
Tech for Joy App: Design an app that shares joy-boosting activities and connects students.
Inquiry Framework
Question Framework
Driving Question
The overarching question that guides the entire project.How can we collaboratively design a mobile app, incorporating ethical considerations, to promote inclusivity, enhance emotional well-being, and measure the impact of joy-boosting activities for diverse 7th-grade students?Essential Questions
Supporting questions that break down major concepts.- How can technology be used to promote emotional well-being and joy in a school community?
- What types of activities or content are most effective in boosting happiness and positive emotions for teenagers?
- How can we design an app interface that is user-friendly, engaging, and accessible for all students?
- How can we ensure the app is inclusive and caters to diverse interests and needs within the student body?
- What ethical considerations should be taken into account when designing a platform that deals with personal emotions and well-being?
- How can we measure the impact of the app on the overall happiness and well-being of the school community?
Standards & Learning Goals
Learning Goals
By the end of this project, students will be able to:- Students will learn about the impact of technology on emotional well-being and mental health.
- Students will collaborate to design a mobile app that promotes joy and inclusivity within their school community.
- Students will learn about user-centered design principles to create an engaging and accessible app interface.
- Students will learn to conduct research and gather data to inform app content and features.
- Students will learn about ethical considerations in technology design, particularly related to emotional well-being and data privacy.
- Students will learn to develop methods for measuring the impact of their app on the school community's happiness and well-being.
Entry Events
Events that will be used to introduce the project to students'Joy Audit' School Walkthrough
In small groups, students conduct a 'Joy Audit' of the school environment, documenting areas that spark joy and those that don't. They capture photos, videos, and interviews, using their findings to identify specific needs the 'Tech for Joy' app could address. This grounds the project in their immediate reality and encourages critical observation.Portfolio Activities
Portfolio Activities
These activities progressively build towards your learning goals, with each submission contributing to the student's final portfolio.Joyful App Concept Sketch
Students brainstorm and sketch initial app concepts, focusing on features that promote joy and address needs identified in the 'Joy Audit'.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA sketched app interface with a paragraph explaining the app's core concept.Alignment
How this activity aligns with the learning objectives & standardsAddresses learning goals related to user-centered design and app design for emotional well-being.User Persona Creation
Students create user personas representing diverse 7th-grade students to ensure the app caters to a wide range of interests and needs.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityDetailed user persona profiles with scenarios of app usage.Alignment
How this activity aligns with the learning objectives & standardsAddresses learning goals related to inclusivity and user-centered design.Ethical Considerations Checklist
Students develop a checklist of ethical considerations for the app, focusing on data privacy, emotional well-being, and responsible technology use.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityAn ethical considerations checklist with a paragraph explaining how the app adheres to each guideline.Alignment
How this activity aligns with the learning objectives & standardsAddresses learning goals related to ethical considerations in technology design.App Prototype Development
Students create a low-fidelity prototype of the app using wireframing tools, incorporating user feedback and ethical considerations.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA low-fidelity app prototype with user feedback.Alignment
How this activity aligns with the learning objectives & standardsAddresses learning goals related to user-centered design, app development, and ethical considerations.Impact Measurement Plan
Students develop a plan for measuring the app's impact on the school community's happiness and well-being, including surveys, interviews, and data analysis methods.Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityAn impact measurement plan with surveys, interview questions, and data analysis methods.Alignment
How this activity aligns with the learning objectives & standardsAddresses learning goals related to data analysis and measuring the impact of technology on well-being.Joy-Boosting Activity Database
Students research and compile a database of joy-boosting activities suitable for the app, categorized by type (e.g., art, music, physical activity).Steps
Here is some basic scaffolding to help students complete the activity.Final Product
What students will submit as the final product of the activityA database of joy-boosting activities with descriptions and instructions.Alignment
How this activity aligns with the learning objectives & standardsAddresses learning goals related to research, data gathering, and app content creation.Rubric & Reflection
Portfolio Rubric
Grading criteria for assessing the overall project portfolioTech for Joy App Development Rubric
Understanding of Emotional Well-being
Assessment of students' grasp of using technology to enhance emotional well-being and promote joy.Conceptual Understanding
Evaluates the student's understanding of how technology can promote emotional well-being and joy within a school community.
Exemplary
4 PointsDemonstrates a sophisticated understanding of how technology can enhance emotional well-being and promote joy, providing comprehensive and innovative ideas in their concept sketch.
Proficient
3 PointsShows thorough understanding of technology's role in promoting emotional well-being, with clear and relevant ideas in the concept sketch.
Developing
2 PointsDisplays emerging understanding with basic ideas of how technology may affect emotional well-being in their sketch.
Beginning
1 PointsShows limited understanding of the impact of technology on emotional well-being with vague or unrelated ideas.
Ethical Considerations
Assesses the student's ability to identify and incorporate ethical considerations in technology design to ensure safe and responsible use.
Exemplary
4 PointsExhibits a comprehensive checklist addressing all key ethical considerations, with innovative solutions to potential issues.
Proficient
3 PointsProvides a thorough checklist covering most ethical considerations with appropriate solutions.
Developing
2 PointsCreates a basic checklist that covers some ethical considerations, with limited solutions.
Beginning
1 PointsPresents incomplete understanding with minimal effort to address ethical considerations.
User-centered Design and Inclusivity
Assessment of the student's application of user-centered design principles to make the app inclusive and accessible.User Persona Creation
Evaluates the detail and relevance of user personas created to represent a diverse 7th-grade community.
Exemplary
4 PointsCreates detailed and diverse user personas that are highly relevant and informative, with comprehensive scenarios of usage.
Proficient
3 PointsDevelops relevant user personas with clear scenarios of usage, covering a good range of diversity.
Developing
2 PointsProvides basic user personas with limited diversity and simple usage scenarios.
Beginning
1 PointsOffers superficial or irrelevant user personas with inadequate usage scenarios.
App Interface Design
Evaluates the creativity and functionality of the app interface sketches and prototypes.
Exemplary
4 PointsPresents a highly creative and functional design with user-friendly navigation and appealing aesthetics.
Proficient
3 PointsDelivers a clear and functional design with basic user-friendly elements.
Developing
2 PointsCreates a simple design that addresses some functional aspects; lacks creativity.
Beginning
1 PointsPresents unclear or non-functional designs that lack user-friendly navigation.
Impact Measurement and Research
Assessment of students' ability to design effective methods for measuring the app's impact on school community well-being.Impact Measurement Plan
Evaluates the comprehensiveness and feasibility of the proposed methods for assessing the app's impact on community happiness.
Exemplary
4 PointsProvides a comprehensive and innovative measurement plan using varied qualitative and quantitative methods effectively.
Proficient
3 PointsProposes a thorough measurement plan with multiple methods to gather relevant data.
Developing
2 PointsOutlines a basic measurement plan with limited scope in data gathering methods.
Beginning
1 PointsLacks a cohesive plan and presents minimal methods for measuring impact.
Collaboration and Communication
Assessment of the student's ability to work effectively with peers and communicate their ideas.Collaboration Skills
Evaluates the student's contribution and leadership in group activities, and their ability to work collaboratively.
Exemplary
4 PointsExhibits outstanding leadership and collaboration, facilitating group success and showing empathy and respect.
Proficient
3 PointsShows effective collaboration and contributes valuable ideas while respecting peers' viewpoints.
Developing
2 PointsParticipates in group work but shows inconsistency in engagement or respect for others' ideas.
Beginning
1 PointsShows minimal engagement or hinders group dynamics with poor collaboration skills.