Case Studies
Section outline
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A quick guide to how we can use case studies in our teaching, covering:
- What is a Case Study?
- Why Use Case Studies in Your Classroom?
- How to Incorporate Case Studies (At a Glance)
- Tips for Success
- Other technologists’ practice case studies
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This resource offers a comprehensive start-to-finish look at case studies and how we can use them in our practice, illustrated by three of our case studies. This resource covers:
- What is a Case Study?
- Curriculum and Assessment Links
- NZC Achievement Objectives
- NCEA
- Learning Objectives
- Suggested Activities
- Case Study Reading/Viewing
- Phase-by-Phase Breakdown
- Mapping the Walkthrough
- Linking to Student Projects
- Reflection Template
- Adaptation for younger learners
- Assessment & Reflection
- Possible Extensions
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Play Code Learn (Thomas Male & Sarah Washbrooke from ByteEd): A blended physical-and-digital kit teaching computational thinking, augmented reality (AR), and coding concepts to young learners.
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Pōhatu Penguins (Iain Cook-Bonney): A VR and Minecraft recreation of a penguin colony, aiming to educate the public and students about conservation and ecotourism.
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eStudee (Sue Ware): A platform designed for supporting literacy and numeracy assessment preparation, featuring an interactive Moodle environment and auto-marked quizzes.
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