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Jeffrey Plaman

http://web.media.mit.edu/~kbrennan/files/Brennan_Resnick_AERA2012_CT.pdf - 0 views

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    Computational thinking is a phrase that has received considerable attention over the past several years - but there is little agreement about what computational thinking encompasses, and even less agreement about strategies for assessing the development of computational thinking in young people. We are interested in the ways that design-based learning activities - in particular, programming interactive media - support the development of computational thinking in young people. Over the past several years, we have developed a computational thinking framework that emerged from our studies of the activities of interactive media designers. Our context is Scratch - a programming environment that enables young people to create their own interactive stories, games, and simulations, and then share those creations in an online community with other young programmers from around the world. The first part of the paper describes the key dimensions of our computational thinking framework: computational concepts (the concepts designers engage with as they program, such as iteration, parallelism, etc.), computational practices (the practices designers develop as they engage with the concepts, such as debugging projects or remixing others' work), and computational perspectives (the perspectives designers form about the world around them and about themselves). The second part of the paper describes our evolving approach to assessing these dimensions, including project portfolio analysis, artifact-based interviews, and design scenarios. We end with a set of suggestions for assessing the learning that takes place when young people engage in programming.
Katie Day

What Messages Do We Give Students with Our Classroom Library Design? - 2 views

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    "In the article Room for Beliefs: Linking Classroom Design and What We Value, Debbie Miller helps us think through the ways that our room design reflects the things we value about student learning. She provides three important questions to think about when we map out our classroom designs that we want others to be able to answer when they visit our rooms:
Katie Day

In Pursuit of the Perfect Brainstorm - NYTimes.com - 0 views

  • Jump’s work has elements of management consulting and a bit of design-firm draftsmanship, but its specialty is conceiving new businesses, and what it sells is really the art of innovation. The company is built on the premise that creative thinking is a kind of expertise. Like P.&G. and Mars, you can hire Jump to think on your behalf, for somewhere between $200,000 to $500,000 a month, depending on the complexity and ambiguity of the question you need answered. Or you can ask Jump to teach your corporation how to generate better ideas on its own; Jump imparts that expertise in one- and five-day how-to-brainstorm training sessions that can cost $200,000 for a one-day session for 25 employees.
  • What’s clear is that in recent years, much of corporate America has gone meta — it has started thinking about thinking. And all that thinking has led many executives to the same conclusion: We need help thinking. A few idea entrepreneurs, like Jump, Ideo and Kotter International, are companies with offices and payrolls. But many are solo practitioners, brains for hire who lecture at corporations or consult with them regularly. Each has a catechism and a theory about why good ideas can be so hard to come by and what can be done to remedy the situation.
  • “We’re not only blind to certain things, but we’re blind to the fact that we’re blind to them.”
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  • You often hear this from idea entrepreneurs: Don’t ask us for the answers. Let us help you frame the questions, so you can answer them yourself.
  • At Jump, they prefer to brainstorm with a variation of a technique pioneered in improv theater. A comic offers the first sentence of a story, which lurches into a (hopefully funny) tale, when someone else says, “Yes, and?” then adds another sentence, which leads to another “Yes, and?”— and back and forth it goes. In the context of brainstorming, what was once a contest is transformed into a group exercise in storytelling. It has turned into a collaboration.
  • Why now? Why did innovation-mania take hold in the last decade or so? One school of thought holds that corporations both rise and die faster than ever today, placing a premium on the speedy generation of ideas.
  • Other ideas entrepreneurs offer a “great man” theory, pointing to the enormous influence of Clayton M. Christensen, a Harvard Business School professor and an author of books including “The Innovator’s Dilemma”and “Innovation and the General Manager.”
  • Dev Patnaik of Jump has his own answer to the why-now question. He contends that advances in technology over the past three decades have gradually forced management to reconceive its role in the corporation, shifting its focus from processing data to something more esoteric.
  • “Suddenly it’s about something else. Suddenly it’s about leadership, creativity, vision. Those are the differentiating things, right?” Patnaik draws an analogy to painting, which for centuries was all about rendering reality as accurately as possible, until a new technology — photography — showed up, throwing all those brush-wielding artists into crisis.
  • Most idea entrepreneurs offer what could be described as Osborn deluxe. Govindarajan, the Dartmouth professor, presents companies with what he calls the three-box framework. In Box 1, he puts everything a company now does to manage and improve performance. Box 2 is labeled “selectively forgetting the past,” his way of urging clients to avoid fighting competitors and following trends that are no longer relevant. Box 3 is strategic thinking about the future. “Companies spend all of their time in Box 1, and think they are doing strategy,” he says. “But strategy is really about Box 2 and 3 — the challenge to create the future that will exist in 2020.” He recommends to clients what he calls the 30-30 rule: 30 percent of the people who make strategic decisions should be 30 years old or younger.
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    long article on creativity, innovation, and people who are dedicated to the process of coming up with ideas....
Katie Day

Design Thinking for Educators - Toolkit PDF to download - 0 views

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    "This toolkit contains the process and methods of design along with the Designer's Workbook, adapted specifically for the context of K-12 education. It offers new ways to be intentional and collaborative when designing, and empowers educators to create impactful solutions. At IDEO, we've been using similar processes, methods, and tools for years in tackling some dauntingly complex challenges. More often than not, we've experienced how Design Thinking helps to get to the next step. "
Jeffrey Plaman

Project Zero: Agency by Design - 1 views

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    "What does it mean to see the world like a designer? What is "maker thinking?" What kinds of thinking dispositions characterize a tinkerer? These are some of the questions at the heart of the Agency by Design project, a multi-year research and development initiative at Project Zero, a research organization at the Harvard Graduate School of Education. "
Katie Day

IA Classics: Tools of the Trade in Comic Book Form - Boxes and Arrows: The design behin... - 0 views

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    Information architecture design -- explained in six black & white comic book illustrations -- useful in thinking about the design of websites and navigation
Keri-Lee Beasley

20 Inspiring Posters with Design Quotes - 2 views

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    Quotes about design. I particularly like Saul Bass's "Design is thinking made visual" quote
Katie Day

Jonah Lehrer on Buildings, Health and Creativity | Head Case - WSJ.com - 0 views

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    Article re how the color and shape of rooms affects the thinking that goes on inside the rooms... "They tested 600 subjects when surrounded by red, blue or neutral colors-in both real and virtual environments. The differences were striking. Test-takers in the red environments, were much better at skills that required accuracy and attention to detail, such as catching spelling mistakes or keeping random numbers in short-term memory. Though people in the blue group performed worse on short-term memory tasks, they did far better on tasks requiring some imagination, such as coming up with creative uses for a brick or designing a children's toy. In fact, subjects in the blue environment generated twice as many "creative outputs" as subjects in the red one. Why? According to the scientists, the color blue automatically triggers associations with openness and sky, while red makes us think of danger and stop signs. (Such associations are culturally mediated, of course; Chinese, for instance, tend to associate red with prosperity and good luck.) It's not just color. A similar effect seems to hold for any light, airy space."
Jeffrey Plaman

David Kelley talks about Steve Jobs and 'design thinking' in '60 Minutes' interview - 0 views

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    IDEO founder David Kelley sat down with 60 Minutes this week to discuss the philosophy behind "design thinking" - an innovative approach that melds product design with human behavior.
Jeffrey Plaman

Making Thinking Happen | Making Thinking Happen is the official blog space of the Agenc... - 1 views

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    Blog for Agency by Design group at Harvard's project zero.
Jeffrey Plaman

Aaron Draplin Takes On a Logo Design Challenge - YouTube - 0 views

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    This is a great resource showing a designer at work. Good for inspiration and noticing the attributes of design thinking.
Jeffrey Plaman

trudacot v1 annotated - Google Docs - 0 views

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    Create a unit (re)design template and/or classroom walkthrough template that will allow educators to think about technology integration within the context of student agency and higher-order thinking skills steeped in important disciplinary concepts
Keri-Lee Beasley

Connie Yowell on Digital Media and Learning, Then and Now | Spotlight on Digital Media ... - 0 views

  • The Holy Grail in learning and education is context. The problem is that education is focused on generic outcomes. And as soon as you shift to that conversation, you forget about context of the learner. You forget that learning is social, and about identity, and fundamentally connected to what the learner cares about.
  • I saw a video of you talking recently. You said starting with outcomes and working backward was a big mistake. You said we should start thinking about the student and then design forward. What does that actually mean, and is that related to what you’re saying about context? In education, we traditionally think about content. We think about content as the outcomes we’re striving for. Does a kid know X? That’s what all our tests measure, and that’s how we lose the kid.  We lose the kid to our focus on content—we talk more about STEM than we do about kids. 
  • People talk about kids learning content and then testing them on that content. People like Katie and Will are thinking about designing the context for participation. That’s the Holy Grail.  Its through participation that learning happens. 
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    Interesting interview regarding the potential future of Digital Media Literacy
Jeffrey Plaman

Design Thinking - QuickStartGuide.pdf - 1 views

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    Guide for using design thinking to generate innovative solutions for classrooms, schools, communities.
Keri-Lee Beasley

20 Classroom Setups That Promote Thinking - 0 views

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    Great classroom design ideas.
Louise Phinney

9 of the coolest educational videos from TED-Ed | memeburn - 2 views

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    When TED launched its educational website for younger students last week, I think teachers everywhere realised they had to up their game. The 3-10 minute videos are designed to encourage curiosity and show how the world works using compelling animation and the audible explanations of a gifted teacher.  Even if you're not in high school, the videos are sometimes fascinating, sometimes kinda strange, but generally very cool. Here are some of the best videos that are designed to amaze and challenge your brain.
Louise Phinney

Gamestar Mechanic - 0 views

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    might be useful for older students: Gamestar Mechanic is a game and online community that teaches kids how to design their own games. Designing games builds Systems Thinking, 21st Century Skills, Creative Problem Solving, Art and Aesthetics, Writing and Storytelling, and creates a motivation for STEM learning.
Katie Day

Get The Math -- algebra in the real world - 0 views

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    Summary via The Scout Report (May 2012): "How does math get used in the "real world?" The short answer is that it is used to create hip-hop music, in fashion design, and through a number of other endeavors. This interactive website combines video and web interactive to help young people develop algebraic thinking skills for solving real-world problems. The series is funded by The Moody's Foundation, along with assistance from WNET and American Public Television. The sections of the site include The Challenges, Video, and Teachers. In The Challenges area, users will find video segments profiling the various young professionals who use math in their work, along with interactive tools to help students solve the challenges they are presented with. Moving on, the Teachers area includes resources for teachers, such as a training video showing how to use project materials in the classroom, along with student handouts. Visitors shouldn't miss the Basketball challenge, featuring NBA player Elton Brand talking about the problems presented by free throw shooting. [KMG]"
Sean McHugh

Screen Time? How about Creativity Time? - Mitchel Resnick - Medium - 1 views

  • Too often, designers of educational materials and activities simply add a thin layer of technology and gaming over antiquated curriculum and pedagogy
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      I think because the designers of these apps are not educators and are therefore assuming that they often traditional education they experienced is the norm or at the very least is still a desirable outcome for the kids that they are designing their Apps for.
  • But I’m also sure that some students found it very discouraging and disempowering. And the activity put an emphasis on questions that can be answered quickly with right and wrong answers — certainly not the type of questions that I would prioritize in a classroom.
  • In many cases, the skeptics apply very different standards to new technologies than to “old” technologies. They worry about the antisocial impact of a child spending hours working on a computer, while they don’t have any concerns about a child spending the same time reading a book. They worry that children interacting with computers don’t spend enough time outside, but they don’t voice similar concerns about children playing musical instruments. I’m not suggesting that there are no reasons for concern. I’m just asking for more consistency.
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  • For kids growing up today, laptops and mobile phones aren’t high-tech tools — they’re everyday tools, just like crayons and watercolors.
  • Of course there’s a problem if children spend all their time interacting with screens — just as there would be a problem if they spent all their time playing the violin or reading books or playing sports. Spending all your time on any one thing is problematic. But the most important issue with screen time is not quantity but quality. There are many ways of interacting with screens; it doesn’t make sense to treat them all the same
  • Rather than trying to minimize screen time, I think parents and teachers should try to maximize creative time. The focus shouldn’t be on which technologies children are using, but rather what children are doing with them
Keri-Lee Beasley

Welcome - 1 views

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    A nicely designed site about thinking before you post. Would be good for some students at school to have a look through. G3 maybe for their safety unit?
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