Category Archives: Design Thinking in Schools

A place for wonder, creativity & discovery

Ipad

“The child starting school this year will graduate in the 3rd decade of the 21st century, a world that will have challenges and opportunities beyond what we can imagine today, with possibilities and problems that will demand creativity, ingenuity, responsibility, and compassion. Whether this year’s student will merely survive or positively thrive in the decades to come depends in large measure on the experiences he has in school”

OWP/P Architects, VS Furniture, & Bruce Mau Design. (2010). The third teacher: 79 ways you can use design to transform teaching and learning. New York, NY: Abrams Books.

Kids speak out on student engagement in Edutopia (2015): “I think having freedom in assignments, project directions, and more choices would engage students. More variety = more space for creativity.”

To what extent do students need/deserve:
1. Freedom
2. Choice
3. Variety
4. Creativity
5. Engagement

What are the dilemmas of maker culture?

What are the ethical dilemmas and moral questions raised by the rise of maker culture? Is our current moral and ethical framework compatible with the maker movement? Are we developing a moral and ethical framework as quickly as our technological capacities are evolving?

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The art of making

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FEELING BEWILDERED?
Embrace the Uncertainty
Curiosity is Encouraged
Slow Down & Be Mindful
Collaboration Makes it Happen!

Design thinking

DesignEducation

Welcome to EDCP 508

This course offers graduate students a space to create and a community to explore empirical and theoretical ideas about creativity in curriculum and pedagogical design. Our six modules include critiquing scholarly readings and TED talks, expressing and challenging viewpoints, building upon each other’s work, and experimenting with hands-on learning activities.

Students will engage in this course as instructional designers, content creators, and thinkerers working together on personally or socially meaningful projects. Learning involves defining educational problems and generating creative solutions, brainstorming, bodystorming, mindmapping, prototyping, observing, empathizing, evaluating, and experimenting with diverse ideas, materials, and perspectives. The operative word for this course is CREATIVITY: participants will be supported to develop creative leadership skills, increase creative confidence, become more creative listeners, take intellectual risks, push boundaries, question assumptions, expand research possibilities, and exercise ingenuity.

Students will benefit from a multimodal learning environment and creative instructional strategies (e.g., design thinking challenges, role-playing, and storyboarding). We will make and deconstruct learning artifacts using open-ended materials, develop prototypes for innovative classroom learning environments (on-site and online), evaluate educational apps, build and program robotics, ignite imagination through coding, be inspired by guest presenters, and have fun learning by collaborating and creating.

Creativity