051010la02

AppsforGood

Categorieën
Doelgroep
Groep
Type
Klassikale instructie, Brainstorm / informatieverwerking, Presentatie, Creatie, Klassikale toetsing, Toetsing op eigen tempo, Reflectie
Lesidee van
Gemaakt op
24 jan 2013

Apps for Good is an award-winning course where young people learn to create imaginative mobile apps that change their world. Our students create apps that make a difference and solve real life issues that matter to them and their community, giving them a launchpad in social enterprise and the exciting world of technology, design and innovation.

Opdracht

1: Problem DiscoveryParticipants begin by learning about what is possible with mobile by taking a closer look at what an app is, and what current mobile functions are available,using a system and tutorials.  Through a series of exercises, puzzle sessions, participants hone their ability to recognize real opportunities in the market in a truly personal way:  recounting and analysing real stories of real problems that they themselves or people they know have experienced.  By sharing and discussing their experiences, and those of the people they know, the teams identify a whole range of areas where every-day, real-life problems occur for further exploration.2: ResearchThe teams investigate the various opportunities they have identified by contacting, and interviewing stakeholders to better understand the context of underserved outcomes where apps might add value. By the end of this stage teams will have much clearer, more defined knowledge of who and where (physically) their users are, their motivations, interactions, and how they might use an app to get a particular job done.  Fittingly, this stage of the course culminates in a pitch day where the ideas are scrutinised by a room full of external design, development and business experts!3: Solution DesignSolution design involves teams developing a strategy for the best execution of their idea.  Teams learn about how best to organise enterprise around their application, beginning the iteration of strategies for marketing, distribution and business planning.4: Product DesignOnce solution design is complete, the teams focus on perfecting their product design, testing and improving the feature sets and user interactions in dialogue with potential users. This is done through paper wireframes as well as interactive tools to allow for click through animations.5: Build & testUsing a range of tools, including Google App Inventor and other nice tools, students will work to create the first prototype app to be deployed onto AndroidMarket. They will then work to test and refine their design and get real-life testing feedback from the public.

Leerdoel

-Ignite a passion for technology and social enterprise in young people in the Netherlands -Encourage young people to use technology to tackle problems for social good -Increase the entrepreneurial skills and confidence of young people -Bridge the gap between young people and the business networks and knowledge that can help them -Build a connected world of young people, business volunteers and educators, inspiring each other to solve problems and succeed through the wonders of mobile technology

Voorwaarden

  • Kennis van de app en bediening ervan

Stappenplan

  1. Zorg dat aan alle voorwaarden voldaan is
  2. Bespreek de opdracht met de leerlingen of geef hen een opdrachtbeschrijving

Tip voor op school

Als het echt een goed idee is dan kan de app succes hebben en echt ontwikkelt worden.

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