Tag Archives: design thinking

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

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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

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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

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Making Connections: playing with electrical circuits

Play-based, hands-on learning activities appeal to our creativity and our curiosity. When combined with specific prompts and tasks, they encourage children by providing greater success and a more rewarding experiences (McLean & Harlow, 2017) as they learn about the world around them.

Helping children to construct an understanding of scientific concepts “[equips] them to solve problems and address challenges that have a direct human impact” (Honey & Kanter, 2013, p. 2).

The approach posited in the McLean & Harlow study supports the increased emphasis on engaging girls in STEM learning. They found that when presented with an opportunity to create story or sculpture using the squishy circuits, girls were more likely to engage and learning outcomes mirrored those of boys.

Using inexpensive familiar materials, teachers can prepare simple, fun, yet challenging hands-on activities for their students that can also provide footing for learning down the road. By using the squishy circuits first, students play with concepts using materials that can be re-used multiple times. Following this play, they might then design and build a circuit using a given length of copper tape thus using design thinking skills, electrical know-how and mathematics. Turn that paper circuit into an interactive book, button or a card and you now have full on STEAM learning in action.


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

Recap of the session in the Scarfe foyer Fall 2019

Some people are frightened of electricity.

But when you combine a 9V battery with a handful of playdough and a few strategically placed mini-LED bulbs, anyone can safely learn the basics of circuitry. Before long, those same people might just take the lead, and soon enough they’re speaking knowledgeably about current, polarity, and conductivity and asking great questions of their own! More advanced students can extend their learning by co-constructing their understandings of series and parallel circuits, switches and more. Design challenges can support students creating toys and electrical devices or imagine the learning that might happen when high school chem students are challenged to create new recipes to increase conductivity or resistence and improve the texture, colour or consistency of the dough (McLean & Harlow, p. 128).

At this week’s Make, Create, Innovate! session, held Tuesday, September 17, 2019, Teacher Candidates (TCs) had a chance to learn about the basics of electrical circuitry by making squishy circuits and paper circuits.

By trying out these simple Science activities, TCs were experimenting and predicting just like scientists while also making connections to other subject areas, such as Math and Art. They were also developing an anchor for new ideas and concepts they might encounter later on, just as we try to do with young students.

Have a look at Mind Trekkers (Michigan Tech) and Beam (UCLA) for some lesson ideas, and check out Brain Pop for an assessment activity designed as an interactive web-based game. You can also find more about circuit-making activities at The Tinkering Studio (Exploratorium), Makerspaces.com, and STEAMsational, and you can download a helpful handout on “Circuitry Basics” from Instructables.

“Facilitating STEM events [allows] teacher candidates to recognize and listen to students’ science ideas” (Dani, Hartman, & Helfrich, 2018, p. 375)

At the same time they were making circuits, the TCs were sharing and co-creating their understanding by contributing thoughts and questions to an on-line virtual wall called Padlet, a web-based space for hosting and displaying collaborative communication and feedback in real-time.

Padlet lets users see their ideas update continually on a nearby TV monitor. It also allows people to respond to each other. It’s another simple way of using classroom-based technology to provide formative assessment by consolidating and sharing immediate feedback, which also helps to promote a classroom community of learning.

Learn more about Padlet on the Scarfe Digital Sandbox.


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


Dani, D. E., Hartman, S. L., & Helfrich, S. R. (2018). Learning to teach science: Elementary teacher candidates  Facilitate informal STEM events. The New Educator, 14(4), 363–380.

Honey, M. & Kanter, D. (2013). Introduction. In M. Honey & D. Kanter (Eds.), Design, make, play (pp. 1–6). New York, NY: Routledge, https://doi.org/10.4324/9780203108352.

McLean, M., & Harlow, D. (2017, June). Designing inclusive STEM activities: A comparison of playful interactive experiences across gender. In Proceedings of the 2017 Conference on Interaction Design and Children (pp. 567–574). New York, NY: ACM, https://dl.acm.org/citation.cfm?id=3084326

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