F2 - Project

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 7

Sandgate District SHS Digital Solutions

Year 11
F2 Project – Digital Solution

Assessment Objectives
This assessment instrument is used to determine student achievement in the following objectives:

1. Recognise and describe programming elements and useability principles

2. Symbolise and explain information, ideas and interrelationships related to


programming problems

3. Analyse problems and information related to a selected technology context

4. Determine user-experience and programming requirements, and self-


determined and prescribed criteria of a programming problem

5. Synthesise information and ideas to determine possible digital solutions

6. Generate user interface and programmed components of the prototype digital


solution

7. Evaluate impacts, components and solutions against criteria to make refinements


and justified recommendations

8. Make decisions about and use mode-appropriate features, language and


conventions for particular purposes and contexts. 180517
Sandgate District State High School

Student name: Student number:

Teacher name: Mr Smith

Date handed out: 23/4/24 Date due: 24/5/24

Subject Digital Solutions

Technique Project – digital solution

Unit Unit 1: Creating with code

Topic Topic 1: Understanding digital problems


Topic 2: User experiences and interfaces
Topic 3: Algorithms and programming techniques
Topic 4: Programmed solutions

[Insert session number]

Conditions

Duration Handout: 23/4/24


Draft: 10/5/24
Due: 24/5/24

Mode Multimodal Length  4 – 6 A3 pages


 2 – 4 minute demonstration
of the functionality of the
user interface, data and
coded components of the
digital solution by video
recording
 2 – 3 A4 pages of Code
with annotations

Individual/ Individual Other


group

Resources Computers, internet


available

Context

The Australian Curriculum states Year 2 students need to learn about 2D and 3D shapes. The goal is
for students to be able to ”describe the features of three-dimensional objects”. This includes
”identifying geometric features such as the number of faces, corners or edges”.

Task

Prepare a digital solution as a learning resource for use in a classroom VR lab. Your audience will be
Year 2 students studying the maths concept of 3D shapes. You will generate a solution using Unity
and C# as your programming language tools.
To complete this task, you must:

 recognise and describe


o appropriate programming development tools
o useability principles and user-interface components
o existing solutions to similar problems

 symbolise using mind maps and one or more constructed sketches, annotated diagrams,
images or screenshots of - user interfaces
o programming features communicated by algorithms

 explain
o user experiences
o useability principles and accessibility features
o programming features

 analyse the problem and information to identify


o boundary or scope of the problem
o constraints and limitations of the environment
o programming and user-interface relationships
o user experience
o potential algorithmic implementations
o possible personal, social and economic impacts - possible solutions

 determine
o requirements from the user perspective for the user experience
o programming requirements
o prescribed criteria

 synthesise information and ideas to select the best approach for user interface(s) and coded
components of the proposed solution

 generate a prototype solution including user interface and algorithms

 evaluate against criteria the


o personal, social and economic impacts and considerations to identify risks
o user-interface prototype
o accuracy and efficiency of the algorithms
o low-fidelity non-coded prototype digital solution

 evaluate impacts, components and solutions against criteria to make refinements and
justified recommendations

 make refinements and justified recommendations for current and future improvements

 communicate
o information and ideas to inform a technical audience
o The technical feasibility of developing the prototype solution, including the technical
aspects of the development process, e.g. algorithms, selection and justification of
development tools, user interface sketches, user-experience requirements.
Stimulus

In Queensland state schools, students are typically introduced to the concept of shape from Prep, and
in Year 2 are required to explore different 2D and 3D shapes using digital technologies. There are a
number of resources on this topic available online, for example:

https://www.scootle.edu.au/ec/search?accContentId=ACMMG043

However, a local primary school is interested in creating their own resources. They have asked you to
create a learning resource for their Year 2 class that will help the students demonstrate their
understanding of shapes.

Here is some essential information about the class:

 They have already learnt about shapes in class, but would like to use a digital resource to
reinforce what has been learnt
 There are 25 students in the class
 They have access to a VR classroom that has 10 Meta Quest 2 headsets
 They are able to book this room for a maximum of one hour at a time
 The Australian Curriculum states that Year 2 students need to learn about 2D and 3D
shapes. The goal is for students to be able to ”describe the features of three-dimensional
objects”. This includes ”identifying geometric features such as the number of faces, corners
or edges”.

Here are some students from this class with additional needs:

Herbert: Oscar: Sophia:

English as a Second Language Red/Green colour blind Hearing Impaired Student


(ESL) Student with limited
English

Checkpoints

Term 2 Week 3: Submit exploration of solutions, identification of algorithms and all user interface sketches

Term 2 Week 4: Complete draft submission and implementation ascertainment

Term 2 Week 6: Final submission


Criterion Marks Allocated Result

Retrieving and comprehending


8
Assessment objectives 1, 2

Analysing
8
Assessment objectives 3, 4

Synthesising and evaluating


10
Assessment objectives 5, 6, 7

Communicating
4
Assessment objective 8

Total 30

Authentication strategies

 You will be provided class time for task completion.

 You will provide documentation of your progress at indicated checkpoints .

 Your teacher will collect copies of your response and monitor at key junctures.

 You must acknowledge all sources.

 You must submit a declaration of authenticity.

Scaffolding

Your response must include:


 Headings that organise and communicate the iterative phases of the Digital Solutions
problem-solving process
 A3 pages that demonstrate all phases of the problem-solving process
 Communicate knowledge and understanding by way of annotated sketches, diagrams,
images or screenshots
 A video in mp4 file format
 Demonstrating the functionality of the prototype interactive learning object’s user interface
and coded components
 A4 pages of code with annotations of analysis, synthesis and evaluation related to the code
element or problem
 Referencing of sources, using the school’s referencing style
 Written and visual features, as well as grammatically accurate language conventions, to
communicate decision-making.

The presentation of this project is multimodal. A multimodal presentation is the dynamic convergence
of two or more communication modes within the same response and where all modes are attended to
as part of meaning-making. Multimodal presentations can be delivered via different media or
technologies. A variety of technologies are used to create or present the response.

Replication of a written document into an electronic or digital format does not constitute a multimodal
presentation.

There is no requirement for this presentation to be performed or conducted in front of the class or the
teacher. For example, a multimodal presentation might be pre-recorded and presented to the teacher
electronically. Each student may choose the mode/s and method of their presentation. These may
need to be negotiated with the teacher.

You might also like