background preloader

45 Design Thinking Resources For Educators

45 Design Thinking Resources For Educators
45 Design Thinking Resources For Educators Imagine a world where digital learning platforms help adult learners succeed through college completion; where a network of schools offers international-quality education, affordable tuition, and serves hundreds of thousands of children in economically disadvantaged countries; where we engage parents in understanding national trends and topics in education; where a comprehensive learning environment seamlessly connects the classroom with the opportunities of the digital world for young students; and where system-level solutions help more students gain access to college. Educators across the world have been using design thinking to create such a world. Design thinking consists of four key elements: Defining the Problem, Creating and Considering Multiple Options, Refining Selected Directions, and Executing the Best Plan of Action. An early example of design thinking would have been Edison’s invention of the light bulb. Related:  Design Based Thinkingrgodinez58CreativeIndustries

Education Week Many thanks to Sabba Quidwai (@AskMsQ) for this guest post. In addition to serving as the Director of Innovative Learning for the University of Southern California - Keck School of Medicine, Sabba works with us as an instructor at EdTechTeacher. We live in a world today where knowledge is a commodity. Instead of focusing on mastering content, we need to focus on mastering skills and developing mindsets such as creative confidence, empathy and failing forward, to name just a few. In an article previewing his new book, "The Choose Yourself Guide to Wealth," James Altucher talks about the death of the salaried employee and offers strategies for success in today's new economy. While Altucher is focused on wealth in a monetary sense, his statement reminds me of a point that I often make to graduate students in the Physician Assistant program at the University of Southern California. How then can we begin? Mindset #1: Empathy Mindset #2: Creative Confidence Mindset #3: Learn from Failure

Embrace | Design for Extreme Affordability Project Launched: Extreme Team in 2007, company formed in 2008 Current Status: First version of the product launched in 2011, for clinical settings, and is currently being distributed to clinics in South India, where dozens of babies have already been impacted. Partnerships have been formed with several multinational organizations to distribute the product. The Embrace team consists of 35 people, primarily located in Bangalore, India. The organization has received numerous accolades, including the INDEX People’s Choice Award, the largest international design competition. In 2010, it was selected as an “Innovative Technology for Public Health” by the World Health Organization. Team: All original team members are still with the company. The Challenge Each year, 20 million premature and low-birth-weight babies are born. The Insight The Embrace team began their need finding in Kathmandu, the capital city of Nepal. The Product What's Happening Now? Links:

Estos son los mejores sitios para descargar libros en español Última actualización el 07 Mayo 2014 Visto: 3001 Califica este contenido!! Google Books: si existe una versión gratuita y electrónica de un libro, de seguro está en esta plataforma. Amazon: aquí encontrarás más de 1.700 títulos. Wikisource: este es un sitio donde podrás leer los libros que hayan sido publicados bajo licencias GFDL o CC-BY-SA 3.0. Proyecto Gutenberg: a la fecha existen más de 42 mil ebooks disponibles en diferentes formatos para descargar o leer en línea. Ebooksgo: todo el material se encuentra bajo las licencias de GFDL, Creative Commons y cualquiera que sea libre de distribución.

Use our methods DP0 (Design Project Zero) is a 90-minute (including debrief) fast-paced project though a full design cycle. Students pair up to interview each other, create a point-of-view, ideate, and make a new solution that is “useful and meaningful” to their partner. Two versions of DP0 are “The Wallet Project” and “The Gift-Giving Project”. They have the similar format, only the topic is different. The original DP0 The Wallet Project was created for the’s very first course in 2004 and the project starts with students looking at the content of their partner’s wallet or purse (and goes on to ask every student to design something for their partner). Another DP0 topic is The Gift-Giving Project where students are asked to redesign how their partner gives gifts. Get the materials to facilitate the activity for a group yourself here. Or play the Crash Course (video facilitation that leads the group) here.

Putting the World In Their Hands: Augmented Reality in the Classroom Augmented reality at Avenues: The World Schools By Courtney Pepe When many of today’s teachers who grew up in Generation X are asked to reflect on traditional learning objects from their classrooms of the 1980’s and 1990’s, they think of paper, pencils, chalkboards, and textbooks. When they’re shown a series of pictures of those classroom’s from the ’70s, ’80s, and ’90s, and asked to describe them, they use adjectives like “utilitarian, boring, and two-dimensional.” The classrooms in which Millennials and Generation Z learn are a world apart from those of Baby Boomers and Generation X. Even the sound of learning has changed in today’s classrooms, from the vocal command of the teacher directing students toward the sound of students working together in groups, or listening to audio or visual content on their devices through their ear phones. By now, many people have heard of, if not actually seen people wearing Google Glass, and more and more teachers are beta-testing in their classrooms.

The 5 Most Dangerous Creativity Killers When it comes to doing creative work, it’s important to not only look for ways to let our creativity thrive, but to also be mindful of insidious “creativity killers” that can sneak up and strangle our ability to come up with our best ideas. According to research from Harvard University, there are five main culprits that are responsible for killing our creativity. It’s important to recognize these impediments to the creative thought process because many are insidious, and worse yet, most can be made on the managerial end, meaning we may be stifling our creative workers without even realizing it. For those of us doing creative work, we must be mindful of these deterrents of the creative process so we can continue to put out our most novel ideas. 1. As Einstein said, “Everybody is a genius. 2. Although self-restriction can often boost creativity, the Harvard study shows that external restrictions are almost always a bad thing for creative thinking. 3. 4. 5.

The Differentiator Try Respondo! → ← Back to The Differentiator The Differentiator is based on Bloom's Taxonomy, Kaplan and Gould's Depth and Complexity, and David Chung's product menu. Try It In: French Dutch • Tweet It • Like Byrdseed • Pin It Students will judge the ethics of the [click to edit] using a textbook and create an essay in groups of three. Revised Bloom's Taxonomy adapted from "A Taxonomy for Learning,Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives" by Anderson and Krathwohl Depth and Complexity adapted from The Flip Book by Sandra N. Depth Big Idea Unanswered Questions Ethics Patterns Rules Language of the Discipline Essential Details Trends Complexity Multiple Points Of View Change Over Time Across the Disciplines Imperatives Origin Convergence Parallels Paradox Contribution Key Words Consequences Motivations Implications Significance Adapted from David Chung and The Flip Book, Too by Sandra N. Group Size One Two Three Four

Navegar por Internet ayuda a poner freno al alzhéimer Un estudio demuestra que los pacientes que utilizan la Red reducen el avance de la enfermedad Redacción. Madrid Internet ya no es algo exclusivo de jóvenes. Los autores han investigado a 6.442 pacientes con edades comprendidas entre los 50 y los 90 años durante ocho años y han concluido que el uso de Internet ejercita la memoria. Los investigadores han señalado que la lectura o la realización de ejercicios de memoria en la primera fase de la enfermedad tienen efectos positivos en el avance de la enfermedad y también en el estado anímico del paciente. Estimulación cognitiva en casa En el ámbito doméstico, las asociaciones de familiares de enfermos con alzhéimer, recomiendan estimular a los pacientes que sufren esta enfermedad con ejercicios de memoria o con la búsqueda de información que le interese: “Estas prácticas permiten que el avance de la enfermedad sea más lento”. Un mensaje de ánimo para cada enfermo de alzheimer (4/9/2014)

Ariadne | Web Magazine for Information Professionals

Related:  Designing a better school