The curriculum consists of six units that incorporate problem-solving activities in which the youth critique and critically frame problems, guided practice in which youth participate in a software engineering process, and opportunities to redesign and troubleshoot available technologies. Each activity and unit builds on the previous; however, units and many activities can be used individually.
The ICT4me curriculum is written for program staff. Units 1, 2, 4, and 5 are semester long units (2 hours and 20 minutes per week, for 10-15 weeks). Units 3 and 6 were designed for a two-week, 2 and a half hours per day summer program.
Unit 1: Redesigning Your World
(one semester, after school).
In this introductory unit for ICT4me, youth explore the designed world through hands-on
activities while learning that design is a process that involves identifying and solving
problems for a specific group of users. They learn to analyze familiar objects as designed
objects with affordances and limitations. Youth are introduced to The Design Process, a
process that they will use throughout ICT4me. In a culminating performance task, youth
present their vision for a redesigned object, along with results from their user testing.
The unit concludes with youth reflecting on the successes and limits of their designs and
the possible effects of designs on social processes. Youth share their designs at Family
Tech Night.
Big Ideas
Essential Questions
Unit 2: Design Online:
Communication Tools and the Internet (one semester, after school).
Youth are introduced to the Internet and Internet-based communication and collaboration tools such as
the Web, blog, chat, IM, as well as other new tools as they become available. They learn about the
structure of the Internet, online safety, and explore the design of a variety of tools on the Internet. In
teams, youth explore and design social networking tools. Two tools will be explored in depth: blogs and
an online social networking space. Youth complete two projects with these tools focused on understanding
the form and function of Internet-based social networking. Youth enrich their experience through
technology-focused field trips and ICT professional visits. Youth present their designs and share
their reflections at the Family Tech Night.
Big Ideas
Essential Questions
Unit 3: Redesigning the Web
(two weeks during the summer).
In this summer session, youth work individually and in teams to apply their design skills to the
development of web pages and web-based communication tools. Program leaders provide instruction on
web development and guided practice in the girl-led problem-based activities. The unit
concludes with youth reviewing each other's designs. The youth reflect on the successes
and limits of their designs and the impact that not knowing technical limitations and affordances of
the Web had on their designs. They share their designs and reflections at Family Tech Night.
Big Ideas
Essential Questions
Unit 4: Design in Networked
Technologies (one semester, after school).
Youth participate in activities that encourage their exploration of networks and networked applications.
Youth explore the network hardware (e.g., cell phones, Wii remote) and connections (e.g., Infrared,
Bluetooth, wireless LAN). One of the networks the youth build is an interactive whiteboard, using simple
and inexpensive technologies. In design teams, they design and build a prototype for a networked
classroom of the future. Youth share the activities they’ve designed at Family Tech Night.
Big Ideas
Essential Questions
Unit 5: Collaborative Game
Design & Troubleshooting (one semester, after school).
Youth will experience the participatory design process as they work in teams to design a
game for younger youth (siblings, younger youth in the afterschool program). Youth will receive instruction and
opportunities to practice leadership skills. Youth will enhance their leadership abilities through
practice, as they offer assistance, support, and team leadership. Youth will learn how to allocate
resources–technology and human–and how to share and distribute knowledge among team
members. In addition to leadership and collaboration skills, the youth will continue to explore
computer science concepts in this unit, specifically object-oriented programming. Youth will
present their projects at Family Tech Night.
Big Ideas
Essential Questions
Unit 6: Joining a Design Team
(two weeks during the summer).
Youth work in collaborative teams to apply their design skills to the development of web pages for
a specific client. Program leaders (possible along side the client) facilitate web development and
guided practice in the girl–led problem-based activities. Youth gain leadership skills in
interacting with their client and users, taking the initiative to learn the HTML they need to
complete the job, and presenting their web pages to the client. Youth on their second HTML unit
assist first-time youth in the design of their websites. Youth also reflect on the
variety of careers they see through field trips to ICT organizations. At the Family Tech Night,
youth showcase their technology solutions and their ICT career experiences.
Big Ideas
Essential Questions
© 2013-2016 SRI International. 333 Ravenswood Ave. Menlo Park, CA 94205. Produced by the Center for Technology in Learning at SRI International with support from the National Science Foundation under Grant Nos. 1339181, 1232461, and 0524762. Any opinions, findings, conclusions, or recommendations expressed are those of the authors and do not necessarily reflect the views of the National Science Foundation. |