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4TH QUARTER

INNOVATIVE PROJECT IN BIOLOGY


RATIONALE
Most youth of this generation are too bound to gadgets. They use those as a device to play games and
socialize but in uncontrollable and alarming manner, not minding how they could use these as an instrument
of education. In the hopes of discovering a creation that might change the perspective of students about games
and education and to at least decrease their attachment to technology.
This project aims to provide a venue for young inventors to REDESIGN and REIMAGINE current
products in the market to fit the changing needs of young learners. It encourages out-of-the-box ideas,
brainstorming, problem solving, and critical thinking and in improving how students communicate ideas. It
envisions bringing back the rigor and excitement in learning while inspiring others to RETHINK using their
technological skills to create an informative, and educational device.

CHALLENGE
Biology learning at any grade level is challenging. Students find it hard to study without the use of the
internet and their gadgets. To help these young students learn by doing and experiencing like the old days,
you are tasked to make a highly manipulative and educational game suitable for ages 12 to 16 years old. The
game theme should be any lesson in Biology from any grade level.

The general guidelines are as follows:


1. A group can be composed of 10 members.
2. Each group should submit their concept paper using the format given on or before March 1, 2019.
The concept paper will be printed on a poster and may include general objectives, rationale,
materials, procedures, pictures (production and testing process) and initial test results. (Please refer
to the format below)
3. Each group is free to use any found objects or repurposed materials to develop and produce their
prototypes as long as it is sturdy and usable.
4. The students of each group are required to present and explain their ideas in 3 to 5 minutes only.
5. The game should be tested to any students. The participating group is free to devise their own
testing procedure; and the results should be well documented and presented.
6. The product will be evaluated based on the following criteria:

Criteria Percentage
Creativity
a. Name of Product 5%
b. Product Appeal 5%
Effectiveness 10%
Presentation
a. Concept Paper 10%
b. Oral Presentation 10%
c. Product Display 5%
Usability/Functionality
a. Originality 15%
b. Significance to Learning 20%
c. Potential value to teaching and learning 20%

Total 100%
INNOVATIVE PROJECT IN BIOLOGY
Product Name:
Names:

Brainstorm and Build


Design Sketch

Materials:

Product Development Procedure:

Instructions for Use:

Methodology
Participants’ Profile:

Testing Description and Procedure:


Analysis of Results:

Redesign Process
Adjustments:

Redesign Sketch:

Final Product:

Marketing Pitch:

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