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pkrp-about

This activity is designed to introduce QR codes as a digital tool, including what they are, how they function in everyday contexts, and where we often find them, and why they’re used. Learners will observe where these visual codes appear in real life, discuss their purposes and effectiveness, and even practice using QR codes in guided contexts to understand how they work.

Guide learners to recognise QR codes as a way of accessing digital information, describe their role in simple digital systems with inputs and output, and begin to evaluate how their design and function impact people in the real world.

QR codes are everywhere — on café menus, bus tickets, museum walls, even the sides of buses — but most learners have never stopped to think about what's actually happening when they point a camera at one. This activity starts there. Learners explore what a QR code is, how a simple scan connects a device to digital content, and where these codes turn up across everyday Aotearoa life, from the dairy till to the doctor's waiting room. Along the way, they'll practise the habit of noticing digital systems at work around them — a small but genuinely useful skill in a world full of them. It's a great opener for the wider Understanding QR Codes series, giving learners a shared starting point before they dig into how QR codes are built (Part 2) and how to use them safely (Part 3). Kia pai te tirotiro — happy noticing!

pkrp-supp-materials

[Video] | Video Essay (Recommended for Y7+)

https://www.youtube.com/watch?v=w5ebcowAJD8

YouTube link for video “I built a QR code with my bare hands to see how it works” by Veritasium.

{Description}

Consider using this video to help explain and demonstrate aspects of a QR code in more detail. These sections are most relevant to this activity:

  • 00:38-09:38 The Pre-History of QR Codes [09:00]

  • 09:38-12:32 The Story of QR Codes [02:54]

  • 29:05-31:16 Applications of QR Codes [02:11]

  • 32:24-35:00 The Future of QR Codes [02:36]

pkrp-dt-detail

dddo-po1

  • Learners identify a QR code as a digital device input — the camera scan — and the linked content as the output, using the everyday examples on the guide (posters, tickets, menus) rather than an abstract diagram

  • The "Open → Scan → Explore" sequence in the guide is itself a simple system learners can walk through, which is exactly the kind of concrete input/output recognition this PO asks for at this level

  • Discussing where QR codes turn up (commerce, healthcare, travel, etc.) builds the "digital devices store and use information" idea without needing any technical vocabulary

dddo-po2

  • The "where do we find them" section across six real-world sectors is a direct way to practise recognising digital outcomes in everyday life, which is this PO's core ask

  • Prompting learners to say why a QR code is a good fit for a given sector (versus, say, a printed instruction) starts the "beginning to evaluate usefulness" work this PO targets

  • The Extension idea (design and justify a simpler alternative) pushes this evaluation further for learners ready for it

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social-sciences

QR codes are a genuinely everyday feature of how communities and businesses operate — from council info panels to café menus — so the "where we find them" section gives learners a real window into how digital tools shape everyday commerce and public life, which sits comfortably within Social Sciences' focus on how societies and economies organise themselves.

english

The activity leans on discussion throughout — asking learners to describe what they notice, explain a process, and justify an opinion about where QR codes are useful. That's squarely English's oral-language and purpose-and-audience territory, particularly for younger learners still building confidence explaining a process aloud.

pkrp-diff

  • Simplify the "where we find them" list for younger or less confident learners by working through 2–3 sectors together as a class before splitting into pairs for the rest, rather than all six at once

  • Bring in real examples from learners' own lives — a QR code they've actually scanned at home, on a bus, or at a café — so the six sectors aren't abstract categories but things they recognise

  • Stretch further for confident learners by using the Extension prompt: have them storyboard or skit the hidden steps between a scan and the content appearing, which pushes past "what" into "how"

pkrp-ext

  • Behind-the-scan skit — small groups act out the hidden steps between scanning a code and content appearing, assigning "roles" to camera, scanner, and destination, which makes the input-process-output idea physical and memorable

  • Design a simpler alternative — learners pick a real QR code use case and sketch a non-digital or simpler alternative, then weigh up the trade-offs (speed, accessibility, cost) against the QR code version

  • Y9+ video-essay extension — for older or more curious learners, the two flagged sections of the linked video essay (the story of QR codes; real-world applications) go deeper into origin and use than the base activity does

  • Challenge learners to consider what hidden steps happen in the background between scanning a QR code and accessing content. Prompt them to identify roles and processes and put together a skit that demonstrates the process.

  • Prompt learners to consider real-world examples of where QR codes are used and to attempt to design and justify a better or simpler alternative. Explore the advantages and trade-offs of this digital tool.

pkrp-notes

Teachers should consider:

  • Device Preparation as a pre-lesson task, including charging batteries, loading applications, and connecting to the internet.

  • Group Assignments and logistics, including supporting student collaboration and content focus.

  • Have a few real QR codes on hand (printed handouts, posters, or packaging) so learners can scan and explore hands-on rather than only discussing the concept

  • Devices with camera access will be needed for the scanning step — check beforehand which learner devices can scan natively versus needing a scanner app

  • The six real-world sectors work well split across small groups, each becoming the "expert" on one sector to report back to the class

  • Keep a couple of trusted, pre-tested QR codes ready to demonstrate with, rather than relying on whatever's scannable in the room on the day

pkrp-dsw

QR codes make getting to digital content fast — but that speed is exactly why it's worth pausing before scanning. This activity is a good first chance to build the "trusted source, trusted destination" habit that Part 3 explores in full.

  • Use only pre-selected, teacher-checked QR codes for this activity, especially with younger or unsupervised learners

  • Avoid inviting learners to scan random codes found in public spaces as part of the lesson — save that critical-thinking discussion for Part 3

  • Make sure any linked content is age-appropriate before the lesson, not checked on the fly in front of the class

  • Frame this early on as good practice, not a warning: "we check before we scan" is a habit, not a fear

QR codes are widely used in public and commercial environments, but not all QR codes are safe or trustworthy. Malicious QR codes can direct users to harmful websites, trigger unwanted downloads, or collect personal information without consent.

Teachers should:

  • Avoid encouraging students to scan random public QR codes, especially with personal or unsupervised devices

  • Provide pre-selected, trusted QR codes for classroom use

  • Make sure all linked content is age-appropriate and moderated

  • Supervise device use closely, particularly with younger learners

It is best practice to:

  • Use QR codes that link to teacher-created or school-approved content only

  • Introduce the idea that QR codes should not be trusted blindly, even if they appear in familiar places

pkrp-lp

>>> y4-6 | Y4-6 | 1 Lesson (Guided, Scaffolded)

  • What is a QR code?(10 min) — Show a real QR code, ask learners what they notice about the pattern. Introduce the term "QR" (quick response) and where the idea came from (the board game Go).

    • Use the printed handout's Go-board comparison as a visual anchor

  • How do we use them?(10 min) — Walk through Open → Scan → Explore as a class, demonstrating on one device before learners try in pairs with a teacher-provided code

  • Where do we find them?(15 min) — In small groups, each group becomes the "expert" on one real-world sector from the guide, then reports back one interesting fact to the class

  • Wrap-up discussion(10 min) — As a class, list all the places learners have personally seen a QR code

>>> y7-8 | Y7-8 | 1 Lesson (Independent, Discussion-Led)

  • What is a QR code, and why "quick response"?(10 min) — Independent read of the handout, then class discussion on why speed and convenience matter for a digital tool

  • How do we use them?(10 min) — Pairs practise scanning 2–3 teacher-provided codes, then discuss: what happens if a device can't scan natively?

  • Where do we find them, and why there?(15 min) — In pairs, pick two sectors and discuss why a QR code specifically (versus a URL, a poster, or a person) makes sense there

  • Extension option(10–15 min) — Fast finishers move into the Extension: design a simpler alternative to a real QR code use case and justify the trade-off

>>> y9+ | Y9+ | 1 Lesson (Independent, Critical Discussion)

  • Provocation (5 min) — Ask learners: how many times a week do you scan a QR code — and could you actually explain to someone else what happens when you do? Most will realise they've never had to think about it

  • Watch: the story and applications of QR codes (6 min) — Use the two flagged video segments (The Story of QR Codes; Applications of QR Codes) as core viewing here, not an optional add-on — they're dense enough to reward this level's attention span

  • From manufacturing floor to menu (10 min) — Discuss the guide's own origin detail (QR codes were built to track products faster and more reliably during manufacturing) against how differently they're used today — what changed, and what stayed the same?

  • Who's actually in control? (15 min) — Push past "where we find them" into who decides what a code links to, and what that means for trust — connects directly to DDDO PO2's "control role" idea, now handled as genuine discussion rather than a guided prompt

  • System mapping (10 min) — In pairs, map one real QR code use case end-to-end as a system diagram (device → scan → destination → content), making the invisible "process" step visible for the first time