Giving Student Work an Audience—and a Purpose
Presenting their work to someone other than the teacher guides students to start thinking about it as more than just an assignment.
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Go to My Saved Content.Consider how much student work ends with a click of the “submit” button. Students may spend hours researching, designing, writing, or recording, but once their work is reviewed by the teacher and graded, it often disappears into a folder or classroom platform. Without an audience or purpose beyond completing the assignment, even a creative project can become just another task. Giving that work somewhere meaningful to go can change the entire learning experience.
One way I have increased student investment is by letting students know how their finished work will be shared or used. When students know that someone besides their teacher will see, hear, or use what they have created, the assignment takes on added significance. They are no longer creating only to demonstrate what they know and sharing that with just one person. They begin to think beyond just completing the requirements and consider whether their message is clear, accurate, useful, and engaging for its intended audience. They are creating to teach, inform, persuade, or help someone else.
Finding authentic audiences
Over the years in my STEAM class, students have created infographics using Canva or paper. Their topics have included digital citizenship, protecting personal information, recognizing phishing attempts, responding to cyberbullying, maintaining healthy technology habits, and thinking before posting online. Instead of only having students submit the infographics to me, I always display them on the wall outside my classroom.
That simple change, from inside my classroom to the school hallway, gives students an authentic audience. Students, teachers, families, and school visitors pass through the hallway and take time to stop and learn from the information my students have shared. My students are excited when they see their work displayed, but the experience is about more than recognition. They see that something they created can educate someone else, start an important conversation, or promote reflection on their own habits in these areas.
Purpose also changes the decisions students make while creating. If, as the teacher, I am the only person reading an infographic, the student may focus mainly on meeting the assignment requirements. If students know their classmates might rely on the information, they will likely think more carefully: Is the information accurate? Is my message understandable? Can someone read it quickly? Do the images strengthen the message? Have I included practical advice the reader can use? With an audience, students don’t only think about completing the work and checking boxes on a rubric. They consider the responsibility that comes with informing others accurately.
I have also had students create podcasts and public service announcements (PSAs). For a digital wellness PSA, students addressed the pressure to remain constantly connected and offered strategies for creating a healthier balance with technology. Because a PSA must communicate its message quickly, students have to decide who their audience is, which facts matter most, and how to communicate a clear and meaningful message within a limited amount of time. A podcast gives them time to explore the topic more deeply, perhaps by sharing different perspectives, discussing a realistic scenario, or interviewing others. Each format asks students to make purposeful choices about the content, tone, and pacing, and the call to action for their audience.
Infusing more purpose
Student-created tutorials and model lessons provide another way to infuse more purpose into student work. When students create a tutorial for classmates, they must do more than complete the process themselves. They have to break it into manageable steps, anticipate where someone might become confused, and explain the ideas clearly. In my STEAM class, students who created a model lesson about a coding tool or an emerging technology also strengthened their own understanding because teaching it to classmates required them to organize and apply what they know.
As classmates worked through the lessons, the student creators could see where directions were unclear or where an important step had been left out. They revised their explanations based on that feedback. The finished product was a lesson that enabled someone else to learn, and creating it strengthened the students’ own understanding.
There is no shortage of authentic audiences. Students can design for classmates, students in other grade levels, families, teachers, or people walking through the school. Work can be displayed in a hallway, shared during a school event, added to a class resource collection, or used to introduce next year’s students to a topic. An audience can be small but still have a long-lasting impact on learning.
Before assigning a project, I now try to ask: Who could benefit from this work? Where will the finished product go? How might someone use it? When students know their work will exist and make an impact long after completion, they often care more about its quality. They begin to see themselves as designers, teachers, and communicators. Sometimes the most impactful change to a project is giving students a say in its purpose—and giving their work somewhere useful to go.
