App-Based Solutions: Tackling Real-World Problems
Created byElizabeth Martinez
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App-Based Solutions: Tackling Real-World Problems

Grade 6ScienceSocial StudiesHistoryMathEnglishArtTechnologyComputer ScienceEnvironmental ScienceSociologyOther15 days
In this project, students design an app to address a real-world problem they identify and research. They develop a functional prototype, focusing on user interface and problem-solving. The project culminates in a presentation showcasing the app's features and potential impact, emphasizing technology's role in addressing societal issues and the importance of impact measurement.
Real-World ProblemsApp DesignProblem-SolvingTechnologyUser InterfacePrototypingImpact Measurement
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Inquiry Framework

Question Framework

Driving Question

The overarching question that guides the entire project.How can we design an app to address a real-world problem that we believe is important to solve, and how can we measure its impact?

Essential Questions

Supporting questions that break down major concepts.
  • How can technology be used to address real-world problems?
  • What makes a problem important to solve?
  • How do you design an app to solve a specific problem?
  • What steps are involved in creating a successful app?
  • How can we measure the impact of our app on the problem it addresses?

Standards & Learning Goals

Learning Goals

By the end of this project, students will be able to:
  • Students will identify and research a real-world problem they are passionate about.
  • Students will design an app to address the chosen real-world problem.
  • Students will develop a plan to measure the impact of their app.
  • Students will apply problem-solving skills to create a functional app prototype.
  • Students will present their app and its potential impact to an audience.
  • Students will learn about the app development process.
  • Students will understand how technology can be used to address societal issues.
  • Students will learn effective project management and teamwork skills.
  • Students will learn how to write code to address a real-world problem

Entry Events

Events that will be used to introduce the project to students

Urgent Appeal from the Future

The class receives an urgent video message from a fictional character (e.g., a mayor, a scientist, a community leader) describing a pressing local problem and appealing for help. Students are challenged to brainstorm potential tech-based solutions, leading them to the idea of developing an app to address the issue and assist the character.

The Problem Pitch Competition

Conduct a 'Problem Pitch' competition where students present real-world problems they've observed in their community, school, or world. The class votes on the most compelling and solvable problem, which then becomes the focus of the app development project, ensuring student buy-in and relevance.

'Shark Tank' App Analysis

Simulate a 'Shark Tank' scenario where students present existing apps designed to solve real-world problems. Students analyze the apps' strengths and weaknesses, identify unmet needs, and then brainstorm how they could create a better, more innovative app to address a similar or related problem.
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Portfolio Activities

Portfolio Activities

These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.
Activity 1

Problem Identification & Initial Research

Students brainstorm and select a real-world problem that resonates with them. They conduct initial research to understand the problem's scope, impact, and existing solutions.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Brainstorm potential real-world problems individually.
2. Share and discuss problems in small groups.
3. Select a problem as a group and write a problem statement.
4. Conduct preliminary research on the problem's scope and impact.

Final Product

What students will submit as the final product of the activityA problem statement with initial research findings.

Alignment

How this activity aligns with the learning objectives & standardsAddresses the learning goal: Students will identify and research a real-world problem they are passionate about.
Activity 2

App Design & Wireframing

Students design a user-friendly app to solve the identified problem. They'll create wireframes and mockups, detailing the app's features and functionality.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Brainstorm potential app features to address the problem.
2. Create a user flow diagram.
3. Design wireframes for key app screens.
4. Develop a visual mockup of the app's user interface.

Final Product

What students will submit as the final product of the activityApp design mockups and a user interface (UI) wireframe.

Alignment

How this activity aligns with the learning objectives & standardsAddresses the learning goals: Students will design an app to address the chosen real-world problem; Students will apply problem-solving skills to create a functional app prototype.
Activity 3

App Prototype Development

Students develop a functional prototype of the app, using coding or no-code tools. They'll implement key features and conduct user testing to refine the app.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Choose a coding or no-code app development platform.
2. Implement core app features based on the design mockups.
3. Conduct user testing with peers.
4. Refine the app based on user feedback.

Final Product

What students will submit as the final product of the activityA functional app prototype.

Alignment

How this activity aligns with the learning objectives & standardsAddresses the learning goals: Students will learn how to write code to address a real-world problem; Students will apply problem-solving skills to create a functional app prototype.
Activity 4

App Presentation & Showcase

Students prepare a presentation to showcase their app, its features, and its potential impact.

Steps

Here is some basic scaffolding to help students complete the activity.
1. Create a presentation outline that covers the problem, solution, app features, and impact measurement plan.
2. Design visually appealing slides with relevant images and data.
3. Practice the presentation as a team.
4. Present the app to the class and answer questions.

Final Product

What students will submit as the final product of the activityA presentation to showcase app.

Alignment

How this activity aligns with the learning objectives & standardsAddresses the learning goals: Students will present their app and its potential impact to an audience; Students will learn effective project management and teamwork skills.
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Rubric & Reflection

Portfolio Rubric

Grading criteria for assessing the overall project portfolio

Real-World Problem Solving App Rubric

Category 1

Problem Identification & Research

Assesses the students ability to identify a relevant real-world problem and conduct initial research to understand its scope and impact.
Criterion 1

Problem Understanding

The depth and breadth of the problem's exploration, considering its social, economic, and environmental impacts.

Exemplary
4 Points

Demonstrates exceptional understanding of the problem, its root causes, and its broad impact. Presents compelling evidence from diverse sources.

Proficient
3 Points

Demonstrates a thorough understanding of the problem, its causes, and its impact. Presents clear evidence from credible sources.

Developing
2 Points

Shows an emerging understanding of the problem, its causes, and its impact. Presents some evidence, but may lack depth or clarity.

Beginning
1 Points

Shows a limited understanding of the problem and its impact. Presents minimal or irrelevant evidence.

Criterion 2

Research Quality

The quality and relevance of research conducted to understand the problem's context and potential solutions.

Exemplary
4 Points

Conducts in-depth research using a variety of credible sources. Synthesizes information effectively to provide a comprehensive understanding of the problem.

Proficient
3 Points

Conducts thorough research using credible sources. Provides a clear understanding of the problem.

Developing
2 Points

Conducts basic research using limited sources. Shows some understanding of the problem, but lacks depth.

Beginning
1 Points

Conducts minimal research with unreliable sources. Demonstrates limited understanding of the problem.

Criterion 3

Problem Statement Clarity

The clarity and focus of the problem statement, effectively capturing the core issue being addressed.

Exemplary
4 Points

Crafts a compelling and concise problem statement that clearly articulates the core issue and its significance.

Proficient
3 Points

Develops a clear and focused problem statement that articulates the core issue.

Developing
2 Points

Creates a problem statement that identifies the issue, but lacks clarity or focus.

Beginning
1 Points

Struggles to define a clear problem statement.

Category 2

App Design & Wireframing

Evaluates the students ability to design a user-friendly app, create wireframes and mockups, detailing the apps features and functionality.
Criterion 1

Solution Design

The creativity and feasibility of the app design in addressing the identified problem.

Exemplary
4 Points

Designs an innovative and highly feasible app solution that effectively addresses the problem. Demonstrates a deep understanding of user needs and technological possibilities.

Proficient
3 Points

Designs a practical and feasible app solution that effectively addresses the problem. Demonstrates a good understanding of user needs.

Developing
2 Points

Designs an app solution that attempts to address the problem, but may lack feasibility or practicality.

Beginning
1 Points

Struggles to design an app solution that effectively addresses the problem.

Criterion 2

User Flow Diagram

The clarity and completeness of the user flow diagram, illustrating the app's functionality.

Exemplary
4 Points

Creates a comprehensive and intuitive user flow diagram that clearly illustrates the app's functionality and user experience.

Proficient
3 Points

Creates a clear and complete user flow diagram that illustrates the app's functionality.

Developing
2 Points

Creates a user flow diagram that shows some of the app's functionality, but may be incomplete or unclear.

Beginning
1 Points

Struggles to create a user flow diagram.

Criterion 3

Wireframing & Mockups

The quality and usability of the app's wireframes and visual mockups.

Exemplary
4 Points

Designs high-quality wireframes and visually appealing mockups that effectively communicate the app's user interface and functionality.

Proficient
3 Points

Develops functional wireframes and visual mockups that communicate the app's user interface.

Developing
2 Points

Creates wireframes and mockups, but they may lack detail or usability.

Beginning
1 Points

Struggles to create wireframes and mockups.

Category 3

App Prototype Development

Focuses on the students ability to develop a functional prototype of the app, using coding or no-code tools, implement key features, and conduct user testing to refine the app.
Criterion 1

App Functionality

The functionality and stability of the app prototype.

Exemplary
4 Points

Develops a highly functional and stable app prototype that effectively implements core features and provides a seamless user experience.

Proficient
3 Points

Develops a functional app prototype that implements core features.

Developing
2 Points

Develops an app prototype with some functionality, but may have bugs or stability issues.

Beginning
1 Points

Struggles to develop a functional app prototype.

Criterion 2

Code/No-Code Quality

The quality of the code or no-code implementation, demonstrating sound coding practices or effective use of no-code tools.

Exemplary
4 Points

Implements clean, well-documented code or utilizes no-code tools effectively to create a robust and maintainable app prototype.

Proficient
3 Points

Implements code or utilizes no-code tools to create a functional app prototype.

Developing
2 Points

Implements code or utilizes no-code tools, but the code may be messy or the implementation may be inefficient.

Beginning
1 Points

Struggles to implement code or utilize no-code tools.

Criterion 3

User Feedback Integration

The effectiveness of user testing and the incorporation of feedback into the app prototype.

Exemplary
4 Points

Conducts thorough user testing, gathers valuable feedback, and effectively incorporates the feedback to refine the app and improve the user experience.

Proficient
3 Points

Conducts user testing and incorporates feedback to refine the app.

Developing
2 Points

Conducts limited user testing and incorporates some feedback.

Beginning
1 Points

Fails to conduct user testing or incorporate feedback.

Category 4

App Presentation & Showcase

Focuses on assessing the students ability to prepare a presentation to showcase their app, its features, and its potential impact.
Criterion 1

Presentation Outline

The clarity and organization of the presentation outline, demonstrating a logical flow of information.

Exemplary
4 Points

Develops a highly organized and compelling presentation outline that clearly articulates the problem, solution, app features, and impact measurement plan.

Proficient
3 Points

Develops a clear and organized presentation outline that covers the problem, solution, app features, and impact measurement plan.

Developing
2 Points

Creates a presentation outline, but it may lack organization or clarity.

Beginning
1 Points

Struggles to create a presentation outline.

Criterion 2

Slide Design

The visual appeal and effectiveness of the presentation slides in communicating key information.

Exemplary
4 Points

Designs visually stunning and highly effective slides that clearly communicate key information and engage the audience.

Proficient
3 Points

Designs visually appealing slides with relevant images and data.

Developing
2 Points

Creates slides with some visual elements, but they may lack appeal or clarity.

Beginning
1 Points

Struggles to create visually appealing slides.

Criterion 3

Presentation Delivery

The delivery and overall quality of the app presentation, including the team's ability to answer questions effectively.

Exemplary
4 Points

Delivers a captivating and informative presentation with confidence and poise. Answers questions thoughtfully and demonstrates a deep understanding of the app and its potential impact.

Proficient
3 Points

Presents the app effectively and answers questions clearly.

Developing
2 Points

Presents the app, but may lack confidence or clarity in answering questions.

Beginning
1 Points

Struggles to present the app or answer questions effectively.

Reflection Prompts

End-of-project reflection questions to get students to think about their learning
Question 1

What was the most challenging aspect of designing an app to address a real-world problem, and how did you overcome it?

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Question 2

To what extent do you believe your app effectively addresses the real-world problem you identified? Please rate on a scale of 1 to 5, with 1 being 'not at all' and 5 being 'very effectively'.

Scale
Required
Question 3

If you had the opportunity to continue working on this project, what is one key improvement you would make to your app and why?

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Required
Question 4

Which of the following skills did you develop or improve the most during this project?

Multiple choice
Required
Options
Problem-solving
Coding/App Development
Teamwork
Research
Presentation skills
Project Management
Question 5

How has this project changed your perspective on the role technology can play in addressing societal issues?

Text
Required