Maker Project
Maker Project
Maker Project
PED 3119A
Professor: Dr. Michelle Hagerman
Grade Six students will be given the task of creating a math computer/video game at the
grade three curriculum level for their Learning Buddies. Students will also be
responsible for creating a media campaign to promote this game and develop
companion merchandise using 3D printing and/or laser cutting technology. This project
will be cross curricular across the Math, Language (Media Literacy), and Arts (Visual
Arts) Curriculum. There is a movement within the board at the directive of the Ontario
Ministry of Education to integrate digital technologies into the classroom and connect
the use of technology to the current curriculum. In 2014 the Ministry released a press
release announcing a $150 million technology and learning fund to develop 21 st century
skills in Ontario students. The Minister of Education at the time, Liz Sandals, made the
following statement,
Students today are growing up in a world where technology and digital resources are an
integral part of their everyday lives. We need to tap into that existing knowledge and familiarity
with technology to make learning even more compelling, and allow our students to become the
innovators, entrepreneurs and leaders of tomorrow.
This class project is meeting these initiatives by integrating technology and fostering
In groups of two or three, students will be responsible creating their own computer/video
math game using Scratch or Blockly. Students will work in groups, for as we have
explored in our course that when working on projects, students are more successful
interpretations [need to] be allowed to interact, or bump up, against one another,
creating the potential for novel, innovative, and insightful knowledge to emerge.
(McMurtry, 2008 pg. 278). For the purposes of this assignment the students will be
intersect with one another so they may scaffold their own individual knowledge and
understandings. This assignment will be introduced to the students using a screen cast
launching the Hour of Code in the classroom. Their math game will be designed for
their Grade Three Learning Buddies, so the math concepts will be restricted to the
grade three math curriculum. The student designers and creators of these games will
not be restricted to a specific strand to allow for greater design and creative freedom.
Students will be given copies of the grade three math curriculum so they may identify
what skills they choose to focus on. A check list will be used to assess this piece of the
assignment.
During the introduction of this assignment students will be asked to think about how to
make their game appealing to their learning buddies, so that the grade one students feel
they are playing and not doing homework. As the grade six students have already been
introduced to Manga High and Prodigy, they will have this framework and model to work
from. During the initial Hour of Code the students will be familiarizing themselves with
the programming and following the tutorials. Over the next few days each math class
will begin with a new YouTube video showing students how to program different aspects
of their games. The videos are not prescriptive to the assignment, just scaffolding and
In Language, students will have been learning about messaging in the media,
video game, giving consideration who will use it, and who has the purchasing power.
Whichever form of advertisement that the students choose, they will be encouraged to
create the piece digitally. They are free to integrate pen and paper design into the
project, however, I want to push them to see how digital technology appears
everywhere including the creation of art and to see the importance and relevancy of
learning how to use technology. The advertisements will be evaluated for both media
literacy understanding and aesthetics, providing a mark for both Language and Art. A
rubric will be used to evaluate this piece. Students will also develop a marketing plan to
sell licensed merchandise. A checklist will be used to evaluate this piece, providing
Further extending the lesson into Art, students now must create licensed merchandise
to be sold at stores like Toys R Us. They may use either, or both, the 3D printing to
create game pieces, character models, trading cards etc. to accompany this game. A
Curriculum:
Mathematics:
As the assignment is not restricted to a strand, students will be evaluated on the strand
Specific Expectations:
3.1 Purpose and Audience describe in specific detail the topic, purpose, and
audience for media texts they plan to create and identify challenges they may
face in achieving their purpose
3.4 Producing Media Texts produce a variety of media texts for specific purposes and
audiences using appropriate forms and conventions and techniques
D1. Creating and Presenting apply the creative process to produce art works in a variety
of traditional two and three dimensional forms, as well as multimedia art works, that
communicate feelings, ideas, and understandings, using elements, principles, and
techniques of visual arts as well as current media technologies.
Specific Expectations:
D1.3 use elements of design in artworks to communicate ideas messages, and
understandings
D1.4 use a variety of materials, tools, techniques, and technologies to determine
solutions to design challenges
Assessment
References
Ontario Ministry of Education (2005), The ontario curriculum grades 1-8: mathematics,
Toronto, ON, Queens Printer.
Ontario Ministry of Education (2006), The ontario curriculum grades 1-8: language,
Toronto, ON, Queens Printer.
Ontario Ministry of Education (2009), The ontario curriculum grades 1-8: the arts,
Toronto, ON, Queens Printer.