Design and Technology in WildScaper
WildScaper provides an opportunity to develop critical thinking skills, knowledge and understanding of materials, tools and techniques in creating products, processes and systems. Learning activities in WildScaper draw on knowledge and activities from all learning areas in practical and applied ways.
WildScaper offers a balance of open-ended and closed designs depending upon the learning program and individual student needs. Educators can set students assignments defining requirements and making assessment explicit or let students just develop games, then develop a review process.
Publishing software is a highly creative process and WildScaper offers an ablility for designing, creating and evaluating, undertaking processes and procedures in one solution .
Students create a software product of their own, developing creativity and innovation as they investigate, design, produce and evaluate their own educational software products.
Design and Technology learning ideas and activities in WildScaper:
- Questioning, examining and exploring technologies.
- Developing skills and knowledge about data management, equipment, tools and digital techniques.
- Generating and representing ideas.
- Documenting and communicating the thinking behind design ideas.
- Examine the intention, design and use of WildScaper as an ICT tool for a target audience.
- Identify and compare WildScaper to other ICT tools and how they have changed over time.
- Produce a digital story as an educational software application with a marketing strategy.
- Use ICT to communicate environmental and educational information.
- Discuss, question and reflect on the story concepts and design processes.
- Working in groups to produce multilevel educational stories and games.
- Explore MP3 and digital photography technologies for use with WildScaper.
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