Here's an easy template and guide to add Lightwell into any class project. We've worked with many different educators and found that this template is easy to tie into new or already existing lesson plans.
📖Your Lesson Plan or Class Theme
Is there a chapter from the textbook (or book) that you're looking for students to show what they are learning? Lightwell provides an avenue to show what they are learning by creating interactive media whether it's a presentation, story, or game.
In this example, a science teacher wanted her students to show different types of motion. We will outline the learning activity and project description using the example above.
📝 Learning Activity
It’s important to narrow down your project goal (what do you want your students to learn) and how many scenes there should be and what type of content each scene should have.
Project Description: What is the project they will be creating?
Based on the chapter we just read, create a game that will show what motion is and the different types of motion (i.e. Acceleration, Velocity, Force, etc).
Goal or Purpose: Outline what you want your students to learn from this project.
I want to see if they understand what motion is by creating animations to describe types of motion.
How will it be graded? Select a couple of scenes that you will grade.
Project will be graded on 5 scenes; each scene will highlight a specific key concept.
Create a template of what needs to be included in each scene. This will help students understand how to structure their app. You can layout which each scene should focus on (i.e. scene 4 needs to show the motion of acceleration).
Here's an example project prompt on Google Docs.
🖼 Storyboarding or Wireframing
Once you've introduce the project prompt, have students create storyboards or wireframes to show how to navigate through their app.
Print out this storyboarding template and hand it out in class.
- Scene: Students will draw what is on their scene.
- Interactions: Define how the user will interact with specific layers (ex. Tap on arrows).
- Effects: Define what happens after the user interacts with the layer (ex. When user taps on arrows, it will do a scene change to go previous or next).
Check out our worksheet and mini-app projects for additional examples.
📱Things to Note
Do you want your students to publish their apps? If so, what type of device: phone or tablet? Pick the device that students should build their app for: phone or tablet. You can have them build it for both devices with our phone and tablet view.
Our current screen sizes are:
- Phone canvas: 1136 x 640 retina
- Tablet canvas: 1024 x 768 non-retina
- Images should NOT exceed: 1136 x 768 pixels