue, or an intriguing topic

Driving Questions should incorporate best practices such as:

The DQ captures the project‘s main focus.

The DQ is open-ended; it will allow students to develop more than one reasonable,

complex answer.

The DQ is understandable & inspiring to students.

To answer the DQ, students will need to gain the intended knowledge, skills, &

understanding.

Try the Driving Question Tubric 2.0

See also http://hub.globaldigitalcitizen.org/download-essential-questions

Make sure that the central problem or question is framed by a driving question for the project,

which is:

open-ended; it will allow students to develop more than one reasonable answer.

understandable and inspiring to students.

aligned with learning goals; to answer it, students will need to gain the intended

knowledge, understanding, and skills

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Team Building Specify which of the four team types you will use: Heterogeneous, Random, Student-selected or

Homogenous. See KAGAN COOPERATIVE LEARNING page 7.1 onwards for advice.

Students will start both classbuilding and team building in the ‘forming’ stage and continue

through norming, storming, performing and adjourning.

Entry event An Entry Event has two basic purposes: to spark student interest and curiosity, and to begin the

inquiry process by leading students to ask questions.

Entry Event Examples

Field Trip

Guest Speaker

Film, Video, Website

Simulation or Activity

Provocative Reading

Startling Statistics

Puzzling Problem

Piece of Real/Mock Correspondence

Song, Poem, Art

Lively Discussion

Deliverable Products (Individual) Deliverable product could be one or more of:

Written Products

Presentation Products

Media & Tech Products

Constructed Products

Planning Products

Individual products are those that are the result of individual effort. These will link directly to

evidence for summative assessment. Therefore, it is a good idea to spend some time considering

how you can gather this evidence. For example, if design sketches are required before

construction based on these design, then have each member of the team produce their own

sketches and then have the team decide which one will go into production.

You also need to tie this to your summative assessment criteria. Remember, you are only planning

on assessing 3-4 of these. If the task will not be individually assessed, then consider assigning the

task as a team task rather than an individual one. The other factor that may affect this is time.

Depending on the theme of the project, much time may need to be spent on the Discover Phase,

where students are developing skills, such as learning how to use a CAD program or coding.

Again, schedule all activities to see if you will have enough time and which individual tasks may

need to be cut. You may find that some projects need to be conducted over a semester as a

result.

In your task sheet, tag all team and individual tasks with an icon so that the delineation is clear.

This will be especially important when teams are creating their Team Work Plan.

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Deliverable Products (Team) List these here. Later, you can also include Checkpoints/Formative Assessments for these.

Public Audience These are the experts, audiences, or product users that students will engage with during or at end

of the project. These are key to student engagement with the project, so it is worth investing some

time and resources in these. For your first time out, perhaps stick with how the project will be

presented to a public forum, beyond the classroom. In proceeding projects, a mentor could be

sourced whom would also form part of the final audience. This will also add value to the

authenticity of the project.

Resources Needed The list is straight forward, with the exception of Community Resources. These will require a

considerable effort. Remember, you are striving to make sure that the project has an authentic

context, involves real-world tasks, tools, and quality standards, makes a real impact on the world,

and/or speaks to students’ personal concerns, interests, or identities.

Community Resources to Consider

Older students, including middle and high school

Parents with special expertise, interests, hobbies, or skills that connect to your project

Other teachers, administrators, or staff members with special expertise

Experts from non-profit organizations

People from local businesses and industry

Local government officials and agency representatives, police and fire departments

Technical school, college and university faculty

Reflection Methods Outline how students will reflect on the process and product, as Individual, Team, and/or Whole

Class. A good strategy is to have a survey for the whole class and to use the CIPP protocol, with

both team and individual questions. Students could also reflect on their achievement, growth

mindset and teamwork. There are rubrics for all of these in the sections that follow.

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Instructional Strategies, Learning Goals and Checkpoints Instructional Strategies for All

Learners

Learning Goal(WALT/WILF at

Proficient)

Checkpoints/Formative Assessments

Define

Discover

Dream

Design

Deliver-Produce

Deliver-Publish

Debrief

Paste the WALT/WILF for ‘proficient’

(level 3) here, for reference. Students

will actually reflect on the full

Proficiency Scale developed in the

Key Knowledge Skills section.

The Feedback loop needs to be

employed here, with students

reflecting on how they are going

before moving to the next phase.

Students needs to reflect against the

Proficiency Scale developed in the

Key Knowledge Skills section.

Tips and Strategies you could

employ: An Easy Way to Track

Learning in a Contemporary

Classroom

Tracking Learning in a Blended

Classroom using Journals

Peer Review Process: Student Guide

TAG Feedback Sentence Starters

More resources for Checkpoints/Formative Assessments: https://www.edutopia.org/pbl-assessment-

resources?utm_source=facebook&utm_medium=socialflow

The Phases of the PBLFramework The good people at sciencebuddies.org have done a comparison between the Engineering

Design Process and the Scientific Method for solving problems:

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The Scientific Method The Engineering Design Process

State your question Define the problem

Do background research Do background research

Formulate your hypothesis, identify variables Specify requirements

Design experiment, establish procedure Create alternative solutions, choose the best one and develop it

Test your hypothesis by doing an experiment Build a prototype

Analyze your results and draw conclusions Test and redesign as necessary

Communicate results Communicate results

Steps of The Scientific Method Steps of The Engineering Design Process

The Solution Fluency Process created by globaldigitalcitizen.org is based on the Scientific Method.

If the objective of your project is to invent a new product, computer program, experience, or

environment, then it makes sense to follow the engineering design process and tweak this slightly.

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PBL Framework and Teambuilding

In our framework, Tuckman’s Model of Teambuilding has been incorporated within the

Engineering Cycle:

The Teambuilding Tasks and activities that can be completed as we move through the

Engineering Cycle are as follows:

More Resources for Tuckman’s Model

https://www.mindtools.com/pages/article/newLDR_86.htm

https://ess220.wordpress.com/films/1-miracle/

Phase of

Engineering

Cycle

Tuckman’s Stage Task/Activity

Define Forming Class Building

Growth Mindset: Setting Growth Goals

Growth Mindset: Setting Learning Goals

Teambuilding: Getting acquainted

Teambuilding: Team Identity

Teambuilding: Team Contract

Storming Entry Event

Rolls/jobs

Team Work Plan

Norming Team Meetings

Context/Design Brief

Discover Performing Plan the information Search

Conduct research

Curate information

Learn Building Skills

Dream Performing Ideation processes

Design Performing Design processes, tools and documentation techniques

Deliver: Produce Performing Produce Product

Deliver: Publish Performing Share solution with public audience

Debrief Adjourning Reflect/Evaluate process and product

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Define: Forming

Classbuilding

1. Before class, form teams and seat team-members together in a seating plan as they enter the

room. See KAGAN COOPERATIVE LEARNING chapter 7.

2. Use the strategy outlined in KAGAN COOPERATIVE LEARNING pg 8.11-8.13

Generating Class Expectations

When students participate in developing class and team expectations, they live up to the

expectations far more than when expectations have been imposed

on them. Here is a sample cooperative lesson to have students generate class and/ or team

expectations:

Step 1. Teacher Outlines Rationale for Expectations. The teacher explains to students why

expectations are essential for smooth and safe functioning of the

classroom. The teacher may offer examples, and even categories for expectations, to help lead

teams to generating desired expectations.

Step 2. Teammates Brainstorm Expectations. Teams use Jot Thoughts to brainstorm class

expectations. Each student has multiple slips of paper and a pen or pencil. They write a

proposed expectation on a single slip of paper, place it in the center of the team table, and

announce the expectation to teammates. Their goal is to cover the team table with class

expectations.

Step 3. Teams Organize Expectations. When the teacher calls time, teams work together to

review and organize their expectations.

Duplicate expectations and ones teammates don't agree upon are eliminated; similar

expectations are combined, and new expectations are created.

Step 4. Teams Share Expectations. Teams share their expectations with the class using Teams

Post or Team Stand-N-Share.

Step 5. Class Processes Expectations. The class organizes and simplifies the expectations into an

acceptable set of class expectations that everyone can agree with.

Step 6. Teacher Posts Expectations. As a final step, students create an expectations poster for

the class and/or are given a handout

3. Modify by having teams post their expectations on a padlet; making sure that they review the

posts from other teams so that they don’t duplicate expectations.

4. Post the Class Expectation prominently in the classroom and refer to them throughout the

project.

Growth Mindset: Setting Growth Goals

If this is the first time your class has been exposed to the idea of a Growth Mindset, then they need

to explore what it is and why they need to develop this mindset.

Resources

Infographic

Teaching a Growth Mindset Lesson Plan

Growth Mindset Lesson Plan - by Khan Academy and PERTS

The NTN Student Learning Outcomes and Rubrics

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Shortly after the challenge or Driving question has been introduced, have students reflect against

the Effective Effort Rubric and identify where they are at against your two focus areas (you may

like to expose the class to the whole set as well). An easy way to do this is to copy and paste the

rubric into a Learning Journal blog entry and highlight where they think they are in a particular

colour. Then have students set a goal in another colour. Then, periodically, set reflective times

where students can update how they are going, by editing their blog and re-colouring. See:

An Easy Way to Track Learning in a Contemporary Classroom

Tracking Learning in a Blended Classroom using Journals

Post the images on the next few pages around your room

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Growth Mindset: Setting Learning Goals

Have students do a similar thing with your WALT/WILF rubrics. Then, when you set a reflective

session, they can reflect on their Growth Mindset as well as assess how they are going. An easy

way to do this is to copy and paste the rubric into a Learning Journal blog entry and highlight

where they think they are in a particular colour. Then have students set a goal in another colour.

Then, periodically, set reflective times where students can update how they are going, by editing

their blog and re-colouring. See:

An Easy Way to Track Learning in a Contemporary Classroom

Tracking Learning in a Blended Classroom using Journals

Teambuilding: Getting acquainted

There are numerous activities that your teams can perform, in order to get to know each other.

These can be found from pg 10.4 onwards in KAGAN COOPERATIVE LEARNING. I recommend the

Team Profile Flashcards on pg 10.11. Otherwise, the sheet below is a good one. Have students fill

in their sheet and then take turns sharing with their teammates.

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Team file for hard copies: Many cooperative activities use templates with pen and paper. I recommend

making a filing system available to teams where they can store these.

Teambuilding: Team Identity

A big part of creating a cohesive team is for the team to form a team identity via a team name.

Do this by following the strategy on pg 10.13 of KAGAN COOPERATIVE LEARNING. I recommend the Jot

Thoughts (pg 6.40) and Sum-the-Ranks combination.

[source:

https://web.archive.org/web/20140702170329im_/http://images.seekyt.com/uploads/1402435011

_Kagan%20Structures%20explained_4.png ]

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[Source : https://www.kaganonline.com/free_articles/blacklines/BKCM_pg_11_48.gif ]

What to do with your Teamname?

Having established a teamname, teams can now label their file folder and fill in documentation

templates that require a teamname. They could also create a team banner and post it above

their project space or even 3D Print a Nameplate. These are very useful for the teacher to

remember the names of teams.

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Teambuilding: Team Contract

Have each team write and sign a contract that spells out their agreements about working

together, and the steps to be taken when they don’t. The following pages have resources that

you can use. Have students read each and then use a round-robin strategy to develop the

contract, by having students provide an undertaking (We all promise to ______ )

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Forming: teamwork expectations/norms

Develop clear criteria for teamwork. Create a collaboration rubric or another list of expectations/norms. Post guidelines on the

classroom wall. Use this as part of their summative assessment.

T e a m w o r k B e h a v i o u r s S t a n d a r d s

Individual

Performance Below Standard Approaching Standard At Standard

Above

Standard

Takes

Responsibility

for Oneself

• is not prepared, informed, and ready to

work with the team

• does not use technology tools as agreed

upon by the team to communicate and

manage project tasks

• does not do project tasks

• does not complete tasks on time

• does not use feedback from others to

improve work

• is usually prepared, informed, and ready

to work with the team

• uses technology tools as agreed upon by

the team to communicate and manage

project tasks, but not consistently

• does some project tasks, but needs to be

reminded

• completes most tasks on time

• sometimes uses feedback from others to

improve work

• is prepared and ready to work; is well

informed on the project topic and cites

evidence to probe and reflect on ideas

with the team

• consistently uses technology tools as

agreed upon by the team to

communicate and manage project tasks

• does tasks without having to be

reminded

• completes tasks on time

• uses feedback from others to improve

work

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Helps

the Team

• does not help the team solve problems;

may cause problems

• does not ask probing questions, express

ideas, or elaborate in response to

questions in discussions

• does not give useful feedback to others

• does not offer to help others if they

need it

• cooperates with the team but may not

actively help it solve problems

• sometimes expresses ideas clearly, asks

probing questions, and elaborates in

response to questions in discussions

• gives feedback to others, but it may not

always be useful

• sometimes offers to help others if they

need it

• helps the team solve problems and

manage conflicts

• makes discussions effective by clearly

expressing ideas, asking probing

questions, making sure everyone is

heard, responding thoughtfully to new

information and perspectives

• gives useful feedback (specific,

feasible, supportive) to others so they

can improve their work

• offers to help others do their work if

needed

Respects

Others

• is impolite or unkind to teammates

(may interrupt, ignore ideas, hurt

feelings)

• does not acknowledge or respect other

perspectives

• is usually polite and kind to teammates

• usually acknowledges and respects

other perspectives and disagrees

diplomatically

• is polite and kind to teammates

• acknowledges and respects other

perspectives; disagrees diplomatically

Team

Performance Below Standard Approaching Standard At Standard

Above

Standard

Makes and

Follows

Agreements

• does not discuss how the team will

work together

• does not follow rules for collegial

discussions, decision-making and

conflict resolution

• discusses how the team will work

together, but not in detail; may just “go

through the motions” when creating an

agreement

• usually follows rules for collegial

discussions, decision-making, and

• makes detailed agreements about how

the team will work together, including

the use of technology tools

• follows rules for collegial discussions,

decision-making, and conflict resolution

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• does not discuss how well agreements

are being followed

• allows breakdowns in team work to

happen; needs teacher to intervene

conflict resolution

• discusses how well agreements are

being followed, but not in depth; may

ignore subtle issues

• notices when norms are not being

followed but asks the teacher for help to

resolve issues

• honestly and accurately discusses how

well agreements are being followed

• takes appropriate action when norms

are not being followed; attempts to

resolve issues without asking the

teacher for help

Organizes

Work

• does project work without creating a

task list

• does not set a schedule and track

progress toward goals and deadlines

• does not assign roles or share

leadership; one person may do too

much, or all members may do random

tasks

• wastes time and does not run meetings

well; materials, drafts, notes are not

organized (may be misplaced or

inaccessible)

• creates a task list that divides project

work among the team, but it may not be

in detail or followed closely

• sets a schedule for doing tasks but does

not follow it closely

• assigns roles but does not follow them,

or selects only one “leader” who makes

most decisions

• usually uses time and runs meetings

well, but may occasionally waste time;

keeps materials, drafts, notes, but not

always organized

• creates a detailed task list that divides

project work reasonably among the

team

• sets a schedule and tracks progress

toward goals and deadlines

• assigns roles if and as needed, based on

team members’ strengths

• uses time and runs meetings efficiently;

keeps materials, drafts, notes organized

Works as a

Whole Team

• does not recognize or use special talents

of team members

• does project tasks separately and does

not put them together; it is a collection

of individual work

• makes some attempt to use special

talents of team members

• does most project tasks separately and

puts them together at the end

• recognizes and uses special talents of

each team member

• develops ideas and creates products

with involvement of all team members;

tasks done separately are brought to the

team for critique and revision

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Project Name:

Team Members:

n

n

n

n

n

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Define: Storming

Entry event An Entry Event has two basic purposes: to spark student interest and curiosity and to begin the

inquiry process by leading students to ask questions.

Tasks and roles This activity asks students to come together to consider the different tasks and roles that make up

the challenge. Teams will need to engage in negotiation, which calls for them to revisit their

teamwork behaviours and their team contract.

Have students read the challenge brief and list all the team/group jobs and tasks that will need to

be done. Many of the tasks are individual ones, so instruct students not to include these. However,

many of the individual tasks need to be combined into a group product, so someone needs to be

responsible for that task. Ask students to write their names under the jobs that they would like to be

responsible for.

Ask students to consider whether the number of students who have chosen each role is

appropriate for the task. If not, students will need to enter into a process of negotiation,

consultatively moving their names from one job to another in order to balance the numbers. You

may need to intervene in this process by facilitating discussions and mediating, but the students

must make their own decisions.

Team Work Plan

Once tasks and roles have been decided, have students read the challenge brief and scan for

checkpoints, milestones and monitoring dates. Then have them fill in the Team Work Plan sheet. In

order to delineate tasks that need to be performed by the whole team, a person on the team or

individually (for assessment), make sure your task sheet or other scaffolding is very clear on what

needs to be done and by whom.

Hopefully, teams have identified the time commitments for learning practical skills in their Team

Work Plan. Time constraints may mean that not all team members can learn all the practical skills

but only parts. This will need to be negotiated by the team.

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Team Work Plan

Project Name:

Team Members:

Product: Due:

What needs

to be done?

Who will do

this part? (Team, Individual or

Person)

By when? Status Done

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Define: Norming

Team Meeting Roles Introduce the idea that, aside from specific jobs and tasks required for completion of the project,

there are also roles that team members play which are essential for successful outcomes. Ask

students to consider what roles they feel comfortable with, encouraging them to consider several

roles for themselves, and explaining that their role within a team may change depending on

needs and circumstances. It is also a good idea to rotate roles. Display the Team Roles cards

poster below prominently in the class.

LEADER

Provides leadership and direction for the

group.

Leads discussions.

Make sure that everyone's ideas are heard

and respected.

Make sure that the group discussion stays

on topic, on task and on time.

Focuses work around the learning task

Make sure that everyone in the group is

performing his or her task.

Ensure that the group's task is completed.

Create an atmosphere of cooperation in

the group.

SOUND BITES:

“Let’s hear from ______next.”

“That’s interesting, but let’s get back to our

task.”

“We only have 5 minutes left. Let’s see if we

can wrap up by then.”

RECORDER

Keeps a public record of the team's ideas

and progress.

Compiles group members’ ideas on paper

or online.

Make sure that final written assignments

reflect the thinking and contributions of

everyone in the group.

Ensure that the final draft of any written

assignment is polished and professional.

Checks to be sure that ideas are clear and

accurate.

SOUND BITES:

“I think I heard you say ___; is that right?”

“How would you like me to write

QUESTIONER

Asks leading questions of the group in order

to prompt their thinking.

Thinks of positives and negatives to the

groups ideas and questions these.

Checks the team to see if anyone has any

questions and if so, makes sure that the

team attempts to answer them.

Ask another team for the answer to

questions if the team cannot find an

answer.

Asks the teacher for the answer to questions

if all other avenues have been exhausted.

SOUND BITES:

“Have we considered doing it differently?”

“Is everyone clear on what we need to do;

any questions?”

CHECKER

Restates the group's conclusions and

responses.

Checks for clarity of understanding.

Makes sure that everyone in the team has

mastered the task.

Checks to see that everyone in the team is

prepared for tests and exams

SOUND BITES:

“Let’s take it in turns doing a problem while

everyone else watches to make sure we

know what to do”

“Let’s each do the next problem alone and

see if we come up with the same answer”

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Running a meeting You may need to Teach students how to run meetings, play various roles, use conflict resolution

skills and use decision-making strategies. Use the Fishbowl Model to Practice the collaboration skills

outlined in the collaboration rubric and team contract. Also, discuss with students running a

meeting and decision making strategies:

Roles – who is doing what

Goals – why meet? What’s the agenda?

How to decide – consensus, vote, rank

Attitudes – responsibility, respect, inclusion etc

Later on, you may need to tackle Conflict Resolution, so consult KAGAN COOPERATIVE LEARNING pg

11.36 onwards.

Define: Design Brief

Use this task as both your fishbowl example and the first meeting for your teams.

Design Brief Context

a. WHAT problem have you been asked to solve and how do you propose to solve it?

i. What is the task? What problem will you solve?

ii. What will your solution do and look like?

iii. Are there any requirements, such as size, colour or materials?

b. WHO is the product is created for?

i. WHO will be using the product?

c. WHY are you developing this product (i.e. what is in it for your target audience).

i. What goals do you have for your solution? How, where and when will it be used

and why will it be beneficial?

d. WHEN does your product need to be completed by?

i. Are there different parts to your project?

e. HOW will you complete your project?

i. What hardware and tools do you require?

ii. What software do you require?

Team vs Individual Performance on Task

Once the team has fleshed out the details, then individuals can write out their own, with

paragraphs, full sentences and dot points. These responses can then be posted in Individual

Learning Journals or portfolios for later individual assessment. The team can then decide which

response is the best and post it in the Team Portfolio.

Feedback-Feedforward

Before moving to the next phase of the engineering cycle, this is a good opportunity to reflect

against the proficiency scale that may apply (or not; remember you limited the number of

assessable criteria). For this analysis of the problem context, the WALTS below may be applicable.

You just need to fill in the WILFs for each. See if you can celebrate the success of teams by sharing

Model Responses between teams.

This is also an opportunity for teams to reflect against the Team Behaviours Standards and

Feedup-Feedback-Feedforward, both individually and with peers.

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Year 9-10 Design Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: G

en

era

tin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

comprehensive and effective

communication and

documentation of projects,

including marketing for a range

of audiences

effective communication and

documentation of projects,

including marketing for a range

of audiences

communication and

documentation of projects,

including marketing for a range

of audiences

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: C

olla

bo

rati

ng

an

d

ma

nag

ing

application of sequenced

production and management

plans when producing

designed solutions:

independently and

collaboratively.

application of sequenced

production and management

plans when producing

designed solutions:

independently and

collaboratively.

application of sequenced

production and management

plans when producing

designed solutions:

independently and

collaboratively.

Year 9-10 Digital Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: D

efi

nin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

discerning definition and

decomposition of complex

problems in terms of functional

and non-functional

requirements

informed definition and

decomposition of complex

problems in terms of functional

and non-functional

requirements

definition and decomposition

of complex problems in terms

of functional and non-

functional requirements

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: C

olla

bo

rati

ng

an

d

ma

nag

ing

proficient sharing and

collaboration online,

establishing comprehensive

and effective protocols for the

use, transmission and

maintenance of data and

projects.

effective sharing and

collaboration online,

establishing effective protocols

for the use, transmission and

maintenance of data and

projects.

sharing and collaboration

online, establishing protocols for

the use, transmission and

maintenance of data and

projects.

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Discover: Performing

Performing the task Each team should now have a clear idea of what they are going to construct, the resources they

require and the tasks that each team member will be responsible for. They now need to have

regular team meeting and log the status of their efforts on their Team Work Plan.

Team Work Plan

Project Name:

Team Members:

Product: Due:

What needs

to be done?

Who will do

this part?

By when? Status Done

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Discover

Discover Knowledge This phase is at the heart of the intention to learn by inquiry and an inquiry process should be used.

Discovery is the stage of research, gathering, and then analysing knowledge. It gives the problem

context so that we can identify with it easier, and come up with the best solution possible. This is

part of the Investigating with ICT element aspect of ACARA General Capabilities. You will need to

scaffold this, depending on the area learning and context. I would

advise that you use some kind of information literacy framework:

http://big6.com/

http://www.theinquiryprocess.ca/

Discover Skills The majority of the discovery phase is about knowledge and how to

use it with cognitive skills. However, Students may need to acquire

practical skills as well. The obvious ones are the practical skills needed

to make and build a physical object as the final deliverable product. Less obvious are the

practical skills such as conducting a survey (gathering primary data) or an experiment (also

gathering primary data). Whatever the practical skills needed, they can still be identified as part

of the task definition and information seeking strategies of the inquiry process.

Define information searches

This is all about the inputs into the System of the Engineering Cycle. Later, if you use a CIPP

evaluation model, then how well students defined their information searches can be evaluated

under the INPUT heading. Probably the best way to identify these is to form questions.

Team Round Robin 5W & 1H

Have teams generate these questions, using the task sheet or other scaffolding as the stimulus, by

taking turns filling in the sheet below. Responses should be in the form of a question. They can

either do this themselves or respond orally and have the recorder fill in the sheet. Note: not all

questions may be applicable, with What and How dominating in the case of creating a physical

product.

What do we need to know and or do?

Who?

What?

Where?

When?

Why?

How?

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Plan the information Search

Now that teams have generated a list of questions, these need to be assigned to individual team

members. Have the team negotiate to fill in a table like the one below. This can then be used in

team meetings to ensure that the research is complete.

Information Search, Location, Selection and Curation Plan

Question? Who? By when? Done

Information Seeking Strategies

Depending on the capability of your class, you may need to explicitly teach students how to

effectively search for information. Both Step Zero and Google Search Education are good

resources to use. Locating Primary data sources (see Primary Data Sources section) or generating

data and information (see Generate Data and Information section) will most likely need extra

scaffolding and guidance.

In the case of practical skills, students can still use the same information seeking strategies to find

online tutorials. However, many practical skills will need to be explicitly taught, so students could

identify a workshop or tutorial conducted by their teacher as their strategy.

Individual team members should now conduct a search for information. Search options and

resources are listed in the Locate Data and Information section.

Select, Curate and Organise Data and Information

This is all about collecting and organising sources of data information so that it can be efficiently

analysed. In most cases, information will have been sourced by searching the internet and then

identified as relevant (locate). This then needs to be collected somewhere and then sorted and

organised. There are many tools that achieve this (such as pinterest and diigo), but many are

blocked due to their social networking capabilities. Sites that aren’t blocked are:

https://padlet.com/

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https://www.instagrok.com/

http://www.livebinders.com/

If you have access to Virtual Classroom technology, such as Blackboard, you can go past the wiki

feature.

Have individual team members post the information that they have located in the Team

Knowledgebase (wiki or padlet etc). Teams can use team meetings and the planning sheet

above to manage this.

Practice Skills

If students need to develop practical skills, in order to generate data and information or as part of

a build process, then they need to acquire and practice them in this phase. These skills will still

factor in the analyses required in the Dream, Design and Deliver phases. For example, if students

need to design a video game, they need to know what skill level they have so that they do not

dream too big and design a game that they do not have the skills to make. Having data on the

skill levels of the product builders will definitely set design limits and boundaries.

Hopefully, teams have identified the time commitments for learning practical skills in their Team

Work Plan. Time constraints may mean that not all team members can learn all the practical skills

but only parts.

Feedback-Feedforward

Before moving to the next phase of the engineering cycle, this is a good opportunity to reflect

against the proficiency scale that may apply (or not; remember you limited the number of

assessable criteria). For this analysis of the problem context, the WALTS below may be applicable.

You just need to fill in the WILFs for each. See if you can celebrate the success of teams by sharing

Model Responses between teams.

This is also an opportunity for teams to reflect against the Team Behaviours Standards and

Feedup-Feedback-Feedforward, both individually and with peers.

Year 9-10 Design Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: G

en

era

tin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

comprehensive and effective

communication and

documentation of projects,

including marketing for a range

of audiences

effective communication and

documentation of projects,

including marketing for a range

of audiences

communication and

documentation of projects,

including marketing for a range

of audiences

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: C

olla

bo

rati

ng

an

d

ma

nag

ing

application of sequenced

production and management

plans when producing

designed solutions:

independently and

collaboratively.

application of sequenced

production and management

plans when producing

designed solutions:

independently and

collaboratively.

application of sequenced

production and management

plans when producing

designed solutions:

independently and

collaboratively.

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- 41 -

Year 9-10 Digital Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: C

olla

bo

rati

ng

an

d

ma

nag

ing

proficient sharing and

collaboration online,

establishing comprehensive

and effective protocols for the

use, transmission and

maintenance of data and

projects.

effective sharing and

collaboration online,

establishing effective protocols

for the use, transmission and

maintenance of data and

projects.

sharing and collaboration

online, establishing protocols for

the use, transmission and

maintenance of data and

projects.

Dream: Performing

In the Dream stage, we open the heart and mind to possibilities and visions of a solution the way

we wish to see it. This phase is about imagination, extrapolation, and visualization.

If the solution is an essay, report, multimodal presentation or performance, then an ideation

process should be employed.

If you are working towards a scientific solution, then this is where a hypothesis needs to be formed,

which can then be tested. Remember, these are about cause and effect.

If your problem is about developing a solution to invent a new product, computer program,

experience, or environment, then this phase is about ideation and specifying requirements.

Basic Ideation Process

This is a process to generate ideas that solve a problem or challenge. You should have defined

your challenge in the Define phase. Now use this process start solving your problem.

STEP 1 – Generation

Find as many examples of the product, as you can, that fit your definition and context.

STEP 2 - Selection

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- 42 -

Choose 3 of these and identify aspects that fit your definition and context and aspect that don’t

fit. Use the table below to organise your thoughts.

URL Screenshot Aspects that fit context Aspects that don’t fit with context

Step 3 – Implementation

Identify the product that best fits your definition context and come to a conclusion by indicating

aspects of it you will use in your own product.

The SCAMPER Method

Depending on your context, combine

questions from these sources:

Mindtools

Designorate

Interaction Design

Specify Requirement

If your problem is about developing a solution to invent a new product, computer program,

experience, or environment, then also create a specification. Helpful resources are:

What is a Specification?

How to write a specification

Justified specification (if you want to increase the cognitive demand)

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Design: Performing

In the Design Phase we begin utilizing gathered knowledge to synthesize solutions. Remember, the

deliverable product could be one or more of:

Written Products

Presentation Products

Media and Tech Products

Constructed Products

Planning Products

You need to decide what needs to be produced and provide the templates, organisers and

scaffolding.

Planning Products I would have students design and develop the planning products in this phase as your learning

goal will probably be related to designing. This could be any one of:

Concept Map (to design an essay or report)

Storyboard

Design Sketch

Flowchart

Algorithm

Site Map

Wireframe

Blueprint

Wiring Diagram

UI Designs

Whatever process needs to be followed or design tools that needs to be used, find imaginative

ways for students to collaborate to create a shared product of learning.

Create alternative solutions, choose the best one and develop it For the Engineering Process, have individual students in a team design alternatives. You could also

use the ideation process again and have students hone their evaluation skills.

Feedback-Feedforward Before moving to the next phase of the engineering cycle, this is a good opportunity to reflect

against the proficiency scale that may apply (or not; remember you limited the number of

assessable criteria). For this analysis of the problem context, the WALTS below may be applicable.

You just need to fill in the WILFs for each. See if you can celebrate the success of teams by sharing

Model Responses between teams.

This is also an opportunity for teams to reflect against the Team Behaviours Standards and

Feedup-Feedback-Feedforward, both individually and with peers.

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Year 9-10 Design Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: G

en

era

tin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

purposeful creation and

connection of design ideas

and processes of increasing

complexity and discerning

justification of decisions

effective creation and

connection of design ideas

and processes of increasing

complexity and informed

justification of decisions

creation and connection of

design ideas and processes of

increasing complexity and

justification of decisions

Year 9-10 Digital Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: D

esig

nin

g a

nd

imp

lem

en

tin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

discerning design and

evaluation of user experiences

and algorithms

informed design and

evaluation of user experiences

and algorithms

design and evaluation of user

experiences and algorithms

Deliver: Performing

Deliver-Produce

This phase is about completing the solution and students can use their Team Work Plan to keep

them on track. For Media and Tech Products or Constructed Products, have students develop and

test a prototype or Minimum Viable Product. Again, the testing protocols will be different

depending on the product. This is all about low-level evaluation.

Find imaginative ways to facilitate students to collaboration to create a shared product. Keep an

eye on their Team Work Plan to make sure that individual students are producing parts of a whole

product. Also, make sure that the team is working together to put the individual parts together to

form the whole product.

Feedback-Feedforward

Before moving to the next phase of the engineering cycle, this is a good opportunity to reflect

against the proficiency scale that may apply (or not; remember you limited the number of

assessable criteria). For this analysis of the problem context, the WALTS below may be applicable.

You just need to fill in the WILFs for each. See if you can celebrate the success of teams by sharing

Model Responses between teams.

This is also an opportunity for teams to reflect against the Team Behaviours Standards and

Feedup-Feedback-Feedforward, both individually and with peers.

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- 45 -

Year 9-10 Design Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: P

rod

ucin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

proficient and consistent

production of high quality

designed solutions suitable for

the intended purpose by

selecting and using

appropriate technologies

skilfully and safely

effective and consistent

production of high quality

designed solutions suitable for

the intended purpose by

selecting and using

appropriate technologies

skilfully and safely

production of high quality

designed solutions suitable for

the intended purpose by

selecting and using

appropriate technologies

skilfully and safely

Year 9-10 Digital Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

skills

: D

esig

nin

g

an

d im

ple

men

tin

g

discerning design and

proficient implementation of

modular programs, including

an object-oriented program,

using algorithms and data

structures involving modular

functions that reflect the

relationships of real-world data

and data entities

informed design and effective

implementation of modular

programs, including an object-

oriented program, using

algorithms and data structures

involving modular functions

that reflect the relationships of

real-world data and data

entities

design and implementation of

modular programs, including

an object-oriented program,

using algorithms and data

structures involving modular

functions that reflect the

relationships of real-world data

and data entities

comprehensive testing and

prediction of results and

proficient implementation of

digital solutions

reliable testing and prediction

of results and effective

implementation of digital

solutions

testing and prediction of results

and implementation of digital

solutions

Deliver-Publish

This phase is about making the actual presentation or demonstration. This is not about presenting

to the class or Teacher but in a truly public forum; ideally with parents and Mentors as judges; to

connect back to the authenticity aims of the project Why not make this part of a competition and

award prizes? Your project could then be implemented in several classes or even between

schools.

The guiding resources that you can use are:

Presentation Plan

Presentation Day Checklist

Project Presentation Audience Feedback Form

These tasks and roles should already be on the Team Work Plan and teams should be meeting

regularly to meet deadlines.

Feedback-Feedforward

Before moving to the next phase of the engineering cycle, this is a good opportunity to reflect

against the proficiency scale that may apply (or not; remember you limited the number of

assessable criteria). For this analysis of the problem context, the WALTS below may be applicable.

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- 46 -

You just need to fill in the WILFs for each. See if you can celebrate the success of teams by sharing

Model Responses between teams.

This is also an opportunity for teams to reflect against the Team Behaviours Standards and

Feedup-Feedback-Feedforward, both individually and with peers.

Year 9-10 Design Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: G

en

era

tin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

comprehensive and effective

communication and

documentation of projects,

including marketing for a range

of audiences

effective communication and

documentation of projects,

including marketing for a range

of audiences

communication and

documentation of projects,

including marketing for a range

of audiences

Year 9-10 Digital Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

:

Co

llab

ora

tin

g a

nd

ma

nag

ing

discerning planning and

management of digital projects

using an iterative approach

informed planning and

management of digital projects

using an iterative approach

planning and management of

digital projects using an

iterative approach

Debrief: Adjourning

In this final phase, students look at their project from beginning to end and really get to own their

learning. They determine what could have been done better and ways they could improve their

problem-solving approach in similar situations. This then is an evaluation process. The guiding

resources that you can use are:

My Thoughts About the Project

Self-Reflection on Project Work

CIPP Evaluation A deeper and more comprehensive evaluation can be gained by using the CIPP Model of

Evaluation.

Feedback-Feedforward

Before moving to the next phase of the engineering cycle, this is a good opportunity to reflect

against the proficiency scale that may apply (or not; remember you limited the number of

assessable criteria). For this analysis of the problem context, the WALTS below may be applicable.

You just need to fill in the WILFs for each. See if you can celebrate the success of teams by sharing

Model Responses between teams.

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- 47 -

This is also an opportunity for teams to reflect against the Team Behaviours Standards and

Feedup-Feedback-Feedforward, both individually and with peers.

Year 9-10 Design Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

: E

va

lua

tin

g

The student work has the following

characteristics:

The student work has the following

characteristics:

The student work has the following

characteristics:

discerning evaluation (using the

detailed criteria for success) of:

their ideas

designed solutions

processes

informed evaluation (using the

detailed criteria for success) of:

their ideas

designed solutions

processes

evaluation (using the detailed

criteria for success) of:

their ideas

designed solutions

processes

Year 9-10 Digital Technologies

4 3.5 3

Pro

ces

se

s a

nd

pro

du

cti

on

sk

ills

:

Ev

alu

ati

ng

discerning evaluation of

information systems and their

solutions in terms of risk,

sustainability and potential for

innovation and enterprise

informed evaluation of

information systems and their

solutions in terms of risk,

sustainability and potential for

innovation and enterprise

evaluation of information

systems and their solutions in

terms of risk, sustainability and

potential for innovation and

enterprise

Blended Learning – Flex Now that you have Designed your Project and Problem Based Learning, it’s time to Deliver it using

a Virtual Classroom or Learning Management System (LMS). I recommend strongly that you build

a foundation of Blended and Personalised learning before tackling Project and Problem Based

Learning as this is best practices with a Flex Model and not a Rotation Model. This means that

Learning Resources and Activities need to be available in your Virtual Classroom in a flexible

manner. Ie. Students need to access them when they need them. The implication here are that

you need to have all resources available at the beginning of the project as not as you go (as may

be the case with traditional teaching and learning).

Blackboard Users and Groups Blackboard has the facility to provide a group area for project work that includes group Blogs,

Wikis, Journals, email and file sharing. This link will provide support to do this:

https://staff.learningplace.eq.edu.au/help-centre/eLearn/users-groups/Pages/default.aspx

General Virtual Classroom (Blackboard) Tips

What Contemporary Education Looks Like

Tips for Building a Virtual Classroom

Creating a Virtual Classroom

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- 48 -

Initial Setup of your Virtual Classroom

Setting up your Virtual Classroom

Navigation in Virtual Classrooms

Tech Tips

Wikis

Blogs; Edit Blog Posts

Journals

Learning Place Help

eLearn (Blackboard)

Virtual Classrooms

Manage Classrooms (CAMS)

eLearning Department of Education and Training

Phone: 1800 680 445 (select 5) Fax: (07) 3034 5288 Email: [email protected]

Office hours Monday-Friday, 8.00am to 5.00pm (excluding Public Holidays)