Assessment Rubric for Paper Prototypes
|
Level 1 |
Level 2 |
Level 3 |
Level 4 |
|
|
Knowledge and Understanding |
||||
|
Knowledge of content
The product demonstrates knowledge of design principles
|
shows a basic knowledge of some design principles but the incorporation of features from the lesson is superficial or inaccurate.
|
shows a developing understanding of design principles and how they can be applied to promote healthier tech habits; includes some features or strategies from the lesson, but the application may be inconsistent or not fully developed.
|
effectively integrates a clear understanding of design principles to promote healthier tech habits. The design choices demonstrate an understanding of how these principles can influence user behavior, specifically incorporating features and strategies from the lesson, such as limiting notifications, setting usage timers or disabling autoplay.
|
showcases a sophisticated understanding of design principles and their application to promoting healthier tech habits; goes beyond the obvious, incorporating innovative solutions that demonstrate a deep comprehension of user behavior and extend the principles learned in the lesson in creative ways.
|
|
Understanding of content
The product demonstrates understanding of design principles
|
shows a limitedunderstanding of some design principles but struggles to connect them to healthier tech habits.
|
demonstrates some understanding of design principles and how they can be applied to promote healthier tech habits. However, the connections may not always be clear or well-supported.
|
effectively integrates a considerable understanding of design principles to promote healthier tech habits. The design choices demonstrate an understanding of how these principles can influence user behavior.
|
showcases a thorough understanding of design principles and their application to promoting healthier tech habits. The design goes beyond the obvious, incorporating innovative solutions that demonstrate a deep comprehension of user behavior.
|
|
Thinking |
||||
|
The product demonstrates evidence of critical and creative problem-solving. |
shows limited evidence of creative problem-solving. Design choices are primarily based on existing ideas with little originality. |
demonstrates some evidence of critical and creative thinking. It incorporates some original ideas but may not fully consider potential user needs or challenges. |
reflects a thoughtful design process that incorporates both critical and creative thinking skills. The design offers feasible solutions to address the challenges of promoting healthier tech habits. |
exhibits insightful and innovative problem-solving. The design demonstrates a high degree of creativity and foresight in anticipating user needs and fostering healthier tech habits. |
|
Communication |
||||
|
Communication for different audiences and purposes in oral, visual, and written forms, including media forms.
The final work has clarity and coherence in its use of design features |
communication of design ideas is of limited clarity and lacks effective visual aids or explanations. |
presented in an organized manner with some clarity in communicating some design features or their purpose; visual aids or explanations are used but could be more effective. |
presented with considerable effectiveness; the design is communicated through the use of visual aids, annotations, and clear explanations of features and their purpose. The prototype effectively uses drawings or writing to communicate design ideas, as instructed in the activity. |
presented in a with a high degree of effectiveness; design is communicated with precision and creativity, utilizing a variety of visual aids and detailed explanations to effectively convey the design choices and their impact. |
|
Application |
||||
|
Application of knowledge and skills in familiar contexts
Students are able to apply their understanding of design features to their paper prototype |
demonstrates a limited ability to apply knowledge from the learning activity; connections between the learned concepts and the design choices are weak or unclear. |
shows some evidence of applying knowledge from the learning activity; however, the application is inconsistent, and some design choices may not effectively connect to the learned concepts. |
successfully applies knowledge and skills gained from the learning activity; design choices clearly demonstrate an understanding of how to promote healthier tech habits based on the principles covered in the activity, such as using design to defeat distraction. |
exhibits a mastery of applying knowledge and skills from the learning activity in an innovative and effective way; the design goes above and beyond simply applying the concepts, demonstrating a deep understanding of how to encourage healthier tech habits through thoughtful design choices. |