Inquiry
Balancing the Scales

Program Overview

Balancing the Scales is an open-ended inquiry through which students will develop a comprehensive understanding about the way disability and inclusion are understood in society, and how building capability and independence for people with disability can be addressed through assistive technology design.

Year Level

Year 7-12

Prework

5-7 Hours

Duration

Term 1 - 4

Days

3 Days

Capacity

50 students
More Information:

If you would like more information about this program, drop us a line at:

banyulenillumbikts@melbournepolytechnic.edu.au
9269 1057

Industry Focus

Software Icon
Health and Social Assistance

Industry Partner

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Students will interact with a range of people, case studies, assistive technologies and authentic examples in order to critically analyse the barriers to participation and inclusion. They will explore experiences of people with disability and examine existing solutions, including ethical implications. Through empathetic research, students will develop a deep personal understanding of related challenges and issues, and as a response design an assistive device that will address the needs of a person with disability.

Students will be introduced to a range of prototyping technologies and techniques such as 3D modelling, digital sketching and drawing, microcomputers and coding, app development, cardboard prototyping and wearable technology. The program concludes with students pitching their design solution to a wider audience and receiving valuable feedback on their product and process.

Success Criteria

  • Develop a game prototype using computer programming
  • Demonstrate a STEM principal through game design
  • Explain the process and experience for developing a game prototype
Curriculum Area
Science
Technology
Arts and Drama
Mathematics
English
Humanities
Health
Critical and Creative Thinking
Personal Social Capability
Intercultural Capability
Ethical Capability
Curriculum Area
Science
Design and Technology
Digital Technologies
Dance
Music
Media Arts
Visual Communication Design
Visual Arts
Mathematics
English
EAL
Civics and Citizenship
Economics and Business
Geography
History
Movement and Physical Activity
Personal, Social and Community
Critical and Creative Thinking
Personal Social Capability
Intercultural Capability
Ethical Capability
Year 7-8
-
Y
Y
-
-
-
Y
-
Y
Y
-
Y
-
-
-
Y
Y
Y
Y
-
-
Year 9-10
-
Y
Y
-
-
-
Y
-
Y
Y
-
Y
-
-
-
Y
Y
Y
Y
-
Y

Three Day Program Schedule

Prework

5-7 Hours
Students will also investigate the expansion of the video game industry and its STEM careers. Fundamentals of good game design - game loops, core mechanics, immersion, challenge and interaction.

Day One

Ideation
On day one at the Tech School, students start by ideating on their prework and begin their prototyping phase of the design thinking process by learning the capabilities and limitations of MakeCode Arcade and sketch their arcade case

Day Two

Prototyping
On day two, students dive deeper into prototyping using the skills gained during their first day onsite at the Tech School to develop their games and build their cabinet to aid with immersion

Day Three

Pitch
On day three, students complete their prototypes and prepare a pitch presentation to simulate presenting their prototypes to potential investors

Post Visit

After visiting the Tech School, students review their time spent onsite and reflect on the skills they have learned

Prework

5-7 Hours
Students will also investigate the expansion of the video game industry and its STEM careers. Fundamentals of good game design - game loops, core mechanics, immersion, challenge and interaction.

Day One

Ideation
On day one at the Tech School, students start by ideating on their prework and begin their prototyping phase of the design thinking process by learning the capabilities and limitations of MakeCode Arcade and sketch their arcade case

Day Two

Prototyping
On day two, students dive deeper into prototyping using the skills gained during their first day onsite at the Tech School to develop their games and build their cabinet to aid with immersion

Day Three

Pitch
On day three, students complete their prototypes and prepare a pitch presentation to simulate presenting their prototypes to potential investors

Post Visit

After visiting the Tech School, students review their time spent onsite and reflect on the skills they have learned
Note: Schedule is approximate. On site activities at the Tech School may be affected if sufficient pre-work has not been completed
Technology Skill Ups Available
Hardware Icon

Microcontrollers

Microcontrollers are widely used to power small form factor devices. This skill up will introduce students to microcontrollers and how to program them to suit their functional requirements.

Arts Light

Digital Design

Using industry current software students will learn the art of illustration design. From line and shape tools, to gradients and collage creation. Illustrations can also be used to create paths for laser cutters and CNC routers.

Technology Light

Sensor Technology

From automatic doors to step counters, sensor technology is widely used across society. The sensor technology skill up will provide the skills required to create fixed or wearable sensor devices to meet the determined design requirements.

Student Start Up Greensborough Sept2018-105

Computer Aided Design

3D Modelling using industry current software to design virtual prototypes prior to physical production using 3D Printers or Computer Numeric Control machines