Tags: Computational thinking | Design | STEM/STEAM | Technology | App development | Primary |
Students at Frankley school design and program their own mobile apps to solve problems in the community.
For three years, Brendon Anderson, a teacher at Frankley School New Plymouth, has been running an app development program with his year 5-6 students.
The program started when a software developer and parent of one Brendon's students emailed him a link to the Tech Girls Movement Superhero competition – a competition that invites girls aged 7-17 to form teams and design apps that solve real-world problems.
Following the success of those participating in the Tech Girls Superhero competition, Brendon decided to go beyond the scope of the competition and open up an app development unit for all his year 5-6 students.
In 2019, Brendon ran an intensive 12-week app-development program with teams of boys and girls in his class.
To get started, students discussed the United Nations sustainable development goals and considered the areas of poverty, peace, the environment, equality, education or health as potential places for technological improvement.
They then looked at their own immediate contexts – their school and communities – as areas to focus their thinking.
The design process involved:
"We had a belief that by offering challenging and meaningful and difficult tasks; and tasks that involved creative and critical thinking; and tasks that were truly collaborative – that this would result in more deep learning for them."
– Brendon Anderson, Teacher
"The learning was real – their app could make a real difference."
Brendon and his collaborative partner, Merryl McAllister (deputy principal) had been doing professional learning using Michael Fullan's A rich seam: How new pedagogies find deep learning . They wanted to find a way to offer their students an authentic context for learning that involved Fullan's 6 C's for education:
They decided to inquire into whether app development would offer their students an authentic context for deep learning.
"We wanted our students to be tackling real problems. We wanted them to get a sense of – this is their world too. How do they want to help in the world? What problems do they want to solve?"
– Brendon Anderson, Teacher
They also wanted to build learner agency by allowing students to make the decisions, stepping in only to help teams find direction or overcome technical hurdles.
They handed over the reins to students, who created a diverse range of apps addressing problems on local, national, and global scales.
"In the design process and the whole unit of learning – it was students making decisions. Sometimes they would make the wrong decisions, but I had to make sure I didn't step in. By allowing them to think their way out of those, they strengthened their design process."
– Brendon Anderson, Teacher
This Stuff article features primary school students from Frankley school, who developed apps to:
Not all the apps students created tackled big problems. Some teams made apps that were playful or interest-based or focused on their own personal contexts. For example, apps that:
Brendon created a project plan to help students move through the design process.
The plan has sections for:
Frankley School students used digital or paper wireframes to plan their apps.
A wireframe is a visual guide that represents the structure and frame of an app or website. Also known as a screen blueprint, a wireframe:
Wireframing: App development in the classroom
Wireframing and tools for developing wireframes are given in detail on this Enabling e-Learning page.
Although there are many pathways towards making an app, Brendon decided that App Inventor 2 would be the best tool for his student profile. This is because MIT App Inventor was designed for newcomers to programming. Aspects that drew Brendon to choose App Inventor 2:
App development in the classroom
Tools and strategies used to design apps in the classroom are given in detail on this Enabling e-Learning page.
Brendon linked the work his students were doing to the progress outcomes belonging to the revised digital technologies curriculum content.
App development in particular moved his students through:
Before beginning, students divided tasks and roles according the strengths of individual team members. Students chose between them the roles of:
Individual students often fulfilled multiple roles.
Students learned to mediate conflict and use positive communication that fostered a collaborative atmosphere within their teams.
Brendon has connected with a number of different tech-industry mentors to help guide his teams of students working on app development.
The mentors come in during different stages of the project. They consult with groups of students, and provide:
Brendon has found that the mentors have:
During their app development projects, students: