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lesmcbeth

Resources | Leadership+Design - 0 views

  • Ewan McIntosh at TEDxLondon. In this talk, hybrid teacher/investor Ewan McIntosh shows how really using the design thinking model requires a shift in teacher behavior to “get out of the way” and allow students to find solutions to relevant challenges.
  • esign Thinking for Independent School Educators.” This webinar by Leading is Learning co-founder Greg Bamford provides a 100-level introduction to design thinking and why is matters in the independent school environment. Design Thinking in Education. This partnership between IDEO and Riverdale Country Day School (NY) focuses on how design thinking is used in schools, often to help schools solve problems about where they should go, what they should do. It includes case studies and nice short videos about educators using design thinking here. The Stanford d. school K-12 Wiki has a range of resources for K-12 educators. Stanford REDLab (Design and Education) has scholarly articles on design thinking and education, videos, and a few models of design thinking units in middle school math and high school science here. The Nueva School in northern California, a K-8 independent school, is a national leader in using Design Thinking. Information on their curriculum and iLab facility is here.
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    What does Design Thinking look like in schools?
mschristieg

Design Thinking « Design Thinking for Educators - 1 views

  • Design Thinking is the confidence that everyone can be part of creating a more desirable future, and a process to take action when faced with a difficult challenge.
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    D school design thinking website
garth nichols

Beyond teacher egocentrism: design thinking | Granted, and... - 2 views

  • As teachers we understandably believe that it is the ‘teaching’ that causes learning. But this is too egocentric a formulation. As I said in my previous post, the learner’s attempts to learn causes all learning.
  • From this viewpoint, the teacher is merely one resource for learning, no different from a book, a peer, an experience, or an experimental result.
  • It is the learner who decides to try to learn (or not) from what happens.
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  • We think like a designer, not like a teacher, when we say: the teacher is just one element in the design. The choice of task, pedagogy, groupings, flow of work, resources, furniture, light, noise level, role of people and text – all of these design elements are arguably as important as the teacher.
  • What are those conditions, in a nutshell? I would highlight the following: Thought-provoking intellectual challenges (inquiries, questions, problems) The challenge has been designed to optimize self-sustaining and productive work by learners, related to a clear and intellectually worthy goal The learners have become reasonably competent in classroom routines that foster productive goal-focused work The challenge cannot be accomplished by a worksheet, checklist or recipe. It requires strategic use of knowledge and skill, creative problem-solving, and critical thinking; and the eliciting of multiple perspectives on how to address the challenge and gauge progress. There is an unambiguous product or performance goal (even if there is ambiguity about how to achieve the goal), supported by clear criteria and standards, thus permitting ongoing student self-assessment and self-adjustment. There is enough feedback within the challenge (and resources) that the work can be maximally self-sustaining and productive. The teacher is therefore freed up to coach for a significant amount of time, permitting personalized feedback and guidance (as well as just-in-time mini-lessons). This coaching role also permits the teacher to determine what is and isn’t working in the challenge, and thus enables the teacher to quickly change gears if the desired learning is not occurring or the process is not working.
  • In other words, it is a poor design for learning that puts all the burden of teaching and processing on the teacher. Then, the teacher can neither coach nor understand what is going on in the minds of learners. Worse, endless teaching, no matter how expert, soon becomes passive and without much meaning to learners who must wait days, sometimes weeks, to get meaningful chances to interact with the content, to try out their ideas on others, and to get the feedback they need.
  • Group-worthy tasks – Focus on central concepts or big ideas that require active meaning-making The challenge itself has ambiguity or limited scaffold and prompting so that student meaning-making and different inferences about the task and how to address it will emerge. Are best accomplished by ensuring that multiple perspectives are found tried out in addressing the task. This not only rewards creative and non-formulaic thought but undercuts the likelihood that one strong student can do all the key work. Provide multiple ways of being competent in the task work and the task process Can only be done well by a group, but are designed to foster both individual and group autonomy. (The teacher’s role as teacher and direction-giver should be minimized to near zero). Demand both individual and group accountability Have clear evaluation criteria
garth nichols

REDlab- Research in Education & Design - 1 views

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    Research in Design and Education: The impact of design thinking on learning on K-12 education. Design thinking in the classroom and other settings for learning.
garth nichols

Game Changers | Canadian Education Association (CEA) - 0 views

  • In 2011, game designer Jane McGonigal published Reality is Broken, where she outlined four simple rules that define a game: a goal, rules, a feedback system, and voluntary participation. Both Jeopardy and The History of Biology fit this definition, but clearly there is a difference between games that teach the recall of facts and those that teach higher-order thinking skills.
  • esame Workshop, published a paper in 2011 called “Games for a Digital Age.” They distinguish between short-form games, “which provide tools for practice and focused concepts,” and long-form games, “which are focused on higher order thinking skills.” This is a useful first distinction teachers can use when evaluating games for use in the classroom.
  • A theme that comes up with teachers who use long-form video games is teaching empathy. “When I first started teaching natural disasters in Grade 7, there were case studies in the textbook, or videos,” says Mike Farley, a high-school teacher at the University of Toronto Schools (UTS). “When we invite students to play a simulation like Stop Disasters or Inside the Haiti Earthquake, they are more immersed; there’s more of an emotional learning.”
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  • UTS Principal Rosemary Evans sees these as “unique learning experiences,” different for each student with each session of play. “What excites me is the experiential component,” she says. “The simulations lead to an authentic experience, where the game environment represents different points of view.”
  • Justin Medved , the Director of Instructional Innovation at The York School, likes to talk about “layers of learning” taking place in the best games. “To what extent does the game offer an experience that offers some critical thinking, decision making, complexity, or opportunity for discussion and debate?” says Medved. The content is the first layer the students interact with, but meta-content skills can take longer to teach. Medved looks for “any opportunity for players to go out and do some research and thinking before coming back to the game.” Many games, says Medved, are super-fast and he tries to intentionally slow them down to allow for deeper thinking. “We want some level of learning to be slow, to discuss bias or different perspectives. Over time you can see a narrative unfolding.”
  • The question of whether to game or not game in class is not one of technology. It is one of pedagogy that starts and ends with the teacher. It is our job to provide a framework for deciding which games can be used in which contexts, and to use the best of the game world to inspire our students to higher-order thinking.
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    "Game Changers How digital games are creating new learning experiences Using games to teach discrete topics in the classroom is not a new phenomenon; however, games can also be used to teach higher-order thinking skills such as critical thinking, decision-making, creativity and communication. These so-called "long-form" games need to be contextualized by the teacher and woven into a robust curriculum of complimentary activities. Innovative educational gaming companies focus on developing high-quality digital content but also on the pedagogical implications of embedding the game in existing curriculum. Data collected from long-form digital games can be used to personalize instruction for students who are getting stuck on certain concepts or learn in a particular way. As games get more sophisticated, so must the teacher's understanding of the way students use them in the classroom."
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    For those interested in applying characteristics of gaming to their teaching.
garth nichols

Hacking the Classroom: Beyond Design Thinking | User Generated Education - 0 views

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    Always thinking and designing!
Justin Medved

http://www.edu.gov.on.ca/eng/literacynumeracy/inspire/research/CBS_ThirdTeacher.pdf - 1 views

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    Designing the Learning Environment for Mathematics and Literacy, K to 8 Imagine the ideal learning environment for today's learner. What would it look like? Think about how much the world has changed in the last three decades and how rapidly it will continue to change in the years to come. How do we ensure that the instruction we provide is responsive to the shifting demands of the 21 st century? Researchers and practitioners in a wide range of disciplines - early childhood and developmental education, psychology and cognitive science, school architecture and design - maintain that the key to learning in today's world is not just the physical space we provide for students but the social space as well(Fraser, 2012; Helm et al., 2007; OWP/P Architects et al., 2010). The learning environment, they suggest, is "the third teacher" that can either enhance the kind of learning that optimizes our students' potential to respond creatively and meaningfully to future challenges or detract from it. Susan Fraser, for example, writes: "A classroom that is functioning successfully as a third teacher will be responsive to the children's interests, provide opportunities for children to make their thinking visible and then fosterfurtherlearning and engagement." (2012, p. 67)
garth nichols

Design Thinking, Deconstructed | MindShift - 5 views

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    A great graphic that deconstructs the Design Thinking Process...super cool, and ready to implement
lesmcbeth

Workshops On Design Thinking And Education - R&D Weblog - 0 views

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    Resources on Design Thinking - including many excellent links and examples.
lesmcbeth

Introducing Design Thinking to Elementary Learners | User Generated Education - 19 views

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    Can you use Design Thinking in the Elementary school classroom? Yes you can!
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    I'm excited to read this article!
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    Don't limit the possibilities, regardless of age!
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    Can't wait to try this in my Geo classes!
lesmcbeth

Design Thinking for Educators - 2 views

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    The IDEO design thinkign toolkit for educators - an excellent resource for employing Design Thinking either in your classroom, or with other teachers to address issues in your school/teaching.
lesmcbeth

Welcome to the Virtual Crash Course in Design Thinking - 0 views

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    A Virtual Crash Course in Design Thinking from Stanford's d.School.
garth nichols

http://archive.constantcontact.com/fs184/1102752268498/archive/1122580804441.html - 1 views

  • In my mind, a solid 4 rating means that your adult professional embraces feedback, both formal and informal and has strong systems and processes in place that encourage feedback - things like annual faculty,  parent, and board surveys, intentionally designed evaluation processes for students, faculty, staff and leadership that happen at minimum annually, but even better quarterly, regular audits of programs, curriculum, pedagogy, time and space.  Other good signs that your culture supports feedback might be meetings that end with questions like, "How are we working together as a team/department?" and "What can we do to get better at this work?"  and school leaders who ask their reports with genuine curiosity,  "What can I do to better support your work?"  "What do you think about this idea?" or "How did this meeting go for you?"
  • What if you spent a week "playing anthropologist" with the following question in mind: "What evidence do I see that our adult community has a strong culture of feedback?" 
    • garth nichols
       
      Love these questions of educators!
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  • pend some time with colleagues. Ask them questions about their classes.  See how many times you hear someone ask questions like: "What do you think about this?"  "Will you come by my class and let me know what you think about this lesson I am teaching?"  "How can I/we do this better?"  Attend meetings with this question in mind.  How receptive are team members to feedback they get in meetings?
  • talk Feedback Without Frustration.  This 15 minute video offers some key habits and practices that designers (and educational leaders in their roles as experience designers) can adopt in order to make feedback more meaningful, especially when presenting a new idea or product and much of which can be applied to feedback - both formal and informal.  A few tips include:taking responsibility for the feedback you are gettinggoing after the kind of feedback you wanthaving a designated facilitator for more significant processeshaving goals for the project that you can use to make the feedback more helpfulnot confusing what you like/don't like with what is good/bad(most importantly) just getting better at talking to each other.
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    For those of us who lead teachers; for those of us who seek feedback from others; and for those of us who want to buid a culture of sharing and feedback, this is a great read!
lesmcbeth

From Google Ventures, The 6 Ingredients You Need To Run A Design Sprint | Co.Design | b... - 1 views

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    This article is part of a series aimed at companies who would like to organize a DT sprint to solve a problem, but it's a great series for teachers to read if you're thinking of using DT in your classroom!
Justin Medved

Clearing the Confusion between Technology Rich and Innovative Poor: Six Questions - 3 views

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    "Test your own level of innovation.  If you answer no to all Six Questions when evaluating the design of assignments and student work, than chances are that technology is not really being applied in the most innovative ways. The questions we ask to evaluate implementation and define innovation are critical." Did the assignment build capacity for critical thinking on the web? Did the assignment develop new lines of inquiry? Are there opportunities for students to make their thinking visible? Are there opportunities to broaden the perspective of the conversation with authentic audiences from around the world? Is there an opportunity for students to create a contribution (purposeful work)? Does the assignment demo "best in the world" examples of content and skill?
lesmcbeth

Creative Workshop - 0 views

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    Need to get your creative thinking juices flowing? Check out these 80 quick and easy challenges that will sharpen your design and thinking skills. Great activities for students as well.
Justin Medved

Action Plan Framework - - 3 views

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    This is a framework to help guide and support your thinking and process for your Action Plan. It employs the principles of Design Thinking, but tailors it to the educational landscape.
lesmcbeth

What does design thinking feel like? | Design Thinking - 2 views

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    A nice summary of Design Thinking - which can be applied to generating your action plans.
lesmcbeth

do_matic: Business Design: The curriculum of 2012 - 0 views

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    What would a Design Thinking curriculum look like?
tantoniades

Life in a 21st-Century English Class | MindShift | KQED News - 4 views

  • Finally, technology is embedded into the structure of all we do. It’s part of how we research, how we capture information, and how we display our learning. It’s never an accessory tacked on at the end.
    • tantoniades
       
      This is where I need to get.  I'm still very much in the "tacking on" phase.
  • My students started by creating a Flickr feed, Facebook page, a YouTube account, a Tumblr blog, and a Twitter account. They decided that visual representations of their knowledge would be the most powerful. So some of my students created photographs depicting images that they felt best represented modern trafficking. These photos were then edited in Picnik, and posted to our blog.
    • tantoniades
       
      I dont know what half of these things are, but I'm going to find out - we do Beloved, which is really similar thematically, and my assessment for the unit is really similar (even if it's not tech-based...yet).
  • A few years ago I tried to teach this idea to a grade 12 class when we were studying essay writing. They didn’t get it. But in the context we were using, after comparing social media content, it made perfect sense to my grade 11 students.
    • tantoniades
       
      I find this really annoying.  
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  • The Museum Box site allows you to build  an argument or description of an event, person or historical period by placing items in a virtual box. Students can display anything from a text file to a movie. My students will be using this platform to argue their thesis, rather than writing a traditional essay.
    • tantoniades
       
      Intriguing.  Go on...
  • My students have started designing our curriculum units. Seriously. While transitioning to our current unit, we discussed the possibilities as a class.
    • tantoniades
       
      I dont mean to be a crank, but this has everything to do with teaching, and nothing to do with technology.
  • Before the technology/constructivist shift in my classsroom, I would have taught all of this quite traditionally. We’d read books, answer questions, and then address those questions in class. I’d lecture a lot, with supplemental grammar lessons here and there, and I’d include some type of artistic project to achieve viewing and representing objectives. The whole design would have been extremely teacher centered. And at the end of it all, I’d hope they learned something about writing and thinking. Instead, inquiry and technology are a natural part of our English classes.
    • tantoniades
       
      Again, I know I'm being a cynical old grump, but you cannot use "technology" and "constructivist" like they're two parts of the same idea.  I think it's perfectly feasible to imagine a constructivist classroom that runs without tech, and vice versa.  Both of them running in harmony...that's the dream, all right.
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    An article about some ways technology can be used to help an inquiry-based high school English class...
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    Hey Tony - I think you'd be really interested in TPACK - a tech integration framework that looks at pedagogical knowledge, content knowledge and tech knowledge. For more info check out tpack.org! We'll be looking at these in our third face to face but it sounds like you're ready to delve!
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