It also can help with:
Clarity of Purpose: It helps to clearly define the research objectives, questions, and hypotheses, ensuring that the researcher and stakeholders are aligned on the purpose of the study.
Resource Planning: It allows for the estimation of the resources required, including time, budget, and personnel, which is crucial for effective project management.
Ethical Considerations: A well-prepared proposal addresses ethical considerations and ensures that the research will be conducted in an ethical manner, especially when involving human subjects or sensitive data.
Feasibility Assessment: It provides an opportunity to assess the feasibility of the research, including the availability of data, access to participants, and potential challenges that may arise during the inquiry process.
Peer Review and Feedback: A research proposal can be reviewed by peers and experts in the field, providing valuable feedback and improving the quality of the research design before the actual inquiry begins.
There are lots of advantages of inquiry-based learning
You build skills that are beneficial for all areas of learning and day-to-day life - comprehension, critical thinking and communication skills.
You deepen your understanding of topics and content.
You explore topics of interest to you. You take ownership in your own learning.
You are engaged! You immerse yourself into the learning process. You make connections, ask questions and learn more effectively as you reach conclusions backed by research.
You use initiative and self-direction.
You learn how to ask questions, discuss topics, collaborate and cooperate with others.
You create a love of learning.
You learn on a higher level.
How can you help? How can you make a difference? Even if it is just small....
How do you decide on the focus of your inquiry?
The scope of your inquiry could have a global, national, or local focus. It could be how the issue is dealt with in your community or your suburb, school or home. The community can be global, national or local.
Step 1 - Choose a context you care about
School • Sport • Gaming • Animation/Art • Music/Media • Social media • Community • Environment • Identity/Representation • Mental Health • Academic • Other: _______
I keep noticing… (in my school / community / online spaces / sport / gaming / social media)
Something that frustrates people is…
A common barrier for people is…
People often struggle with… because…
A change in technology (or how people use it) has led to…
If you are keen to solve an issue check out some of these places...
You are going to work through your electronics project to explore an area, come up with some ideas, define what you are going to make and the design and create your idea.
You will use one document to collate all your work as you go, make a copy of Electronics Project document
This DOC is setup so you can focus on one project. If you want to just submit for the inquiry standard please just remove the parts you don't need before beginning the assessment
You can tell a story, write a statement, or a question. This can be general or more specific. At this point there should be nothing about the solution.
I love gaming
I have always drawn and I would like to explore what I can do with my drawing further
I want to be able to help.......
The underrepresentation of trans people in fictional media, and the limits placed on existing representation
Think about all the possible electronics projects you'd like to do. At this stage, write down every idea that comes to mind. Don't worry about how complex it is; just get the ideas down.
Start by thinking about the following:
Skills & Interests: What do you enjoy? Are you into music, sports, art, gaming, or sustainability?
People & Problems: Who is important to you? What kind of problems do they have that an electronic device could solve?
Hobbies & Enjoyment: What do you do in your free time? How could a custom electronic device make that activity better or more interesting?
At Level 3, your focus should point to something you can investigate, not just an interest. At this stage, do not describe your outcome (no app/website/animation yet). You’re defining the problem, opportunity, or question you’ll explore.
TIP: “Avoid: I will make an app to… I will create a website about… My outcome will be… Instead say: I am investigating… I want to understand…
Write:
1) Inquiry focus statement (1–2 sentences)
Your focus should include:
the topic/issue/opportunity
the people or context it relates to
what you want to understand (not build)
Sentence starters:
I am investigating how/why _______ affects _______ for _______.
I am exploring the impact of _______ on _______ and what needs to be considered for different users.
I want to understand what influences _______ (e.g., engagement, participation, behaviour, accessibility) for _______.
I am examining how _______ is experienced by different people, and what trade-offs exist between _______ and _______.
I am investigating what makes _______ effective, inclusive, and trustworthy for _______
2) Why this focus matters (2–4 sentences)
Explain:
who/what is impacted
why it matters now
what you think could improve if this issue/opportunity is better understood
Prompts:
Who is affected (users, community, school, organisation, wider society)?
What’s the impact (social, cultural, ethical, accessibility, wellbeing, time, cost, participation, representation)?
What makes it worth investigating?
Before you move on, check your focus:
✔️ It is not a solution (no “I will make…” yet)
✔️ It includes a who/for whom
✔️ It suggests something you can research from multiple perspectives
✔️ It is specific enough that you could write 3–5 inquiry questions next
A strong focus at Level 3 should naturally lead to:
different perspectives (users/stakeholders/experts)
possible implications (privacy, accessibility, IP, ethics)
future opportunities/impacts (Merit later)
Game related
Inquiry focus: I am investigating what makes co-operative games engaging and accessible for teenage players, and how game design choices affect different types of players.
Why it matters: Games are a major part of teen leisure and social connection. If design choices exclude some players (accessibility, skill level, sensory overload), fewer people can participate. Understanding what supports inclusive engagement will inform stronger design decisions later.
A love of drawing
Inquiry focus: I am exploring how visual style and motion choices in 2D animation influence audience understanding and emotional response, particularly for a teenage audience.
Why it matters: Animation is used for storytelling, messaging, and education, and style strongly affects whether the message lands. If visuals are unclear or overwhelming, the audience misses key meaning. Investigating this will help me make justified creative choices later.
Focused around helping
Inquiry focus: I am investigating barriers to participation for students in team sport at school and what factors help students feel confident, included, and motivated.
Why it matters: Participation affects wellbeing, belonging, and physical health. Some students feel excluded due to confidence, skill level, culture, cost, or fear of judgement. Understanding the barriers and supports can lead to more inclusive approaches.
Identity & Representation in Media
Inquiry focus: I am investigating how trans representation in fictional media is portrayed, what stereotypes or gaps exist, and how representation impacts trans audiences and wider understanding.
Why it matters: Media shapes identity, belonging, and how groups are treated. Poor representation can reinforce harm, while thoughtful representation can support understanding and wellbeing. Investigating this helps identify what responsible, inclusive representation should consider.
You now have a focus area. Next, write one “big question” that you will investigate and try to respond to through your project.
Your Big Question should be:
clear and researchable
focused on the need/issue/opportunity and the people involved
written without describing the specific solution yet (no “I will build an app…”)
Tip: A strong Big Question helps you gather evidence across:
Part A: users and needs
Part B: technical/practical feasibility and conventions
Part C: wider implications and responsibilities
How might… (user group) … (achieve/experience) … (need/goal) … (in context), while considering (key constraint/implication)?
What makes… (a digital experience/outcome) effective and inclusive for… (user group) when… (context/constraints)?
Why do… (users) struggle with… (issue), and what factors most influence successful outcomes?
What information or support do… (audience) need to… (make a decision/participate safely), and what makes that information trustworthy and easy to understand?
How can… (topic/representation/experience) be designed or communicated in a way that is (accurate/respectful/accessibile) for… (audience)?
Games
What makes a co-operative game engaging and accessible for teenage players with different skill levels and needs, and what design choices most influence that experience?
Animation / drawing
How do visual style and motion choices in 2D animation affect teenage viewers’ understanding and emotional response, and what makes an animation clear and accessible?
Helping an older person
What barriers do older adults face when completing (task) using digital tools, and what makes support simple, accessible, and confidence-building?
School/community organisation
What information and features do (group) need to communicate and organise effectively, and what makes a digital experience easy to use and trustworthy for them?
Mental health awareness
How can mental health information be communicated to teenagers in a way that is supportive, accurate, and safe, and what makes it more likely to be understood and acted on?
Identity & representation in media
What does respectful trans representation in fictional media look like from different perspectives, and what choices help avoid harm while supporting understanding and belonging?
Generic templates
How might we help (user group) complete (task) more easily and confidently, and what constraints (accessibility/privacy/time) must be considered?
What does (audience) need to know to make better choices about (topic) , and what makes that information easy to understand and trust?
Based on your area of focus what is the main question (also known as essential or big) you are trying to find answers to?
Before you move on, check your focus:
✔️ It includes a who (user group/audience)
✔️ It includes a need/issue/opportunity
✔️ It can be answered with research evidence
✔️ It doesn’t describe the solution yet
✔️ It would lead to 3–5 sub-questions for Parts A–C
If your question can be answered with “just my opinion”, it needs refining.)
You have your Big Question — now you need a set of smaller questions to help you investigate it properly.
Your goal is to gather evidence, not just opinions, so that you can:
refine your inquiry focus if needed
propose a strong digital technologies outcome
explain risks and how you will manage them
justify your decisions using research
As you create your questions, think about:
What do I already know, and what don’t I know yet? (Where are my gaps?)
What assumptions might I be making?
What would I need to find out to make good design decisions later?
You will explore:
Evidence & perspectives = What do different people/experts say, and why might they disagree?
Critical evaluation = How trustworthy are the sources and claims? What bias, limits, or gaps might exist?
Implications for design = What does this mean for what your outcome should prioritise, avoid, or handle carefully?
An easy way to make sure you get a wide lense is to split your research into 3 parts...
Purpose: Understand the people who will use, be affected by, or interact with what you propose.
Evidence & perspectives: Who are the users/stakeholders? (include majority + extreme users). What do they need, value, or find difficult?. What similar outcomes already exist, and how do people experience them?
Compare & contrast (Merit): Where do different user/stakeholder perspectives agree or disagree? What trade-offs show up?
Critical evaluation (Excellence): How trustworthy is the information you’re using about users (and why)?
Implications for design: What should your outcome prioritise to be usable, accessible, and appropriate for your audience?
Purpose: Investigate tools, methods, conventions, and feasibility of creating your proposed outcome.
Evidence & perspectives: How are outcomes like this usually made? What tools/workflows are used? What works well, what doesn’t, and why? What constraints affect feasibility (time, cost, skill, performance, platform)?
Compare & contrast (Merit): Compare approaches/tools/workflows. Which is most suitable for your context and why?
Conventions: What “rules of the craft” apply in your area (e.g., usability heuristics, accessibility standards, naming conventions, asset pipelines, file formats, testing methods)?
Critical evaluation (Excellence): Is the technical information evidence-based and current, or opinion/marketing?
Implications for design: What technical constraints and quality standards will shape your decisions?
Purpose: Understand responsibilities and impacts beyond just the user.
Evidence & perspectives: What wider issues connect to your focus (social, cultural, ethical, legal, environmental)? What do experts, policies, or debates say?
Compare & contrast (Merit): Where do viewpoints conflict (e.g., convenience vs privacy, innovation vs harm)? What risks or responsibilities emerge?
Critical evaluation (Excellence): How accurate, relevant, reliable, and significant are the claims you’re using?
Implications for design: What must you address or mitigate (privacy, IP, fairness/bias, accessibility, safety, sustainability, future-proofing)?
Sticker
Skateboard Rack
Children's Bike Area
Business Card
Pavement Lights
Blood bank gauges
Dashboard Sticker
From the doco:
What was the Focus?
What was the Big Question?
What were all the smaller questions?
What was the outcome?
Who was involved
Who were the end users?
Who was this going to help?
What issues did they have?
Check out some of these if you are stuggling with what you could do with your ideas
Kea Airspace
#nz
https://www.christchurchnz.com/business/growth-sectors/aerospace-and-future-transport/kea-aerospace?utm_source=chatgpt.com
Christchurch based Solar company
https://www.prlog.org/11876220-enatel-motive-power-wins-innovative-hi-tech-hardware-product-award.html
Basics of ESP 32's
Circuits
PCB Design
Based on your brainstorm, what area will your project focus on?
Consider the potential impacts of any project. Who or what might be positively or negatively affected by it. Some impacts could be monetary, emotional, physical or spiritual, environmental.
For example:
You should make sure you are not stealing other people's ideas (intellectual property).
You should make sure you are allowed to use other people’s content like music or tutorials (copyright).
The content should be inoffensive and age appropriate (moral/ethical and legal).
The content should be viewable by ALL people on their device and not create any barriers to them viewing it. (accessibility).
How will you protect your own work? (intellectual property)
And lots more!
Here are some ideas specifically for Electronics:
Arduino/ESP32 temperature & humidity logger – Displays data on an OLED or sends to a phone over WiFi.
Portable phone charger – Li-ion battery, charging module, USB output. Students learn about power regulation.
FM transmitter or receiver – Small-scale, short-range (introduces RF basics).
Solar-powered gadget – Like a solar garden light, fan, or mini water pump.
Reaction timer game – LEDs light up randomly, player must press a button quickly. Displays time on a 7-segment display.
Electronic safe – Box with servo lock, opened by password or RFID tag.
Smart plant monitor – Soil moisture, light, and temp sensors, with data logged/displayed.
Bluetooth-controlled car – ESP32/Arduino car driven via phone app.
Mini CNC drawing machine – Uses servos/stepper motors to draw shapes.
Home energy monitor – Current sensor + microcontroller to log household power use.
Wearable step counter (pedometer) – Accelerometer + microcontroller + display.
Counter-Strike LAN server monitor – Simple ESP32 device showing number of players connected (ties nicely to your Ubuntu/CS project).(Focus on why the circuit is made, not just how)
Hearing aid amplifier – Simple audio amp tuned for speech frequencies. (Focus on why the circuit is made, not just how)
Classroom noise monitor – Shows LED levels when the class gets too loud. (Focus on why the circuit is made, not just how)
Low-cost burglar alarm – PIR sensor + siren, possibly with SMS notification (ESP32).
Now it's time to get an understanding of the requirements for your project by doing research