This is an applied project where your students will choose from three …
This is an applied project where your students will choose from three different project options, then use the design thinking process to create an augmented reality app that solves their user’s problem. In Lesson 1, each student will read all three project overviews. Then, they will choose the project they want to work on for the remaining lessons in the project! Note: the activity in this lesson requires your class to have access to a paid “Pro CoSpaces EDU” account.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will learn more about their user and complete …
In this lesson, students will learn more about their user and complete the first two steps in the Design Thinking process: Empathize and Define. Note: Students should only work on the material that corresponds to their project choice. For example: if a student chose Project 2A, they would only work on the Project 2A content.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will ideate and sketch designs for their AR …
In this lesson, students will ideate and sketch designs for their AR app project. Additionally, they will create a “features list” for the free and premium versions of their AR app. Note: Students should only work on the content that corresponds to their project choice. For example: if a student chose Project 2A, they would only work on the Project 2A content.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
This lesson should take 2-3 class periods, or about 100-150 minutes to …
This lesson should take 2-3 class periods, or about 100-150 minutes to complete. In this lesson, students will use CoSpaces and the Merge Cube add on to create two prototype of their AR App: a free version, and a premium version. Note: Students should only work on the content that corresponds to their project choice. For example: if a student chose Project 2A, they would only work on the Project 2A content.
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 2-3 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson, students will finalize their AR projects, create a poster/advertisement …
In this lesson, students will finalize their AR projects, create a poster/advertisement for their project, share their project with their peers, give/receive feedback on each other’s projects, submit their designs, and answer a series of reflection questions. Note: the content for 2A, 2B, and 2C are almost identical in this section. This is a great chance for students to teach each other about their specific project choice and user!
Please email VILHQ@asu.edu if you are interested in receiving free CoSpaces “Pro” annual licenses.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Laptop/Desktop, Smartphone, Tablet.
In this lesson students will use the Makecode.microbit.org site to create block …
In this lesson students will use the Makecode.microbit.org site to create block coding projects. In addition, they will think critically about what their coding products do. Finally, they will create a combination Light & Temperature Meter.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Code Editor, Electronics Kit, Laptop/Desktop, Tablet.
In Lesson 2, students will complete three tutorials to learn about Random …
In Lesson 2, students will complete three tutorials to learn about Random Numbers, Variables, and If/Then Statements using MakeCode code blocks and Micro:bits. Then they will dissect a pre-made program by writing Pseudo-code before using it as the basis for a Board Game which the student designs.
Estimated time required: 2-3 class periods.
Technology required for this lesson: Code Editor, Electronics Kit, Laptop/Desktop, Tablet.
In this lesson, students will come up with their own idea for …
In this lesson, students will come up with their own idea for a superhero and start their comic book by creating a cover. They will be working on their comic book throughout this Unit and will turn it in when it is completed.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, Tablet.
In this lesson, students will learn about entrepreneurship by watching and reading …
In this lesson, students will learn about entrepreneurship by watching and reading about young entrepreneurs and their ideas. Then, students will design a superhero logo in order to begin to understand the concept of branding.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, Tablet.
In this lesson, students will learn about the three pillars of sustainability: …
In this lesson, students will learn about the three pillars of sustainability: environmental, economic, and societal, and how they relate to the U.N. Sustainable Development Goals (SDGs). Then, students will apply this information in order to understand the choices they will have for their projects within this course. At the end of this lesson, students will engage in an activity where they add to their comic books by choosing from three different sustainability villains.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Laptop/Desktop, Tablet.
Lesson 4 is a step-by-step guide for the classroom which focuses on …
Lesson 4 is a step-by-step guide for the classroom which focuses on exploring and acknowledging the presence of Black people in the future and in space-related fields. It starts with students reading and discussing an interview with Samuel R. Delany. Then, students view a Black Futures artwork and information about Black astronauts, reflecting on the implications and spaces where they would like to see Black people fully represented. The lesson concludes with a design challenge task to make the best spaceship, either out of origami or recyclable trash. There is a recommended work time of 20+ minutes for building the spaceships, and students can submit their work for publishing on Instagram or email. The lesson is part of the #Kinfolk and #BlackFutures campaigns.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Augmented Reality, Internet Connectivity, Laptop/Desktop, Smartphone, Tablet, Tablet or Smartphone.
In this activity, boats aren't just for water! Children use a limited …
In this activity, boats aren't just for water! Children use a limited selection of materials and their creativity to become an engineer and build a land boat that sails across different surfaces.
The Craft in America Education Guides feature artists, objects and segments from …
The Craft in America Education Guides feature artists, objects and segments from each of the television episodes and are organized by episode, below. These interdisciplinary standards-based guides bring craft to your classroom. Download lesson plans that educate, involve, and inform students about how craft plays a role in their lives, with connections to American history and culture, philosophies and science, social causes and social action.
The Craft in America Education Guides are written to support middle and high school art education curricula. We've set up suggested lesson plans that you can personalize to your classroom, based on age and interests. We've included links to videos and other places to learn more, so that you can go further on a particular subject or example. The guides can also be adapted for use in other subject areas. The purpose of the guides is to deepen students' knowledge, understanding and appreciation of craft in America and to inspire creativity in the classroom and beyond.
The goal of this lesson is to give students ownership over classroom …
The goal of this lesson is to give students ownership over classroom policies by asking them to research and support a cell phone policy that they believe should be used in our classroom. Students will discuss and debate the policy after researching and then they will create the policy that we will follow for the first quarter. After the first quarter, we will reevaluate the policy for effectiveness. Students will use research and speaking and listening standards to complete this PBL for an authentic purpose. It is important to actually implement the policy for that particular class, or students will not feel the
Students will learn the basic constructs of a video game using the …
Students will learn the basic constructs of a video game using the Scratch interface. Students use Scratch to learn about algorithms and event-driven programming. Object-oriented concepts are introduced through the use of sprites and the stage. Students use critical thinking and creativity to complete and enhance Hungry Mouse, a game that they develop using Scratch.
Estimated time required: 2 class periods.
Technology required for this lesson: Design Software, Laptop/Desktop.
In this lesson, students learn how to use computer programming (coding) to …
In this lesson, students learn how to use computer programming (coding) to control the BBC Micro:bit! They will be able to define computer programming and coding, write their first program for the BBC Micro:bit, and watch their ideas come to life.
Estimated time required: 1-2 class periods.
Technology required for this lesson: Code Editor, Electronics Kit, Laptop/Desktop, Tablet.
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