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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?
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.
Marcie Lewis

Designing Spaces for Creativity « Creativity & Innovation - 0 views

  • paces that are flexible, adaptable, and reconfigurable by the users: students and faculty Shared spaces that foster connections and conversations, both planned and unplanned. This means rethinking hallways, lobbies, and stairways, so that they aren’t just places to pass through, but places where collaboration and learning happens Spaces that inspire Spaces that make it easy to create things–with materials, sketches, whiteboards–wherever you are, without having to go to some other space to be creative
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    Interesting post about a group of artists, furniture designers, architects, teachers that are looking at how to design spaces/classrooms for Creativity. 
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
lesmcbeth

Google Ventures: Your Design Team Needs A War Room. Here's How To Set One Up | Co.Desig... - 3 views

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    A great article on what a room needs in order to improve opportunities for collaboration and innovation. How can you apply these lessons to the physical design of your classroom?
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    THis is what our classrooms should be, but we need to change the pedagogy too!
Justin Medved

Outlook for online learning in 2013: online learning comes of age - 1 views

  • Initially in many institutions the move will be crude pedagogically, with an emphasis on video recording of lectures and flipped classes, or merely increasing the amount of online learning supporting regular classes. Over time, though, as instructors get more experience in hybrid learning, get more instructional design support, and greater pressure from the administration, full course re-design will increase, but major redesigns around hybrid learning may take as long as five years in many institutions. One reason for this slow adoption of re-design is the current lack of appropriate models for hybrid learning that have been tested and evaluated; this will change though as experience grows. Best practice for hybrid learning will emerge, as it did for fully online learning.
  • 10. Expect the unexpected: One year: 100%; Three years: 100%; Five years: 100% These are the monsters lurking in the shadows. In online learning, the only thing you can really be certain of is the uncertainty. These are Donald Rumsfeld’s unknown unknowns, so by definition they are unpredictable or non-forecastable. However, there are also some known unknowns that perhaps we should discuss. (MOOCs are good examples – they were known in 2011, but the likelihood that they would take off in 2012 in the way they did was not known, at least by most pundits.) Here are some possible bogeymen to lie awake worrying about:
  • the privatization of post-secondary education in the USA. Many states are in dire financial trouble. Will this result in some states privatizing their public post-secondary education systems? What price would Alabama State University fetch from a commercial buyer and how would that affect the state’s finances? If some states do decide on privatization, expect online learning to increase – indeed, online learning will likely increase in financially challenged states without privatization, because, rightly or wrongly, it will be seen as cheaper; also expect federal student financial aid to take a hit in the USA as Congress grapples with the deficit. a major Internet player (Apple, Google, Facebook or Amazon) jumps into the online learning market, perhaps in partnership with some elite universities, and takes a major share of the for-credit online market, because of lower costs, quality content, and accreditation from elite universities (but with a different category of degree from their on-campus programs) The US Congress backs publishers and shuts down all publicly funded open educational resources; copyright legislation is tightened on US-based Internet companies making it all but impossible to use educational resources over the Internet for free major power shortages/outages, due to bad weather/a surge in energy prices/political activists (pick your reason) makes online delivery increasingly unreliable during winter quantum computing arrives at a reasonable cost and completely changes the game.
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    "What's primarily going to drive this move to the centre is not MOOCs but hybrid learning, by which I mean the re-design of courses to integrate the best of online and campus-based teaching. This is being driven by dissatisfaction with very large lecture classes in first and second year university courses, the need for increased productivity/better learning in times of economic austerity, and faculty's increasing familiarity with online learning in supporting regular lecture-based classroom teaching."
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!
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.
garth nichols

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

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    Always thinking and designing!
Derek Doucet

What Project-Based Learning Is - and What It Isn't | MindShift - 3 views

  • For Terronez, the goal is to always connect classroom learning to its applications in the outside world.
  • If you inspire them to care about it and draw parallels with their world then they care and remember,”
  • takes a lot of diligent planning by the teacher to design projects that give students space to explore themes and real-world resonance to make it meaningful for them. And it takes trust in the students, as well.
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  • hen students arrived on the first day of school they found an empty classroom. The first project Terronez asked his students to undertake was designing their own learning space, one that would support experience-based, collaborative learning.
  • Terronez asked his students to design an iPod app that would solve a real-world problem. They came up with an idea, designed the display icon, figured out how users would navigate the app, prototyped sample tabs, then pitched their mock-up to an audience.
  • In a project exploring air pressure, Terronez’s students built their own hovercrafts using a leaf blower as the engine. When the hovercrafts worked, the students designed 3D representations of themes from “Freedom Fighters,” a Discovery School education video about racial struggles featuring the stories of Nelson Mandela and Martin Luther King. Their creations were featured in a hovercraft parade on Election Day.
  • Take a look at High Tech High art teacher Jeff Robin’s video explaining the difference between project-oriented learning and project-based learning.
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    A good explanation of the importance of rooting learning in authenticity. It would be interesting to explore this all with the different lenses of TPACK, TIM, SAMR
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)
Erin O'Rourke

Design Studio Invades IKEA In Order To Test And Showcase Their New Product - DesignTAXI... - 1 views

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    Guerilla product testing by Design Studio
Derek Doucet

The Ultimate Guide to Gamifying Your Classroom | Edudemic - 0 views

  • Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners.
  • Components of Gamifying the Classroom There are several aspects of video-game design that can be incorporated into the gamified classroom. Here are several:
  • Points: In video games, users gain points as the travel through their quests. The more time they invest in the game the more points they earn
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  • Badges: Badges are public recognition of achievement, with each one designed with a specific achievement in mind.
  • Levels: As a game goes on, players progress through levels that get progressively more difficult. In the classroom, levels could be lessons, or even units of study.
  • Appointments: Thanks to the Internet, people playing a video game in the US can sign in and team up with players all over the world.
  • Bonuses: Most games have hidden, unexpected rewards. Bonuses help drive player loyalty and keep them playing day in and day out.
  • Infinite play: In many video games, players keep playing until they finish a level. They might lose points, or access to valuable items if they are attacked, but they are still able to keep playing.
  • How to Gamify Your Classroom
  • Backwards planning: Any teacher familiar with Understanding By Design has already got a leg up in gamification.
  • Use what’s available: Classcraft is a free, online educational role-playing game that teachers can personalize for their lessons.
  • Gamify one aspect: Rather than attempting to create an entire game with quests and hidden bonuses, start small.
  • Establish a marketplace: Allow students to buy, sell, swap, trade with each other and with you. Maybe students can swap a badge for an open-book test, or use points to purchase a homework-free night.
  • Allow leveling up: If a student has mastered the material in a lesson, offer fun and engaging extension wor
  • Just dive in: It can be difficult to know when your gamified classroom plan is ready for students, but the best advice is to just try it out.
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    A great intro to gamifying your classroom.
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

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.
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

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

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    What would a Design Thinking curriculum look like?
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

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!
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