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- Additional Resources (coming soon)
Big Ideas
Big Ideas
Ethical marketing
for example, socially responsible and culturally sensitive
contributes to a healthier global marketplace.
Business creates opportunities to enable change.
Different technologies
tools that extend human capabilities
and tools are required at different stages of the design process.
Content
Learning Standards
Content
entrepreneurship opportunities
creative ways to add value to an existing idea or product
the evolution and nature of e-commerce
local and global retail e-commerce environments
the economics of e-commerce
for example, competition, supply and demand
revenue models
methods for generating revenue and managing costs
development and evolution of the digital retail environment
for example, websites and mobile apps
cyber marketing
for example, social media, viral marketing, directing traffic to websites and apps, advertising for e-commerce
concepts and strategies
ethical marketing strategies
distribution channels
cost-effective ways to get a final good or service to consumers
for digital businesses
digitally procured goods and services
digital and cloud-based technologies
interpersonal and presentation skills
for example, professional communications, collaboration, follow-ups, and courtesies; technological or visual supports to accompany marketing or demonstrations at meetings and conferences; social media and networking
to promote products or services and to interact with potential customers/clients
industry best practices
emerging career options and opportunities in the digital sector and for young entrepreneurs
ethics of cultural appropriation
use of a cultural motif, theme, “voice,” image, knowledge, story, song, or drama, shared without permission or without appropriate context or in a way that may misrepresent the real experience of the people from whose culture it is drawn
and plagiarism
Curricular Competency
Learning Standards
Curricular Competency
Applied Design
Understanding context
- Conduct researchresearch done directly with users of the digital market to understand how they do things and why, their physical and emotional needs, how they think about the world, and what is meaningful to themto understand design opportunities and barriers
Defining
setting parameters
- Establish a point of view for a chosen design opportunity
- Identify potential users, intended impact, and possible unintended negative consequences
- Make decisions about premises and constraintslimiting factors, such as available technologies, expense, environmental impact, cultural appropriation, and knowledge that is considered sacredthat define the design space
Ideating
forming ideas or concepts
- Identify gaps to explore as opportunities
- Take creative risks to generate ideas and add to others’ ideas to create a range of possibilities
- Critically analyze how competing social, ethical, and sustainability factorsfor example, the increasing use of packaging materials and shipping and transport methods due to the increase in online shoppingimpact designed solutions to meet global needs for preferred futures
- Prioritize ideas for prototyping and designing with usersworking with users at all stages of the design process
Prototyping
- Identify, critique, and use a variety of sources of inspirationmay include aesthetic experiences; First Peoples perspectives and knowledge; the natural environment and places, including the land, its natural resources, and analogous settings; people, including users, experts, and thought leadersand informationmay include media-design professionals; First Nations, Métis, or Inuit community experts; secondary sources; collective pools of knowledge in communities and collaborative atmospheres both online and offline
- Choose an appropriate form and level of detail for prototyping
- Plan procedures for prototyping multiple ideas
- Analyze the design for the life cycletaking into account economic costs and social and environmental impacts of the product, from the extraction of raw materials to eventual reuse or recycling of component materials
- Construct prototypes, making changes to tools, materials, and procedures as needed
- Record iterationsrepetitions of a process with the aim of approaching a desired resultof prototyping
Testing
- Obtain and evaluate critical feedback from multiple sourcesmay include peers; users; First Nations, Métis, or Inuit community experts; other experts and professionals both online and offline, both initially and over time
- Develop an appropriate testincludes evaluating the degree of authenticity required for the setting of the test, deciding on an appropriate type and number of trials, and collecting and compiling dataof the prototype
- Based on feedback received and evaluated, make changes to product design or processes as needed
- Iterate the prototype or abandon the design idea
Making
- Identify tools, technologies, materials, processes, and time needed for development and implementation
- Use project management processessetting goals, planning, organizing, constructing, monitoring, and leading during executionwhen working individually or collaboratively to create processes or products
- Sharemay include showing to others or use by others, giving away, or marketing and sellingprogress to increase opportunities for feedback, collaboration, and, if applicable, marketing
Sharing
- Decide on how and with whom to share or promote their productfor example, a physical product, process, system, service, designed environment, their creativity, and, if applicable, their intellectual propertycreations of the intellect such as works of art, inventions, discoveries, design ideas to which one has the legal rights of ownership
- Critically reflect on their design thinking and processes, and identify new design goals, including how they or others might build on their concept
- Critically evaluate their ability to work effectively, both individually and collaboratively
Applied Skills
Evaluate safety issues
for example, viruses, phishing, privacy (digital); ergonomics, lifting, repetitive stress injuries (physical)
for themselves, co-workers, and users in both physical and digital environments
Identify and critically assess skills needed related to the project(s) or design interests, and develop specific plans to learn or refine skills over time
Evaluate and apply a framework
for example, generic multi-step problem-solving processes, established multi-step problem-solving business frameworks
for solving problems and making decisions
Applied Technologies
Explore existing, new, and emerging tools, technologies, and systems and evaluate their suitability for design interests
Evaluate impacts, including unintended negative consequences, of choices made about technology use
Analyze the role and personal, interpersonal, social, and environmental impacts of technologies in societal change
Examine and analyze how cultural beliefs, values, and ethical positions affect the development and use of technologies on a national and global level