Outcome Chart - British Columbia - Applied Design, Skills and Technologies 8
Curricular Competencies
Applied Design
Understanding context
- Empathize with potential users to find issues and uncover needs and potential design opportunities
Defining
- Choose a design opportunity
- Identify key features or potential users and their requirements
- Identify criteria for success and any constraints
Ideating
- Generate potential ideas and add to others’ ideas
- Screen ideas against criteria and constraints
- Evaluate personal, social, and environmental impacts and ethical considerations
- Choose an idea to pursue
Prototyping
- Identify and use sources of information
- Develop a plan that identifies key stages and resources
- Explore and test a variety of materials for effective use
- Construct a first version of the product or a prototype, as appropriate, making changes to tools, materials, and procedures as needed
- Record iterations of prototyping
Testing
- Test the first version of the product or the prototype
- Gather peer and/or user and/or expert feedback and inspiration
- Make changes, troubleshoot, and test again
Making
- Identify and use appropriate tools, technologies, and materials for production
- Make a plan for production that includes key stages, and carry it out, making changes as needed
- Use materials in ways that minimize waste
Sharing
- Decide on how and with whom to share their product
- Demonstrate their product and describe their process, using appropriate terminology and providing reasons for their selected solution and modifications
- Evaluate their product against their criteria and explain how it contributes to the individual, family, community, and/or environment
- Reflect on their design thinking and processes, and evaluate their ability to work effectively both as individuals and collaboratively in
- a group, including their ability to share and maintain an efficient co-operative work space
- Identify new design issues
MediaSmarts Resources
- Marketing to Teens: Gender Roles in Advertising
- Online Marketing to Kids: Strategies and Techniques
- Privacy and Internet Life: Lesson Plan for Intermediate Classrooms
- Put Your Best Face Forward
- That’s Not Cool
- The Price of Happiness
- Tobacco Labels
- Watching the Elections
- Winning the Cyber Security Game
Applied Skills
- Demonstrate an awareness of precautionary and emergency safety procedures in both physical and digital environments
MediaSmarts Resources
- Cyberbullying and the Law
- Hate 2.0
- Impact! How to Make a Difference When You Witness Bullying Online
- That’s Not Cool: Healthy and Respectful Relationships Online
- Understanding Cyberbullying : Virtual vs. Physical Worlds
Content
Computational Thinking
- software programs as specific and sequential instructions with algorithms that can be reliably repeated by others
MediaSmarts Resources
- Click if You Agree
- Playing With Privacy
- Who Knows? Your Privacy in the Information Age
- Winning the Cyber Security Game
Computers and Communications Devices
- design and function of digital infrastructures, from personal communication systems to wide area networks and the Internet of Things
- social, cultural, and economic impact of mobile devices
- systems for information transfer and communication, including videos, blogs, podcasts, and social media
MediaSmarts Resources
Digital Literacy
- elements of digital citizenship
- ethical and legal implications of current and future technologies
- strategies for curating personal digital content, including management, personalization, organization, and maintenance of digital content; e-mail management; and workflow
- search techniques, how search results are selected and ranked, and criteria for evaluating search results
MediaSmarts Resources
- Behaving Ethically Online: Ethics and Values
- Cyberbullying and Civic Participation
- Cyberbullying and the Law
- Deconstructing Web Pages
- Finding and Authenticating Online Information on Global Development Issues
- Hate 2.0
- Hate or Debate?
- I heard it ‘round the Internet: Sexual health education and authenticating online information
- Impact! How to Make a Difference When You Witness Bullying Online
- Playing With Privacy
- Privacy and Internet Life: Lesson Plan for Intermediate Classrooms
- Promoting Ethical Behaviour Online
- The Hero Project: Authenticating Online Information
- Who Knows? Your Privacy in the Information Age
Entrepreneurship and Marketing
- forms of advertising and marketing that can influence a potential customer or buyer
- differences between consumer wants and needs
MediaSmarts Resources
- Online Marketing to Kids: Protecting Your Privacy
- Online Marketing to Kids: Strategies and Techniques
Food Studies
social factors that affect food choices, including eating practices
MediaSmarts Resources
Media Arts
- digital and non-digital media technologies, their distinguishing characteristics, and their uses, including layout and design, graphics and images, and video production techniques for using images, sounds, and text to represent characterizations and points of view of people, including themselves, as well as settings and ideas
- story principles and genre conventions
- media technologies and techniques to shape space, time, movement, and lighting within images, sounds, and text for specific purposes
- processes for manipulating and testing digital media data
- issues in ethical media practices, including cultural appropriation, moral copyright, reproduction, and privacy
- elements of media arts used to communicate meaning
- influences of digital media, including on communication and self-expression
MediaSmarts Resources
- Behaving Ethically Online: Ethics and Values
- Marketing to Teens: Gender Roles in Advertising
- Online Marketing to Kids: Strategies and Techniques
- Privacy and Internet Life: Lesson Plan for Intermediate Classrooms
- Put Your Best Face Forward
- That’s Not Cool
- The Price of Happiness
- Tobacco Labels
- Watching the Elections
- Winning the Cyber Security Game