Family & Consumer Sciences A
● Build a virtual reality walk-through simulation ○ Students use VR-compatible design tools to construct and present interactive walk-throughs of their spaces, emphasizing functionality and aesthetic decisions. ○ Teachers facilitate by incorporating peer feedback sessions, reflection journals, and demo days to showcase work. ○ Students use beginner-friendly platforms (e.g., Scratch, Tynker, Unity) to design interactive games or simulations that teach or demonstrate design elements and principles. ○ Instruction includes mini-lessons on game logic, storytelling, and design application, with options for collaborative coding projects. Service Learning: ● Work with a local organization to design a renovation plan ○ Students collaborate with a local business, nonprofit, or ○ Teachers guide students through client interviews, site assessments, project planning templates, and design feedback loops. ● Create instructional resources teaching design principles ○ Students develop kid-friendly guides, videos, or activity kits that explain design elements and principles in simple, engaging ways for younger learners. ○ Teachers facilitate by modeling age-appropriate communication strategies, integrating graphic design tools, and setting up peer review protocols. ● Redesign and beautify a community space ○ The class works together to plan, design, and execute a makeover of a selected space (e.g., school lobby, garden, community center) using principles of interior/exterior design. ○ Instruction includes brainstorming sessions, group work roles, design boards, and progress checkpoints. ● Code animations or games school to assess needs, gather input, and develop renovation proposals using design tools and visual presentations.
Resources/Suggested Lesson(s) Activities: ● Show Box Room - Canvas (3 - 5 days) ● Positive Negative Art Space - Canvas (.5 - 1 day) ● Elements & Principles of Design Scavenger Hunt - Canvas (.5 day) ● Texture Mood Board - Canvas (.5 day)
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