← 9-10 Digital Technologies: Evaluating solutions, impact and innovation

9-10 Digital Technologies: Evaluating solutions, impact and innovation Hangman

Years 9–10 · Victorian Curriculum · 10 key terms.

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Students evaluate existing and student-created solutions against requirements and user needs, and consider future impact, ethics and opportunities for enterprise and innovation. See the whole journey →

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The quiet activity after the loud one. Free to print, answer keys included.

CrosswordBuilding visual programs and Evaluating digital solutions and their impact · Gantt Charts and Project Management and more · Defining and decomposing problems to Evaluating solutions, impact and innovation · all 4

Word searchDesigning user interfaces to Evaluating digital solutions and their impact · Impact of Emerging Trends in Digital Systems and more · Defining and decomposing problems to Evaluating solutions, impact and innovation

Worksheetfor any module, with answer key

When your class is on devices — Snake Break and Diamond Dash run on the same modules, with a free class.

The 10 key terms

1requirements checklist
A list of every functional requirement and success criterion. You test the solution against each one, then record yes or no and note your evidence, such as what you saw or a screenshot.
2Evaluation criteria
Measurable standards used to judge how well a finished solution meets its original requirements and purpose
3evaluate
To judge how well a system meets a user's need by checking it against criteria like easy to use, quick and reliable, then rating each one and giving a reason with evidence.
6improvement
A change that helps when a system does not meet a user's need. Find the gap, suggest one new feature, and give your feedback in a kind, respectful way.
7community impact
How a digital solution affects other people, not just its user. It can help (benefits), cause problems (harms), or leave some people out.
8future impact
How a solution could affect society, the economy and the environment over time, including unintended effects its designer did not plan for.
9Ethical issue
A situation where a design or technology choice could unfairly harm, exclude, or disadvantage people, even if it is legal
10disruptive solution
A solution that significantly challenges or replaces existing products, services or ways of doing things — transforming an industry or creating an entirely new market
11enterprise opportunity
A gap in what people need that a solution could fill, plus a way to deliver it to a target market, such as selling an app to students who have no good option yet.
12user, need, feature, reason
A good discussion names the user, then their need, then the feature that meets it, and ends with the reason it works. Starters like 'The system helps because...' can help.

Frequently Asked Questions

Do I need an account?

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How do I play it with my class?

Put the page on your whiteboard or projector and press Play. The class calls out letters and you click or type them. Six wrong letters and the word gets away. After every word its definition appears, so each round ends on the meaning, not just the spelling.

Can I use my own words?

Yes. The free Hangman generator at cloodit.com/hangman/ takes any list: one word or phrase per line, with a definition after a dash if you want it shown at the end of the round.

Can I put my students' names in?

Yes. Add your class list and a random student is called for each word. The list stays in this browser on this computer, so it is still there next lesson.

Are the worksheets free too?

Yes. Every module in this journey has a free printable worksheet with a full answer key, and there are crosswords and word searches built from the same key terms.

More Victorian Curriculum Hangman

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