App Development Standard
Create a working prototype of an app in 10-12 sessions
Primary, Secondary and FE
10-12 sessions
In-class or extracurricular
Zero to basic programming
Course Summary
- Student work in teams or individually to design and build an app that solves a problem they care about
- Students work their way through a range of activities, split across 10-13 sessions
- Optional sessions to support development of team working and presentational skills
- See below for the scheme of work, student workbook, and learning objectives
Course sessions
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- Session 1: Course Launch
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Session 2: Team Building (Optional)
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Session 3: Spotting Problems
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Session 4: Screening Ideas
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Session 5: Industry Engagement (Optional)
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Session 6: Understanding Your Users' Needs
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Session 7: UX Design
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Session 8: Click-through Prototype
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Session 9: Planning Your Build
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Session 10: Build Your App
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Session 11: Test Your App
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Session 12: Enter the Awards
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Session 13: Pitch Your Ideas (Optional)
Core resource
Course workbook for students
- Printable student A4 workbook containing practical activities.
- Guides you and your students through the course.
- Fully editable, making it easy for you to adopt to meet your needs.
Core resource
Scheme of Work
- Get a quick overview of the course structure
- Review the learning objectives and otucomes for each session
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Session 1
Course Launch
Learning objectives
Core
- Understand how problems can be solved using technology
- Be able to set yourself success criteria for a project
Challenge
- Be able to analyse existing apps and understand what problem they solve
Go to session
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Session 2
Team Building (Optional)
Learning objectives
Core
- Understand the importance of teamwork
- Understand what makes a good team member
Challenge
- Be able to agree common team values
- Be able to negotiate and agree the ground rules for your team
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Session 3
Spotting Problems
Learning objectives
Core
- Be able to identify the communities you belong to
- Identify everyday problems which could be solved by a mobile app
Challenge
- Understand a range of techniques which can be used to generate new ideas
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Session 4
Screening Ideas
Learning objectives
Core
- Be able to expand and develop initial ideas to create a better understanding of the problem to be solved
- Gain a better understanding of potential obstacles that your app ideas could face in the existing market
Challenge
- Be able to critically evaluate app ideas and select the strongest to take forward
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Session 5
Industry Engagement (Optional)
Learning objectives
Core
- Be able to convey the key concepts of your app idea in a 30 second pitch to an industry expert
- Be able to obtain constructive feedback on your app ideas
Challenge
- Understand the apps market and be able to identify your main competitors
- Be able to act on constructive feedback to improve your app
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Session 6
Understanding Your Users' Needs
Learning objectives
Core
- Gain a better understanding of the technical requirements of your app
- Be able to draw wireframes and create paper prototypes
Challenge
- Be able to define your minimum viable product
- Be able to adjust your app designs to ensure that they are technically feasible
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Session 7
UX Design
Learning onjectives
Core
- Understand how the design of your app can affect the user experience
Challenge
- Be able to improve the user experience of your app by considering its design and flow
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Session 8
Click-through Prototype
Learning objectives
Core
- Understand how to create screen layouts using App Lab
Challenge
- Be able to build a click-through prototype of your app using App Lab
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Session 9
Planning Your Build
Learning objectives
Core
- Understand how to use pseudocode and flowcharts to plan out your app
Challenge
- Create detailed flowcharts and/or pseudocode to plan out the development of your app
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Session 10
Build Your App
Learning objectives
Core
- Understand how to add functionality to your app using App Lab
Challenge
- Be able to build a technical prototype of your app using App Lab
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Session 11
Test Your App
Learning objectives
Core
- Understand the importance of testing in the app development lifecycle
Challenge
- Be able to act on the feedback received to improve the functionality and usability of your technical prototype
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Session 12
Enter the Awards
Learning objectives
Core
- Understand the information required for your awards entry
- Be able to summarise the work you have completed during the Apps for Good course
Challenge
- Be able to create a Awards submission that will be shortlisted
- Be able to reflect on your progress during the project
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Session 13
Pitch Your Ideas (Optional)
Learning objectives
Core
- Understand potential ways you can fund your app development
- Understand how to present your ideas effectively
Challenge
- Be able to summarise the key points of your app in a short presentation
- Be able to reflect on your progress during the project