Creative Development Activity Cards Collection
Creative Development Activity Cards Collection
This collection provides flexible activity cards to supplement the AP CSP Day 1 - Introduction to Creative Development lesson and other creative development activities throughout the unit.
🎯 Icebreaker Activity Cards
Card #1: Object Association Introduction
Time: 15 minutes
Group Size: Any
Materials: Various small objects
Activity Instructions:
- Each student draws a small object from a bag
- Use the object to describe your personality traits
- Example: "I'm like this eraser because I help others correct their mistakes"
- Others can ask questions to learn more
Learning Goals:
- Build classroom community
- Practice creative thinking
- Connect physical objects to abstract concepts
Card #2: Innovation Handshake
Time: 10 minutes
Group Size: 6-20 students
Materials: None
Activity Instructions:
- Each time you meet someone new, invent a unique handshake
- Can use elbow bumps, toe taps, or other creative gestures
- Remember each person's signature handshake
- Demonstrate the most memorable handshakes at the end
Learning Goals:
- Encourage creative problem-solving
- Build interpersonal connections
- Practice innovation on a small scale
Card #3: Tech Mood Weather Report
Time: 12 minutes
Group Size: Any
Materials: None
Activity Instructions:
- Describe your current mood using weather metaphors
- Example: "Today I'm partly cloudy with a chance of inspiration"
- Add details like temperature, wind speed, or forecast
- Share why you chose that weather pattern
- Connect your mood to your readiness to learn about technology
Learning Goals:
- Practice metaphorical thinking
- Reflect on learning readiness
- Create a positive classroom atmosphere
🧠 Critical Thinking Cards
Card #4: Reverse Engineering Challenge
Time: 20 minutes
Group Size: 2-30 students
Materials: Problem cards
Challenge Examples:
- How would you make people NOT want to use your app?
- What would make a computer program completely unusable?
- How could you ensure a website fails completely?
- What would make collaboration in computing impossible?
Activity Process:
- First, brainstorm all the "bad" methods
- Then reverse each "bad" method to find good solutions
- Analyze the value of this reverse thinking approach
Learning Goals:
- Practice creative problem-solving
- Understand innovation through contrast
- Develop critical thinking skills
Card #5: Random Inspiration Technique
Time: 15 minutes
Group Size: Any
Materials: Random word cards, computing challenges
Process Steps:
- Identify a computing problem to solve
- Randomly draw a word card
- Force connections between the word and the problem
- Generate new ideas from these connections
Example:
Problem: How to improve online learning?
Random Word: Ocean
Connections: Flow → adaptive pacing; Depth → layered content; Waves → rhythmic interaction
Learning Goals:
- Practice divergent thinking
- Learn systematic creativity techniques
- Apply innovation methods to computing problems
Card #6: What If... Scenarios
Time: 25 minutes
Group Size: 3-6 student groups
Materials: Scenario cards
Scenario Examples:
- What if the internet had never been invented?
- What if all computers could only store 100 files?
- What if programming languages didn't exist?
- What if every app could only have 3 buttons?
Exploration Dimensions:
- What changes would occur?
- How would people adapt?
- What new opportunities might emerge?
- What problems might develop?
- How would computing innovation be different?
Learning Goals:
- Understand the impact of computing innovations
- Practice scenario analysis
- Develop appreciation for current technologies
🎨 Creative Expression Cards
Card #7: Computing Concept Emoji Design
Time: 30 minutes
Group Size: Any
Materials: Paper, colored pens
Task:
- Design emojis for abstract computing concepts
- Concepts include: Algorithm, Database, User Interface, Cloud Computing
- Cannot use text, only visual imagery
- Design must be instantly recognizable
Evaluation Criteria:
- Creativity and originality
- Clarity of communication
- Visual appeal and design quality
Learning Goals:
- Practice visual communication
- Understand abstract computing concepts
- Develop design thinking skills
Card #8: Computing Innovation Story Cubes
Time: 20 minutes
Group Size: 2-4 students
Materials: 6-sided story dice or cards
Cube Face Content:
- Characters: Developer, User, CEO, Student, Scientist, Artist
- Settings: Silicon Valley, Classroom, Home, Laboratory, Coffee Shop, Space
- Objects: Smartphone, Code, Data, Algorithm, Network, Interface
- Challenges: Bug, Deadline, Competition, Funding, Ethics, Accessibility
- Actions: Create, Debug, Collaborate, Innovate, Test, Launch
- Outcomes: Success, Failure, Discovery, Partnership, Revolution, Evolution
Activity Process:
- Roll 6 dice (or draw 6 cards)
- Create a complete computing innovation story using all element
- Story must be logical and creative
- Time limit adds challenge and focus
Learning Goals:
- Practice narrative thinking
- Understand innovation as a process
- Connect human stories to technology
Card #9: Algorithm Music Visualization
Time: 18 minutes
Group Size: Any
Materials: Different music styles, drawing materials
Activity Steps:
- Listen to different music styles (2-3 minutes each)
- Draw abstract representations of algorithms inspired by the music
- Don't draw specific objects, focus on patterns and flow
- Switch music styles and repeat
- Share how different music inspired different algorithmic thinking
Music Types:
- Classical music (structured algorithms)
- Jazz (improvisational algorithms)
- Electronic music (digital processing)
- Natural sounds (organic algorithms)
Learning Goals:
- Practice abstract thinking
- Connect arts and computing
- Understand algorithm patterns and flow
🤝 Collaboration Cards
Card #10: Silent App Development
Time: 25 minutes
Group Size: 4-6 student teams
Materials: Paper, sticky notes, markers
Rules:
- Teams must design an app interface together
- One person knows the secret app purpose (changes every 5 minutes)
- No talking allowed, only gestures and drawing
- Every 5 minutes, leadership rotates
- Final step: guess what app was being designed
Secret App Examples:
- Social media for pets
- Homework collaboration tool
- Virtual reality learning space
- Eco-friendly lifestyle tracker
Learning Goals:
- Practice non-verbal collaboration
- Understand communication challenges in development
- Experience collaborative design process
Card #11: Innovation Relay Race
Time: 22 minutes
Group Size: 8-20 students, 2-4 teams
Materials: Large paper sheets, markers
Competition Rules:
- Give teams a computing innovation challenge
- Each team sends one person to add an idea (30 seconds)
- Next person builds on or adds new ideas
- Rotate through team members
- After 10 rounds, compare solutions for creativity and feasibility
Challenge Topics:
- Design the future of online education
- Create a new social networking concept
- Improve accessibility in mobile apps
- Develop sustainable computing solutions
Learning Goals:
- Practice rapid ideation
- Experience collaborative innovation
- Learn to build on others' ideas
Card #12: Perspective Role-Play Computing
Time: 30 minutes
Group Size: 6-12 students
Materials: Role cards
Role Options:
- 8-year-old child
- 80-year-old grandparent
- Person with visual impairment
- Non-English speaker
- Rural farmer
- Busy healthcare worker
Activity Process:
- Each student draws a role card
- Solve assigned computing problems from that perspective
- Must maintain character throughout discussion
- Discuss how different perspectives lead to different solutions
Learning Goals:
- Understand diverse user needs
- Practice empathetic design
- Appreciate the value of diverse teams
🚀 Innovation Challenge Cards
Card #13: 60-Second Computing Solutions
Time: 15 minutes (repeatable)
Group Size: Any
Materials: Timer, challenge cards
Challenge Examples:
- 60 seconds: List 20 uses for a smartphone besides calling
- 60 seconds: Improve computer mouse design in 10 ways
- 60 seconds: Create new words for modern computing experiences
- 60 seconds: Design solutions for slow internet problems
Rules:
- Exactly 60 seconds per challenge
- Quantity over quality initially
- No feasibility concerns during brainstorming
- Record all ideas
Learning Goals:
- Practice rapid ideation
- Overcome perfectionism
- Build creative confidence
Card #14: Resource-Constrained Innovation
Time: 35 minutes
Group Size: 3-5 student teams
Materials: Limited supply combinations
Supply Combinations:
- Combination A: 3 sheets of paper, 2 rubber bands, 1 pen, tape
- Combination B: 1 paper cup, 5 paper clips, masking tape, scissors
- Combination C: Newspaper, colored pencils, glue stick, string
Challenge Goals:
- Create a physical prototype representing a computing innovation
- Solve a real accessibility problem
- Design a tool to help with online learning
- Build something that demonstrates an algorithm
Evaluation Dimensions:
- Innovation and creativity (40%)
- Problem-solving effectiveness (30%)
- Use of constraints creatively (30%)
Learning Goals:
- Practice working within constraints
- Understand innovation despite limitations
- Learn to prototype ideas physically
Card #15: Future Computing Prediction
Time: 28 minutes
Group Size: 4-8 students
Materials: Future scenario cards
Prediction Topics:
- Computing in education by 2040
- Transportation technology in 2035
- Artificial intelligence in 2030
- Environmental technology by 2050
Prediction Framework:
- Current technology trends
- Emerging social needs
- Environmental factors
- Ethical considerations
- Economic influences
Required Outputs:
- Specific scenario descriptions
- Key enabling technologies
- Potential challenges or obstacles
- Recommendations for preparation today
Learning Goals:
- Practice trend analysis
- Understand technology's societal impact
- Develop strategic thinking skills
💡 Energy Refresh Cards
Card #16: Computing Brain Break Movements
Time: 5 minutes
Group Size: Any
Materials: None
Movement Sequence:
- "Data flow stretch": Reach arms up like sending data to the cloud
- "Debug shake": Shake out all the bugs from head to toe
- "Algorithm walk": Walk in geometric patterns around the room
- "Network connections": Partner stretches mimicking internet protocols
Learning Goals:
- Refresh mental energy
- Reinforce computing concepts through movement
- Prepare for focused learning
Card #17: Quick Computing Sketches
Time: 8 minutes
Group Size: Any
Materials: Paper and pencils
Sketch Challenges (30 seconds each):
- Draw what "data" looks like
- Sketch the internet as an animal
- Illustrate "artificial intelligence"
- Draw the feeling of "loading..."
- Sketch "collaboration" in computing
- Illustrate "innovation" as a shape
Rules:
- Keep pencil moving, no stopping
- No perfection required
- Focus on expression, not accuracy
Learning Goals:
- Practice abstract thinking
- Refresh creative energy
- Connect visual thinking to computing concepts
Card #18: Computing Call and Response
Time: 6 minutes
Group Size: 5-15 students in circle
Materials: None
Game Play:
- First person performs a gesture + says a computing term
- Next person repeats previous gesture/term, adds their own
- Sequence grows longer with each person
- When someone makes a mistake, they demonstrate a computing concept through acting
Computing Terms Examples:
- Algorithm, Database, Network, Code, Debug, User, Interface, Innovation
Learning Goals:
- Reinforce vocabulary through movement
- Build collaborative energy
- Practice memory and sequencing
📝 Usage Guidelines
Selection Principles
- Opening/Icebreaking: Use cards #1-3
- Critical thinking development: Use cards #4-6
- Creative expression: Use cards #7-9
- Collaboration building: Use cards #10-12
- Advanced challenges: Use cards #13-15
- Energy management: Use cards #16-18
Timing Adjustments
- All activity times can be modified based on needs
- Activities can be run in multiple rounds
- Recommend 2-3 minutes between activities for discussion
Difficulty Modifications
- Reduce difficulty: Add hints, extend time, reduce constraints
- Increase difficulty: Shorten time, add restrictions, require higher quality
Material Substitutions
- Most materials can be replaced with common classroom items
- Encourage improvisation and creative use of available resources
- Digital tools can substitute for paper-and-pencil activities
AP CSP Integration
- Cards align with Creative Development learning objectives
- Activities support AP exam preparation
- Concepts connect to Create Performance Task requirements
- Vocabulary reinforces essential knowledge standards
These activity cards are designed for maximum flexibility and can be adapted for various class periods, group sizes, and learning objectives. Teachers should preview activities and select based on student needs and available time.