# No-Code Project Standards

## Description and Purpose:

A No-Code Project is an opportunity for the learner to take non-coding material they've learned in a previous lesson and apply it within the guided practice framework of a project, creating a physical or digital deliverable. No-Code Projects require learners to do their work using physical tools (i.e. pen and paper) or software (i.e. Figma).

Like traditional practice Projects, No-Code Projects are made up of a series of tasks (which can be grouped into sections) that build towards a final product or solution. Unlike traditional practice Projects, No-Code Projects work with tools, instead of code, to accomplish their end-goals. For this reason, the two-thirds workspace will differ, likely leaning more towards images, project walkthrough videos, or embedded software in the workspace.

There is a template to easily start drafting out a No-Code Project.

## Content Location

A No-Code Project is a Project content item. It exists within a Module and typically comes after the Lesson and Quiz in the Module.

A project is inside of the Learning Environment, similar to an exercise, and gives the Learner a list of tasks. It may also include images and videos in the workspace.

## Fields in Author

No-Code Projects should follow the Fields in Author Standards for On-Platform Projects with a few notable exceptions which are detailed below.

### Layout Components

• Learning Environment components are typically images or videos that help learners complete the project, or embedded software in which the learner completes the project.
• For each type of component, refer to the component's specific standards page.

### Downloadable Project Kit

This field provides a link to a .zip file that learners may download to complete the project. When provided, a "Download" button will appear in the LE for the users to access this .zip file. If using a web-based starting template (such as a duplicatable Figma file), forego this button for a link in the objective & task to the starting template.

### Task

An individual task to be completed by the learner.

• Each task only asks for one step with a measurable outcome.
• E.g. A task may be: 'Include an element to allow users to select the product color in the main body of the sketch.' which might have more abstract/involve intermediary steps, but the learner is equipped enough to tackle the task as a single ticket.
• A task should not contain multiple steps: 'Create a sketch for a navigation bar. Then create a wireframe based on the sketch.'
• Tasks should provide a way for learners to self-evaluate their work throughout the project.
• Screenshots or links to working examples can be provided throughout the project to demonstrate exemplary outputs.
• The task demonstrates good use cases for the content learned in the associated lesson(s) and mirror the manner in which tasks were completed.
• Explain the motivation for steps (not necessary for every task). A learner should not be asking, "Why am I performing this step?"
• Hints shouldn't provide exact output. Rather, hints should provide an example of the output or discuss the concept(s) needed to complete the task.

### Project Walkthrough Video URL

The URL for a project walkthrough video.

• A Youtube or Vimeo URL for the project walkthrough video. If you enter an 11-character Youtube ID, it will be automatically converted into a full Youtube URL.`
• Project walkthrough videos may be surfaced as a 2/3 layout component.
• Project walkthrough videos should not show the LE if the project is done off-platform
• Project walkthrough videos should have an introduction, then encourage the learner to pause the video, complete the project, then return after finishing. For an example of what this could look like, take a look at this slide from the Wirecademy: Ridgeline project walkthrough video.