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Which of the following activities can be considered real-world problem solving?
Learners rewriting a Shakespeare play in a new rhyme scheme
Learners using a bus map in a textbook to propose where pedestrian crossings should be added in a fictional town
Learners investigating whether growing plants in their classroom can improve the air quality
Consider the following activity: learners investigate two or more online websites or games and develop a presentation on internet safety guidelines for parents and children using Microsoft Video Editor. Their product is handed in for a grade. Is this innovation?
No, because they learned about internet safety but didn't communicate their solutions to others who needed this information
No, because learners were restricted in the technology they could use
Yes, because the learners created it for an authentic audience
We have an activity where the learning activity’s main requirement is problem solving and the problem is a real-world problem, but learners don't innovate. They’re not required to implement their ideas in the real world or to communicate their ideas to someone outside the academic context who can implement them. How would you code this using the 21CLD real-world problem-solving and Innovation rubric?
Code two
Code three
Code four
When considering the big ideas in real-world problem solving and innovation, which of the following would be considered a problem-solving task?
Learners investigating the parameters of the problem to guide their approach
Learners following a specific procedure given by the educator to arrive at a solution
Learners solving a series of problems based on given datasets
When a learning activity is coded at a four in terms of real-world problem solving and innovation, this indicates that in the learning activity:
The learning activity's main requirement is problem solving, and the problem is a real-world problem, and learners do innovate. They’re not required to implement their ideas in the real world or to communicate their ideas to someone outside the academic context who can implement them.
The learning activity's main requirement is problem-solving, and the problem is a real-world problem, and learners innovate. They’re required to implement their ideas in the real world or to communicate their ideas to someone outside the academic context who can implement them.
The learning activity's main requirement is problem solving, but the problem isn't a real-world problem.
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