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Design Thinking « Design Thinking for Educators

Design Thinking « Design Thinking for Educators
Related:  Design Based ThinkingDesign ThinkingProfessional Development

About IDEO “Design thinking is a human-centered approach to innovation that draws from the designer's toolkit to integrate the needs of people, the possibilities of technology, and the requirements for business success.” —Tim Brown, president and CEO Thinking like a designer can transform the way organizations develop products, services, processes, and strategy. This approach, which IDEO calls design thinking, brings together what is desirable from a human point of view with what is technologically feasible and economically viable. It also allows people who aren’t trained as designers to use creative tools to address a vast range of challenges. Design thinking is a deeply human process that taps into abilities we all have but get overlooked by more conventional problem-solving practices. The design thinking process is best thought of as a system of overlapping spaces rather than a sequence of orderly steps.

A Brave New Experiment Historically, the primary objective of the K12 Lab Network has been to support educators in learning the five phases of the design thinking process in order to build creative confidence, solve school-wide and district-wide issues and teach students to be their own agents of change. While this approach has been hugely successful, sparking a design thinking movement that has traveled acound the globe, the K12 Lab Network Team wanted to experiment with what might happen if the mindsets which support the design thinking process were taught instead of the process itself. BIAS TOWARDS ACTIONWe’ve just led our first experiment!It took the form of a day-long experience for our d.home team school leaders, a network of eleven local Bay Area schools, all ready and eager to take their design thinking skills to the next level. After arriving and eating a quick breakfast, our participants were greeted by “Texas” and “Pipo” two juggling clowns from the Circus Center in San Francisco. Stay tuned…

Guide: Using the SAMR Model to Guide Learning | That #EdTech Guy's Blog Technology is an immense tool that can transform the way students learn. One of my favourite quotes which demonstrates this comes from Steve Jobs: “What a computer is to me is it’s the most remarkable tool that we’ve ever come up with, and it’s the equivalent of a bicycle for our minds.“ To me, this quote best illustrates the potential impact technology can have on learning. (Image Credit: Jonathan Brubaker (@mrjbrubaker)) Background The SAMR Model (above) was developed by Dr. – Enhancement (Substitution and Augmentation) – technology is used just to enhance a task– Transformation (Modification and Redefinition) – tasks are designed in a way which would not be possible without the use of technology How does it work? – Substitution – at this stage, technology is simply used as an alternative tool for completing the original task with no real change in the tasks function. Example: instead of writing by hand, learners use an app like Pages to type up a report. (Image Credit: Ruben Puentedura)

Lime Design | Design Thinking How To Integrate Design Thinking Into K-12 Classrooms - Lime Design | Design Thinking Design thinking is a human-centered prototype-driven innovation process. How can you integrate the design thinking process into your K-12 classroom curriculum? 1. Craft a content-centered design challenge. Think about the content of what you want your students to learn. It might be understanding how a suspension bridge works, figuring out volume and density, or understanding a literary character’s struggles. 2. Design thinking is a process, but the mindsets that underlie the process are equally important. LD riskometer 3. One essential tool of a design thinker is an Empathy Maps. In the classroom, you might have your students work in teams to learn about the World War II-era incarceration of Japanese Americans by exploring and have them craft Empathy Maps for different stakeholders. 4. Use the “Frame” part of the design thinking process in a social studies lesson by having your students read primary source Oregon Trail journals and role play interviews. 5.

6 Design Principles Of Connected Learning The Learning And Design Principles Of Connected Learning by Terry Heick In 2015, no one should be hurting for compelling ed content. Sites like edutopia, The Tempered Radical, Langwitches, Justin Tarte, Cool Cat Teacher, Grant Wiggins’ blog, and dozens of others offer outstanding reading on a daily basis to help you improve the things that happen in your classroom. (And this list is frustratingly incomplete–they’re just the sites on my radar that I’ve been reading since I entered education.) A bit more “fringe” are sites like TeachThought, Jackie Gerstein’s UserGeneratedEducation, the Connected Learning Alliance and, MindShift, and so many more–“fringe” due to their thinking that seems as interested in understanding what’s possible in a modern learning environment as they are what is. You could even call this kind of content less immediately practical when you’re just Googling for a lesson idea for tomorrow, but there’s room for everyone in a digital and infinite world. 1. - # Draft Program Design Thinking: Creative Ways to Solve Problems Tinkering Hands: Students at a suburban San Francisco school work on redesigning a preschool room. Designers see the world differently than the rest of us. What if the same were true for the learning process? By applying the techniques of product design to education, they want to loosen the narrow, rigid process of traditional learning and show teachers how to tap into students' deep wells of creativity, encourage them to see nuanced problems from inside the very core of an issue, and make critical thinking essential to solving any problem. The k12 Lab has distilled the design process down to the following steps: Understand, Observe, Define, Ideate, Prototype, and Test. Melissa Pelochino, a teacher at an economically disadvantaged school in nearby East Palo Alto, is a k12 Lab convert. "Our kids spend their time trying to figure out what answer the teacher wants to hear rather than on what they want to say," she explains. PDF [4.1 mb] Download: k12 Lab's Design Challenge tool kit

How ‘Deprogramming’ Kids From How to ‘Do School’ Could Improve Learning iStock One day, Adam Holman decided he was fed up with trying to cram knowledge into the brains of the high school students he taught. They weren’t grasping the physics he was teaching at the level he knew they were capable of, so he decided to change up his teaching style. “I felt I had to remove all the barriers I could on my end before I could ask my kids to meet me halfway,” Holman said. “The kids realized this made sense,” Holman said. “It turned my students into classmates and collaborators because I didn’t have a system in place to deny the collaboration,” Holman said. Holman didn’t just change his grading policies. At the start of each class period Holman and his students did icebreakers and read and discussed articles about how human brains learn best. The class read Timothy Slater’s article, “When Is a Good Day Teaching a Bad Thing?” Holman also asked students to read “Sermons For Grumpy Campers,” by Richard Felder, a graduate level professor who never lectured.

Home - TTA Design Thinkers Academy 1. You have to practice Artists invest in perfecting the skills of their craft whether they are drawing a line, holding a pose, or choosing the right words to tell a story. In his 2008 book Outliers, Malcolm Gladwell describes the “10,000- Hour Rule”; he feels that the key to achieving world class expertise in any skill is to practice the correct way, for a total of 10,000 hours. 2. In today’s world, just choosing to be an artist is a huge risk. 3. Inspiration comes from a creative collision of textures, flavors, words and sounds.

Digital Tools for Design Research | IDEO Labs Design research here is not any one thing, and it’s informed by the passion and skills of our teams as much as any organizational process. Design research is about understanding real people in the context of their everyday lives and then using what we learn to inspire our work. This loose definition may conjure up a narrow set of methods, but at IDEO, we’re broad in our approach: Design research here is not any one thing, and it’s informed by the passion and skills of our teams as much as any organizational process. Glancing across the office, I see a colleague who is an incredible photographer and uses her craft to deepen our insights. Our approaches are diverse, but we all really want to understand, on an empathic and intellectual level, how design can function in people’s lives. The Tools Digital methods and tools enhance our research process across five research activities. Use cases from 1. Typeform is a fantastic way to build visually rich, human-centered surveys. 2. 3.