Sunday, November 27, 2011

Sport Technology: Investigate Stage

The final investigate stage should not exceed 6 pages of font 12 Times New Roman. All responses should be in paragraphs with sub-headings for identification. APA in-text citation and APA format of referencing should be applied. The process journal must be used throughout the design cycle.

Challenge
Your challenge is to identify a client and a problem in sports that requires an information technology solution(product) to address the problem identified.
You will have the following in your investigation:


  • Description of the problem.

  • Design Brief.

  • Secondary research on the problem and partly the technology of choice

  • Primary research

  • Design specification

  • Test strategy

  • Bibliography


  • Investigate Assessment criteria
    Level 0
    The student does not reach a standard described by any of the descriptors given below.

    Level 1–2
    The student states the problem. The student investigates the problem, collecting information from sources. The student lists some specifications.

    Level 3–4
    The student describes the problem, mentioning its relevance. The student investigates the problem, selecting and analysing information from some acknowledged sources. The student describes a test to evaluate the product/solution against the design specification.

    Level 5–6
    The student explains the problem, discussing its relevance. The student critically investigates the problem, evaluating information from a broad range of appropriate, acknowledged sources. The student describes detailed methods for appropriate testing to evaluate the product/solution against the design specification

    Sunday, November 20, 2011

    Sports Technology Unit

    Unit Question: How have developments in IT influenced sports?

    AOI: Health and social education
    • Students will be introduced to the importance of sports to our health and the ways sports market health.
    • Students will consider and reflect on the different technologies used in sports -training, safety, marketing, performance and judgments.
    • Students evaluate the impact of online games on health and safety.

    Significant Concepts / Central Idea
    • The technology you use in a sport influences your health and your performance
    • Sports can be used to make anything popular.
    • Simulation can be developed for training a Sport to new learners.
    • Computer games can be used build or destroy the quality and knowledge of a sport.

    AK Focus: Ethics
    • The learners will demonstrate the ability to engage with and understand the underpinning values and constructs of each other’s perspectives
    • They will also demonstrate the ability to live out and communicate a personal ethic confidently, compromising where appropriate

    MYP Summative Assessment
    Student will produce any digital product. They can create an interactive game, design a website, develop a video or documentary, create a commercial, create a tutorial, or produce a song that can be used to popularize a sport to students or persons in a community. The product can address any specific themes in sport; Training; Rules; Products Specific to the Sports; Future;

    Write Brief Notes from the technology links below

    http://www.topendsports.com/resources/technology.htm

    Read the article below also and make brief notes
    http://www.thesportjournal.org/article/information-technology-sports-management

    Tuesday, November 8, 2011

    Digital Activism: Evaluate Stage

    In this stage you are expected to evaluate the product/solution against the design specification in an objective manner based on testing, and to evaluate its impact on life, society and/or the environment. You are expected to explain how the product/solution could be improved as a result of these evaluations.

    You will also be expected to evaluate your own performance at each stage of the design cycle and suggest ways in which your performance could be improved.

    In your evaluate stage you should have the following evident.
    - Review of the methods of testing. How you used them.
    - Appropriate questions for the client and peer used in the evaluation.
    - Clients' and peer responses to the questions
    - Summary of the above used as part of the evaluate stage.

    Assessment criteria
    0
    : The student does not reach a standard described by any of the descriptors given below.

    1-2: The student evaluates the product/solution or his or her own performance. The student makes some attempt to test the product/solution.

    3-4:The student evaluates the product/solution and his or her own performance and suggests ways in which these could be improved.The student tests the product/solution to evaluate it against the design specification.

    5-6:The student evaluates the success of the product/solution in an objective manner based on the results of testing, and the views of the intended users. The student provides an evaluation of his or her own performance at each stage of the design cycle and suggests improvements. The student provides an appropriate evaluation of the impact of the product/solution on life, society and/or the environment.