Tag Archives: design challenge

Design Thinking & ADST

Design Thinking is a series of steps that can help people understand the nature of a problem, then consider and test solutions. These steps are part of a cyclical process: the proposed solution may not solve the problem, and then participants will have to go back to earlier steps and work their way through again. Although Design Thinking can be easily embedded in any Applied Design Skills and Technologies (ADST) project, from start to finish, it can be used as a way to think about problem-solving in any subject or classroom.

BC’s newest K-9 curriculum is Applied Design Skills and Technologies. It is interesting to consider the opportunities for teachers to integrate “STEAM” (Science, Technology, Engineering, Arts and Math), Makerspace, computational thinking (including coding) and entrepreneurship in their teaching, and Design Thinking  fits perfectly with inquiry-based projects and hand-on learning. To learn more about the ADST curriculum, please visit the related post on our Scarfe Sandbox Blog.


The Steps

To get students thinking about the entire design process for ADST, from beginning to end, teachers can implement a Design Thinking framework. Design Thinking is a human-centered approach to problem-solving and solution creation. It’s used widely by companies to promote innovation and develop new products. There are 5 standard steps:

  1. Emphasize – try to understand the need
  2. Define – clarify the problem
  3. Ideate – generate lots of ideas
  4. Prototype – build the solution you think might work
  5. Test – see if the prototype solves the problem

For more information, you can check out Stanford University’s Introduction to Design Thinking: Process Guide

Reverse Ideation

Teachers can also encourage students to try Reverse Ideation, which can help to stimulate creative thinking and get students generating ideas from a fresh approach. In Reverse Ideation, students will try to make the problem worse. This approach can take the pressure off of students from having to find the perfect solution and can get ideas flowing (it can also be a fun way to break the ice and get students talking and connecting with each other). Once the worst ideas are out, that can free students to think about possible solutions, using the worst ideas as a starting point. Check out this blog post for an example of what Reverse Ideation can look like in practice.

whiteboard showing multi coloured responses to the question "How to prepare for practicum"

Reverse Ideation in Action! “How to prepare for practicum: worst ideas only”

At a recent Scarfe Foyer session, teacher candidates had the chance to try out Reverse Ideation to help them prepare for their upcoming short practicum.

We set up a white board with our question: “How to Prepare for Practicum? Worst Ideas Only!” We provided white board markers, as well as post-it notes, and asked TC’s to generate ideas. This is a set-up that’s easily replicable in a classroom using whatever materials are on hand, such as chart paper, white/black boards, post-it notes on desks, etc. The unconventional approach to this topic, preparing for practicum, generated a lot of interest and discussion.

Greta, Lindsay and Nashwa host a Scarfe foyer session about reverse ideation and design thinking. Greta writes an idea on the whiteboard.

A Scarfe foyer session highlighting design thinking.


Edited by Peer Mentor Lindsay Cunningham (Ph.D. student, EDCP), October 2023

Leave a Comment

Filed under AppliedDesignSkillsTechnologies, Blog Posts, Curriculum, Engineering, Not Subject Specific, STEAM

Design-Based Learning: STEM and Simple Machines

Watching children play, particularly very young children, we can see they behave scientifically.

Children observe and collect. They wonder and deduce, and they’re methodical. They collaborate – sometimes! – and when they’re puzzled, they experiment and make adjustments.

At whatever age STEM learning occurs, though, make no mistake: it is real STEM learning, not mere child’s play (McClure, 2017). The earlier that children begin STEM activities, the sooner they begin to hone what Katehi, Pearson, and Feder (2009) call engineering habits of mind: systems thinking, creativity, optimism, communication, collaboration, supported persistence, and attention to ethical thinking. And, obviously, these habits of mind apply to more than just STEM work.

“In the minds of these children, too, there was a complex inner process – one that is hard to see, which often results in adults underestimating young children’s current capacities” (McClure, 2017, p. 84)

Teachers can make good habits, too, while teaching STEM-related material, which again can apply beyond STEM lessons: designing and facilitating experiential learning tasks, for instance, or asking questions of students vs providing them with answers, or collaborating with colleagues and the local community. Before long, students and teachers are spotting STEM links all over the curriculum. For instance, classroom engineering activities become a practical way for students to see abstractions like mathematics in action while a look at simple machines prompts the chance to notice just how commonly we rely on them every single day.

Along with reinforcing habits of mind, sustained STEM learning also influences students’ longer-term post-secondary and professional decisions. As we look for ways to make STEM careers more inclusive and accessible to all, researchers have found that women who were made more aware of career opportunities during their school years were more likely to select engineering as a post-secondary degree major (Tyler-Wood et al., 2012; Frehill, 1997).

“A STEM identity is developed by active participation in the environment” (Subramaniam et al., 2012, p. 176)

Learn from the educators at UBC Engineering’s Geering Up Program about how to design your own design challenge using this resource they’ve shared with us!


Create, Make, Innovate: Getting Hands-on with Learning Design

Recap of Create, Make, Innovate! session, held on Tuesday, November 12th, 2019 in the Scarfe foyer: It all about simple machines: wheel-and-axle, wedges, inclined planes, pulleys, levers, and screws.

Free Clip Art by >\\sas from clker.com

Using a variety of basic tools, e.g. scissors, screwdriver, a small X-acto knife, you and your students can design and build simple machines of your own, with inexpensive everyday materials like dowels and planks of wood, cardboard tubing, pipe cleaners, buttons with twist ties, string or twine, and a spring scale. By planning ahead and adjusting after experimentation, they will be able to tackle straightforward design challenges that illustrate physical concepts in action, like force, work, friction, mechanical advantage, and the law of conservation of energy, just to name a few.

Simple machines are found literally everywhere, and they are a super way to introduce students to physics and engineering.

Free Photo by vũ tuấn from Unsplash

A basic model approach to engineering really does read like children at play: observe, design, build, experiment, adjust. For hands-on classroom activities, it’s hard to find something more stimulating, more instructive, or more fun than simple machines and engineering. And because simple machines have no power source and require someone or something to make them work, what better source of energy than curious students and their teachers!


Resources

British Columbia’s K–12 curriculum features a subject discipline called Applied Design, Skills, and Technologies (ADST), which “builds on students’ natural curiosity, inventiveness, and desire to create and work in practical ways” in order to “… provide firm foundations for lifelong learning.” As early as Kindergarten, students can take a role in learning how to apply ADST principles such as cross-disciplinary thinking, collaboration, and contextualised problem-solving.

On the Scarfe Digital Sandbox, you’ll find some terrific STEM resources, like PhET, which is particularly about Engineering, including simple machines, and also Arduino, specific to electronics, another fun STEM topic we explored back in September.

Check out the Boston Museum of Science website, where the month of November 2019 is Women and Girls in STEM Month. You can explore the Museum’s wide array of engineering lesson ideas and activities, which are suitable for all ages.

In-class, project-based learning has proven effective for student learning as compared to out-of-class projects, which are less significant. (Hansen & Gonzalez, 2014)

Read about some very young engineers and their simple machines in this article from the Early Childhood Research and Practice (ECRP) open-source e-journal, published by Loyola University in Chicago.


Acknowledgement: post author, Scott Robertson; editor, Yvonne Dawydiak

Interdisciplinarity, collaboration, hands-on learning – that’s the spirit of Create, Make, Innovate! We want to promote enthusiasm for sharing and learning across age groups and across subject disciplines.

Make, Create, Innovate sessions took place during the Fall 2019 in the foyer of the Neville B. Scarfe building and were hosted by Scott Robertson, a project assistant on a small TLEF grant with Dr. Lorrie Miller, Dr. Marina-Milner Bolotin and Yvonne Dawydiak, Teacher Education.

If you have an idea or an inspiration for a resource or future session, please let us know! scarfe.sandbox@ubc.ca


References

Frehill, L. (1997, Spring). Education and occupational sex segregation: The decision to major in Engineering. The Sociological Quarterly, 38(2), 225–249.

Katehi, L., Pearson, G., & Feder, M. (Eds.). (2009). Engineering in K-12 education: Understanding the status and improving the prospects. Washington, DC: National Academies Press. Retrieved from https://www.nap.edu/read/12635/chapter/1

McClure, E. (2017, November). More than a foundation: Young children are capable STEM learners. YC Young Children, 72(5), 83–89.

Subramaniam, M., Ahn, J., Fleischmann, K., & Druin, A. (2012, April). Reimagining the role of school libraries in STEM education: Creating hybrid spaces for exploration. The Library Quarterly: Information, Community, Policy, 82(2), 161–182.

Tyler-Wood, T., Ellison, A., Lim, O., & Periathiruvadi, S. (2012, February). Bringing up girls in Science (BUGS): The effectiveness of an afterschool environmental Science program for increasing female students’ interest in Science careers. Journal of Science Education and Technology, 21(1), 46–55.

Featured Photo Credit: “Stainless Steel Bolt With Lock” – Free Photo from Pexels

Leave a Comment

Filed under AppliedDesignSkillsTechnologies, Engineering, Math, Science

Design-Based Learning (DBL) and Challenge Learning

“… we learn by doing.”

So observed Aristotle in his study on how we should live, The Nicomachean Ethics, a work that is named – so scholars think – out of fondness for Aristotle’s father and son, both of whom were named Nicomachus.

While obviously not a new concept to educators, the principle of learning-by-doing has been applied in one particular framework, credited to UCLA professor Doreen Nelson, called Design-Based Learning (DBL). Also sometimes called Project- or Problem-Based Learning (PBL), DBL / PBL encourages students to think about how to address a problem in its context, specifically by thinking with the end in mind. As a formal methodology in contemporary education, DBL / PBL gained wider recognition during the 1990s, particularly as the oncoming millennium posed the perceived need for students to learn what popularly became known as 21st century skills.

DBL / PBL methods encourage experiential learning as a way to overcome student disengagement (Kim, Suh, & Song, 2015; Washor & Mojkowski, 2014), such as increasing the enrolment of women in the field of Information Technology (Jessup & Sumner, 2005). DBL / PBL enables students and their teachers to make use of prior learning to address authentic experiences and so-called real-world problem-solving (Wang, Derry, & Ge, 2017) as compared to the more sheltered lessons and linear hypotheticals of the traditional classroom.

Read more about Doreen Nelson in this article and stay in touch with the latest developments on her DBL website.

Typically, as students grow they also discover their own unique predilections, whether these arise from their personal passions or as a result of working alongside their peers. By facilitating and fostering its participants’ capabilities, DBL / PBL methods ideally turn out a multidisciplinary cohort that possesses diverse skills and interests as well as the maturity to envision and tackle a wide variety of challenges.

Visit the Design based learning: STEM & Simple Machines blog post for a resource shared by UBC Engineering Geering Up Educators.


Create, Make, Innovate: Getting Hands-on with Learning Design

Recap of the session in the Scarfe Foyer – Fall 2019:

This week, Create, Make, Innovate! was pleased to be part of the Educational Technology Support (ETS) unit’s TEC Expo, held on Tuesday, October 22nd, 2019 in the Scarfe foyer.

ETS describes the Technology Enhanced Classroom (TEC) exposition as “designed to showcase and celebrate creative and innovative uses of technology in face-to-face, blended, and online classrooms within the Faculty of Education.” Teacher candidates (TCs) roamed a gallery of exhibit tables spread across the foyer, mingling with the presenters and with faculty and staff from a number of departments around campus. On display were topics and technologies ranging from coding and physics to biology and geology, each designed in its own manner to engage students inside the classroom while inspiring them in ways beyond.

At the Create, Make, Innovate! table, TCs faced hands-on design challenges, which they could try to solve using only the materials provided. One challenge was to build the tallest possible free-standing tower, using items such as drinking cups or pipe cleaners. (Believe it or not, this challenge could even be posed using sheets of newspaper!) One successful tower of cups lasted nearly an hour before finally toppling over after a nudge on the table!

A wooden catapult by Specific Love Creations (YouTube screenshot: “How to make a Catapult for Kids” – posted Nov 20, 2013)

A second challenge was to construct a device or conveyance of some kind that could transfer a small object – like a cotton ball or a Lego character – from one shoreline to another across an imaginary body of water, which were simple paper cut-outs laid atop the display table. One clever catapult, made from wooden craft sticks and elastic bands, nearly launched a cotton ball all the way across! *thanks for the inspiration for this activity from U of Calgary’s Doucette Library WestCast 2019 presentation.

Other ideas for the shoreline-to-shoreline challenge could be constructing a zipline or a bridge, again using only those items available, as provided by the teacher. Although something like a bridge might seem straightforward, like all engineering projects it definitely also requires careful forethought. The results can be pretty amazing – they might even win their designers top prize in a contest! In our session this week, however, we wanted all our materials to be reusable, so we avoided using glue or building a more permanent structure (although these can be amazing, too, not to mention sturdy!)

Read more below about how to make a catapult of your own, as well as some other clever ideas that can challenge students and stir their creative thinking.

A craft staple: the popsicle stick! Free photo available for download at Canva

Resources

British Columbia’s K–12 curriculum features a subject discipline called Applied Design, Skills, and Technologies (ADST), which “builds on students’ natural curiosity, inventiveness, and desire to create and work in practical ways” in order to “… provide firm foundations for lifelong learning.” As early as Kindergarten, students can take a role in learning how to apply ADST principles such as cross-disciplinary thinking, collaboration, and contextualised problem-solving.

One quick design challenge is a toy catapult made simply from a handful of wooden craft sticks and three elastic bands. This catapult is an amusing way for students to observe Newton’s Laws of Motion and the force of gravity while appreciating properties like potential and kinetic energy and concepts like leverage. Likewise, other simple machines, as basic as a door wedge or a threaded screw, can serve as readily understandable physical models for young children.

For older students, biomimicry can offer fascinating design challenges as well as readily perceived connections to the natural environment. Critical making is another avenue that directs older students toward linkages between innovative digital technologies and broader society, in ways that are mindful of those designs and their consequences.


Acknowledgement: post author, Scott Robertson; editor, Yvonne Dawydiak

Special thanks to ETS UBC for including us in your event!

Interdisciplinarity, collaboration, hands-on learning – that’s the spirit of Create, Make, Innovate! We want to promote enthusiasm for sharing and learning across age groups and across subject disciplines.

Make, Create, Innovate sessions took place during the Fall 2019 in the foyer of the Neville B. Scarfe building and were hosted by Scott Robertson, a project assistant on a small TLEF grant with Dr. Lorrie Miller, Dr. Marina-Milner Bolotin and Yvonne Dawydiak, Teacher Education.

If you have an idea or an inspiration for a resource or future session, please let us know! scarfe.sandbox@ubc.ca


References

Aristotle. (1999). Nicomachean Ethics (W. D. Ross, Trans.). Kitchener, ON: Batoche Books.

Jessup, E. & Sumner, T. (2005). Design-based learning and the participation of women in IT. Frontiers: A Journal of Women Studies, 26(1), 141-147.

Kim, P., Suh, E., & Song, D. (2015). Development of a design-based learning curriculum through design-based research for a technology-enabled science classroom. Educational Technology Research and Development, 63(4), 575–602.

Wang, M., Derry, S., & Ge, X. (2017). Fostering deep learning in problem-solving contexts with the support of technology. Journal of Educational Technology & Society, 20(4), 162–165.

Washor, E. & Mojkowski, C. (2014). Student disengagement: It’s deeper than you think. The Phi Delta Kappan, 95(8), 8–10.

Featured Photo Credit: Maria Georgieva at pexels.com

Leave a Comment

Filed under AppliedDesignSkillsTechnologies, Science, The Arts

Pop Up Making! (in LLED 350 and 360)

This month, in the Scarfe Digital Sandbox (Scarfe 155) every teacher candidate in the Bed program (elementary, middle and secondary) will have the opportunity to participate in a ‘Makerspace’ as part of your orientation to Library and Information Literacy with your LLED 350 and LLED 360 course.

In Scarfe 155 (through the ed lib), we’ll begin with a brief overview and discussion about the ‘maker movement’ and ‘maker ed’ and how this fits with the revised BC Curriculum including the Core Competencies and the BC Applied Design Skills and Technologies Curriculum (ADST).

Following this brief overview, it’s all hands on, minds-on exploration. You will have the opportunity to play and learn at several different stations. You are also invited to return to play during some noon hour ‘pop up making’ opportunities during the month of September or you can drop by the TC Tech Coach table in the Scarfe foyer Tuesdays and Thursdays 12 – 2 beginning Sept. 12th.

During your orientation, you will also participate in an Augmented Reality exploration of the library. There are a number of applications that teachers can use to create their own AR experiences – Aurasma, Zappar, Augment to name a few. In your library orientation, you will use an app created by a UBC student as part of a project developed by Wendy Traas, our own Ed Librarian!

Making Stations include the following:

Ozobots – mini-robots. Code these using coloured markers, block/visual coding or javascript! So many access points and a great deal of extention potential. There are even online lessons and resources to help develop conceptual understanding in upper level sciences and maths.

Keva Contraptions (Bricks or Planks) – explore concepts including force and motion as you create a course or even a Rube Goldberg machine! The Keva website has some design challenge ideas and lesson plans to get you thinking. Check out ‘Audri’s Monster Trap’ video to see the engagement that might occur when a child designs and tests their own machine!

Unplugged Coding – Help students build their computational thinking skills without the need for digital devices! There are many examples of unplugged coding activities you might engage in with your students. We might try ‘binary bracelets‘ or My Robotic Friends. Visit Code.org for many plugged and unplugged coding ideas and resources. Check out ‘hour of code’ for some one hour lesson plans from K – 12.

Osmo – Some interesting possibilities (particularly at the elementary level) with this hardware and the associated apps… We’ll also have some interesting augmented reality applications at this station.

Button Maker – procedural knowledge is important to literacy! Creatively design your unique visual story and learn to follow the steps to create a button… ok, this one isn’t so much about the valuable learning opportunity as the sheer fun of creating a unique button! Add a little ‘flare’ to your wardrobe!

On the Maker Kit Shelf during the session – feel free to explore!:

Makey Makey – create your own game controller using any conductive material. I’ve even seen interactive posters created using Makey Makey kits! The Makey website has some lesson plans you can adapt for your own use.

Squishy Circuits – explore conductivity, circuitry and electricity as you problem solve and persevere to make a buzzer buzz, an LED light shine or a motor spin.  Visit the University of St. Thomas Squishy Circuit website for recipes and lessons ideas.

Magnet Play – what can you learn when you simply play with various types of magnets? K-7 Science curriculum includes properties of matter at most every grade level… allowing children the opportunity to free play and explore the properties of magnets helps to naturally scaffold their learning. Students will learn about polarity, attraction, repulsion and more and may even invent a new toy or device as they play!

Sphero – a programmable robotic sphere that is not only fun to play with but also an excellent access point for students of any age to explore coding. Consider creating a ‘design challenge’ using a Sphero as a motor (The Sphero website has an example of a chariot challenge... how can you take this to the next level? Perhaps open up the challenge to include any type of vehicle (yes, the sphere is also waterproof!). Students can work together to use the iterative design process to create their own land or water vehicles using various found materials and then use  the Sphero to test their prototypes.  Once satisfied with the vehicle, they can then program a path using drag and drop programming (use of such programming language is included in Grades 6 – 9 of the BC ADST curriculum and can be incorporated even in the early primary years)

and more….

If you didn’t get a chance to play with one of the above and would like to try it out, check out the kits available on the shelf in Scarfe 155 – (available for loan beginning September 25th with more to come – Use them in Scarfe 155 anytime or sign them out at the circulation desk)

 

Leave a Comment

Filed under AppliedDesignSkillsTechnologies, Blog Posts