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DS – Unit 1

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The Teaching and Learning Plan

So the plan is to have my teaching and learning plan uploaded here so that you’re able to see how I flow through the activities below. Once I get it published, a button will be available below for you to download it.

The Activities (I'll slowly build them all out)

  • Building a Brand
    • Students will select a colour scheme and use this to modify a basic Bootstrap Template
  • Personal Portfolio
    • Students create a personal portfolio website using HTML, CSS, and Bootstrap, integrating JavaScript for interactive elements
  • Responsive Redesign
    • Students take a non-responsive website and redesign it using Bootstrap to ensure it works on all devices
  • CSS Challenge
    • Students compete to recreate a complex design using only CSS, focusing on layout, colours and typography.
  • JS Calculator
    • Students build a simple calculator using HTML for structure, CSS for styling, and JavaScript for functionality.
  • The Grid Game
    • Students participate in a game where students use the Bootstrap grid system to arrage a set of elements into a specified layout as quickly as possible.
  • Interactive Form Creation
    • Students design a form with various input types using Bootstrap, then enhance its functionality with JavaScript (for example real time data validation
  • Code Review
    • Students review each other’s code and suggest improvements, focusing on clean code, optimisation and best practices.
  • UI Critique Session
    • Students review popular websites and applications, identifying their strengths and weaknesses in their user interfaces and experiences
  • Persona Development
    • Students create a detailed user persona and discuss how these personas would interact with a specific web application.
  • Wireframe Workshop
    • Students sketch wireframes for a series of proposed web applications, focusing on layout and user flow. Annotations required.
  • Heuristic Evaluation
    • Students apply Nielsen’s heuristics to evaluate the usability of a website or application and discuss improvements
    • https://www.nngroup.com/articles/ten-usability-heuristics/
  • Interactive Prototyping
    • Students use Figma to create interactive prototypes and simulate user interactions
  • User Journey Mapping
    • Students analyse popular websites and create a user journey map for a task on a website, identifying pain points and opportunities for improvement.
  • UI Trend Analysis
    • Students research and present on current UI trends (e.g. Dark Mode, Minimalism) and discuss their impact on user experience.
  • A/B Testing Simulation
    • Students evaluate sets of AB Testing interfaces to analyse how different user interface components effect the user’s experience.
  • Accessibility Audit
    • Students install the web browser plugin for WAVE or Lighthouse to audit the accessibility of a website and identify areas for improvement.
    • https://wave.webaim.org/
  • Useability Principle Case Study
    • Students analyse well known websites in terms of the five useability principles
  • Accessibility Simulation
    • Students experience web browsing with disability tools (using a screen reader) and discuss how this affects useability and the user experience.
  • Design a Safe Interface
    • Students develop wireframes for a user interface of a sensitive application (banking or healthcare) focusing on safety and user error prevention
  • Learnability Challenge
    • Students create a small web tool and have another student learn to use it without any instructions, assessing how intuitive it is.
  • Utility Assessment
    • Students compare the utility of two similar websites (e.g. two e-commerce websites) by analysing features, navigation and user satisfaction.
  • Accessibility ‘Fixathon’
    • Students compete in a challenge that gets them to fix the accessibility issues on a website using best practices (e.g. adding alt text, improving colour contrast ratios)
  • Useability Benchmarking
    • Students work together to come up with a set of benchmarks for useability and compare multiple websites against these benchmarks.
  • Design Element Scavenger Hunt:
    • Students find examples of each principle in existing websites and present their findings
  • Mockup Redesign
    • Students take a poorly designed mock up (wireframe) and redesign it to better adhere to the principles of visual communication
  • Contrast Challenge
    • Students evaluate two versions of the same webpage (one with poor colour contrast, one with good colour contrast) and disucss the impact on readability.
  • Hierarchy Game
    • Given a set of content, students arrage it in a way that best communicates visual hierarchy using size, colour and positioning.
  • Alignment Workshop
    • Students are provided witha disorganised layout and asked to realign elements to create a more visually appealing design.
  • Repetition Exercise
    • Students create a webpage or poster where repetition of elements (e.g. colour or shapes) is sued to create unity and consistency.
  • Colour Scheme Exploration
    • Students explore different colour scehems and discuss how colour contrast and harmony enhance or detract from the user experience
  • Pseudocode Writing Practice
    • Students write pseudocode for everyday tasks (e.g. Making a Sandwich) to practice logical sequencing
  • Code to Pseudocode
    • Students are presented with some code and asked to ‘translate’ the code into Pseudocode according the the requirements of the syllabus
  • Pseudocode Peer Review
    • Students are presented with a challenge to create a simple algorithm, peers review their work for clarity and accuracy
  • Debugging Pseudocode
    • Students are presented with flawed pseudocode and asked to identify the errors with annotations. Students are then required to make corrections to the errors.
  • Pseudocode Flowcharts
    • Students create flowcharts based on pseudocode to visually represent the logic and flow of an algorithm (links to DFDs)
  • Pseudocode Annotations
    • Students are assessed on their ability to interpret pseudocode by explaining the algorithm with annotations
  • Real-World Problem Solving
    • Students write pseudocode for real world problems such as sorting a list of names or finding the shortest path through a maze.
  • Pseudocode Matching Game
    • Students match given psuedocode statements with their corresponding code snippets or real-world tasks.
  • System Breakdown Exercise
    • Students break down a familiar system (like a school library system) into a data flow diagram (DFD).
  • DFD for Web Applications
    • Create a DFD for a basic web application, such as an online store, identifying data sources, flows, and storage.
  • DFD Analysis
    • Analyze an existing DFD for a popular application (e.g., Netflix) and discuss how data flows through the system.
  • DFD Construction in Groups
    • Collaboratively build a DFD for a complex process, like a customer order fulfillment system.
  • DFD Interpretation Quiz
    • Provide several DFDs and quiz students on their understanding of the processes and data flows depicted.
  • DFD vs. Flowchart
    • Compare and contrast a DFD with a flowchart of the same process, discussing the strengths and limitations of each.
  • Data Flow Diagram Redesign
    • Given an outdated DFD, students update and improve it based on modern data flow practices.
  • Real-World DFD Creation
    • Create a DFD for a process students encounter daily, such as the flow of information in a social media app.
  • DFD Error Correction
    • Present students with an incorrect DFD and have them identify and correct the mistakes.
  • Algorithm Decomposition
    • Students break down a complex algorithm into its fundamental parts (iteration, selection, etc.), and reassemble it.
  • Conditional Logic Challenge
    • Students write algorithms that rely heavily on branching (if/else statements) to solve a problem.
  • Loop Exploration
    • Students create various loops (for, while, do-while) and discuss their uses and differences in solving repetitive tasks.
  • Modularization Workshop
    • Students are taught how to break down a large problem into smaller, manageable modules and write algorithms for each.
  • Interactive Flowcharts
    • Students build flowcharts to represent different types of loops and branching in an algorithm, then convert them into code.
  • Debugging Algorithm Errors
    • Students are provided with algorithms with common logical errors related to loops or selection, and have students debug them.
  • Algorithm Optimization
    • Students are given a basic algorithm and asked to optimise it by refining the use of