Planning the Digital SolutionActivities & Teaching Strategies
Active learning works well for planning the digital solution because students need to articulate their process, not just their product. The Final Showcase requires students to explain decisions and reflect on growth, which is best practiced through interactive, low-stakes activities first.
Learning Objectives
- 1Design a flowchart illustrating the sequence of actions for a digital solution.
- 2Construct a user interface wireframe for a digital solution, considering target audience needs.
- 3Explain the relationship between planned algorithms and the intended functionality of a digital solution.
- 4Evaluate the clarity and usability of a user interface design based on specified criteria.
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Gallery Walk: The Tech Expo
Students set up 'booths' for their projects. Half the class acts as 'investors' who walk around, ask questions, and interact with the solutions, while the other half presents. Then they swap roles.
Prepare & details
Design the step-by-step process for our program to solve the problem.
Facilitation Tip: During the Gallery Walk, rotate quietly between groups to listen for evidence of iterative problem-solving in their explanations, not just final answers.
Setup: Wall space or tables arranged around room perimeter
Materials: Large paper/poster boards, Markers, Sticky notes for feedback
Simulation Game: The 60-Second Pitch
Each group has exactly one minute to 'sell' their idea to the class. They must explain the problem, show their solution, and say why it's 'deadly' (excellent). The class gives a 'thumbs up' for clarity and 'thumbs sideways' for more info.
Prepare & details
Construct a user interface that is clear and easy to use for our target audience.
Facilitation Tip: For the 60-Second Pitch, set a timer and practice pacing so students learn to prioritize key details under pressure.
Setup: Flexible space for group stations
Materials: Role cards with goals/resources, Game currency or tokens, Round tracker
Think-Pair-Share: The Reflection Circle
Students think about the hardest part of the project and one thing they would change if they had another month. They pair up to share their 'lessons learned' and then share with the whole class to celebrate their resilience.
Prepare & details
Explain how the planned steps will lead to the desired outcome.
Facilitation Tip: In the Reflection Circle, provide sentence starters to guide students who struggle to articulate their learning.
Setup: Standard classroom seating; students turn to a neighbor
Materials: Discussion prompt (projected or printed), Optional: recording sheet for pairs
Teaching This Topic
Teachers should model authentic reflection by sharing their own design failures first. Avoid rushing to perfect presentations—focus on the messy, iterative process. Research shows that students learn public speaking best when they start small, like with a 60-second pitch, before tackling longer presentations.
What to Expect
Students will confidently explain their design journey, demonstrate their solution with purpose, and reflect on challenges with clarity. They will use materials like prototypes and code drafts as evidence, not just the final polished product.
These activities are a starting point. A full mission is the experience.
- Complete facilitation script with teacher dialogue
- Printable student materials, ready for class
- Differentiation strategies for every learner
Watch Out for These Misconceptions
Common MisconceptionDuring the Gallery Walk, watch for students who only describe their final product and skip their process.
What to Teach Instead
Prompt them to point out specific failed prototypes or code snippets they discarded, using sticky notes to mark these on their display.
Common MisconceptionDuring the 60-Second Pitch, students believe they must speak flawlessly to impress the audience.
What to Teach Instead
Have them practice using their working model as a prop, shifting focus from verbal perfection to interactive demonstration.
Assessment Ideas
After the Gallery Walk, collect each group’s flowcharts and review them for logical order and inclusion of iterative steps (e.g., prototyping, testing).
During the 60-Second Pitch, pair students to give immediate feedback using a rubric focused on clarity, pacing, and use of props.
After the Reflection Circle, ask students to write one algorithm they planned and one UI element they chose, explaining why it solved their problem effectively.
Extensions & Scaffolding
- Challenge: Ask students to prepare a 30-second version of their pitch to refine clarity and brevity.
- Scaffolding: Provide a checklist of key points to include in their Gallery Walk explanation (e.g., problem, solution, challenges).
- Deeper exploration: Have students analyze another group’s solution and prepare one constructive question for them during the Gallery Walk.
Key Vocabulary
| Algorithm | A set of step-by-step instructions or rules designed to perform a specific task or solve a problem. |
| User Interface (UI) | The visual layout and interactive elements of a digital product that a user engages with, such as buttons, menus, and screens. |
| Wireframe | A basic visual guide used in user interface design to represent the skeletal framework of a digital product, focusing on layout and functionality. |
| Sequence | The order in which instructions or actions are performed, crucial for the correct operation of a digital solution. |
| Target Audience | The specific group of people for whom a product or service is intended, whose needs and preferences should guide the design. |
Suggested Methodologies
More in The Grand Challenge
Deep Dive: Problem Research
Students conduct in-depth research into their chosen problem, gathering data and understanding constraints.
2 methodologies
Brainstorming Solutions for the Challenge
Teams brainstorm a wide range of potential digital or hybrid solutions for their identified problem.
2 methodologies
Developing the Digital Solution
Teams begin coding and building their digital solution using block-based programming or other tools.
2 methodologies
Adding Interactive Elements
Students incorporate interactive elements like buttons, sliders, or simple sensors (if available) to enhance their digital solution.
2 methodologies
Testing and Debugging the Solution
Teams rigorously test their solution, identify bugs, and refine their code and design.
2 methodologies
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