AppCraft: Designing Digital Experiences

Students will consider the challenges they face in their personal, academic, social, and emotional lives. They will engage in the process of designing digital experiences to address real-world issues and improve their daily routines.

Grade Level
Secondary
Estimated Time
Ten 45-minute class periods
Author
Blaire Nelson, Debbie Corbridge, and Natalie Johnson
Updated
August 15, 2025

Driving Question
(Teacher Guided, Student Constructed)

What app could you create or design to solve a problem or improve your life?

Public Products

Students will showcase their final app designs through team presentations and by publishing their apps online. The culminating event will be an Expo where they will present their digital experiences to a wider audience.

Connections

Foundations

Milestones

Milestone 1 (Days 1–3): Entry Event and Exploration

Situation

You and your friends have recognized a specific need for an app stemming from an observed problem. Your mission now involves creating a brand-new application for release on an App Store. Your initial move is to research app fundamentals, design a prototype, progress with product development, and promote the app to potential users.

Key Student Questions

  • What are some common challenges students face in their daily routines?
  • Are there certain times or circumstances when technology should not be used?
  • What are the key criteria mentioned for choosing a theme for the app development process?
  • What is a user interface in the context of app design?
  • Why is understanding the needs of users important before designing the user interface of an app?

Formative Assessments

  • KWL Chart
  • Activity Guide

Materials

Day 1 Instructional Procedures

  1. Begin by passing out or opening a digital copy of the KWL Chart (colored or black/white). Have the students fill out the “K” section in response to the prompt: What do you already know about apps?
  2. Discuss student responses, address misconceptions, and note knowledge gaps.
  3. Have students create their own Code.org Student Account and try the Lessons from Code.org CSD Unit 1.
  4. Discuss key student questions listed above and/or questions that arise during the app exploration phase.
  5. Have students fill out the “W” section of the KWL Chart in response to the prompt: What do you want to learn about how apps are created or used?
  6. Present the situation and background. Guide students to the Driving Question. Remind them they can add additional thoughts to the “W” section as they think of them.
  7. Discuss the Career Links Sheet and highlight 2–3 careers associated with the project.
  8. Review vocabulary for the day: entrepreneurship, app, user.
  9. Use the “L” section of the KWL Chart as an exit ticket: What have I learned about apps?

Day 2 Instructional Procedures

  1. Starter – Have students explore two careers from the Career Links Sheet and fill in the Career Notes Worksheet.
  2. Recap the project and distribute the Project Timeline with Milestone Checklist.
  3. Have students brainstorm app ideas individually, then share with the class (on the board, Padlet, or other method).
  4. Remind students to give constructive feedback as they discuss each other’s ideas.
  5. Group students by app interest with 2–3 students per group. Ideas for grouping students:
    • Have students fill out a survey ranking their top three choices.
    • Have students write their name on the sticky side of a Post-it and place it next to the app ideas they like best.

Day 3 Instructional Procedures

  1. Starter – Have students explore two new careers from the Career Links Sheet and fill in the Career Notes Worksheet.
  2. Introduce the purpose of the lesson: User-Centered Design. Explain that students will focus on identifying users and what they need from the app.
  3. Review vocabulary for the day: user, usability.
  4. Announce the teams for the project. Have students move to sit by their teammates. Clarify how they will complete and submit their work (desktop or Chromebook).
  5. Open the Day 3 Teacher Lesson Plan. Have students use the Activity Guide: User-Centered Design (digital or printed). Decide if submissions are per team or per student.
  6. Continue to follow the Day 3 Teacher Lesson Plan, adapting as needed.
  7. Review the App Design Presentation Rubric and the App Design Project Rubric (focus on the “Designing and Coding” section) so teams are aware of expectations.

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