Checking solutions against criteria
Check how existing digital solutions and their own solutions satisfy users' needs, design criteria and user stories, using evidence from trying them out, and identify an unmet need or criterion and suggest an improvement
Lesson
Set out your lesson
“Checking solutions against criteria means practising the idea at the table with a simple screen-free or sandbox check. We will demo once, then your child tries.”
Bring to the table
- Paper for a quick wireframe
- Pencil and eraser
Extra for the adult
Worked example. A big “Save” button helps a young user finish without hunting menus.
Optional challenge. For Checking solutions against criteria, add one harder example after success.
What to notice. Keep one parent note: examples tried; results; support used. This session samples Checking solutions against criteria, not mastery.
Share and support
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Teaching approaches
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1 approach
Checking solutions against criteria means practising the idea at the table with a simple screen-free or sandbox check. We will demo once, then your child tries.
Materials: Paper for a quick wireframe; Pencil and eraser. 1. Say the goal of Checking solutions against criteria in plain words once. 2. Adult sketches one screen for a user need and names who it helps. 3. Child sketches three tiny screens or flows and states the user need for each. 4. Fresh check: one fresh sketch matched to a user need. Record and stop. Done: three sketches with a user-need sentence each. Proof: parent note of examples and results. Stop: End after the fresh check; keep optional challenge for another day.
Family records and proof options
Keep a record of your learning
Save photos, notes, and attendance. Export a proof packet for compliance or portfolio reviews.
Practice this concept
Start practiceChecking solutions against criteria practice
Practice key ideas from Checking solutions against criteria.
Free · no login · no ads · Practice answers and completion are not saved. Parent observation remains the lesson record.
Learning resources
Extra practice links — they do not replace Gakuva’s teaching approach.
Code.org · Practice link — not the full lesson
Computer Science Fundamentals
Before you open · source notes
Computer Science Fundamentals supports Checking solutions against criteria. An adult previews and guides; this is a learning page, not a scored quiz.
Free educational page, no sign-in required for the tested path.
Before you openAsk the learner one fact they learned and one question they still have.
Opening this link does not save learning or assess mastery.
Source, access and review notes
Public Code.org page. An anonymous GET on 2026-11-12 returned HTTP 200 with no login or payment prompt for this URL. Opening the link does not save practice or assess mastery. An adult should preview and guide the learner.
Code.org. “Computer Science Fundamentals.” External page; Gakuva does not copy, host, embed, or redistribute materials.
Unknown — link only
Check understanding
- Explore an existing app or device with a known user's needs in mind (e.g. a younger sibling needs big buttons and sounds) and point out which features meet each need
- Test their own program or digital product with a classmate against a checklist of design criteria and user stories and record which are met
- Identify one need, criterion or user story that is not yet met and suggest a change to the solution
“When your child tries a new app, can they say which features help a particular person (like a little brother who can't read yet) and which don't — and suggest a fix?”
Curriculum record
- Type
- Procedural
- Subject
- Computing
- Domain
- Designing Digital Solutions
- Age range
- Ages 7–12
Standards