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Getting Started with Design Thinking

Getting Started with Design Thinking. A presentation deck for training educators on the Project MASH design thinking process. 90-minute version. Today’s explorations. Gain an in-depth understanding of design thinking.

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Getting Started with Design Thinking

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  1. Getting Started with Design Thinking A presentation deck for training educators on the Project MASH design thinking process 90-minute version

  2. Today’s explorations • Gain an in-depth understanding of design thinking. • Experience design thinking first-hand through the Good, the Bad, & the Ugly, an activity from Project MASH. • Discuss how you can use this activity (and other related design thinking experiences) in your classroom.

  3. What is design thinking?

  4. How Design Thinking Can Empower Young Peoplefrom Is School Enough? A video series on Edutopia

  5. Design thinking is a creative and collaborative process for identifying problems and theirinnovative solutions. • Design thinking is one of several teaching strategies that inform the educational content and experiences available on Project MASH, a social network for learning.

  6. Design thinking engages students in an active, meaningful process that connects core content to the real world. .

  7. Design thinking facilitatesproject-based learning. It is naturally interdisciplinary and provides relevant opportunities to improve verbal, written, and visual communication skills.

  8. Design thinking is civically charged.

  9. The design thinking process

  10. The design thinking process

  11. The design thinking process

  12. The design thinking process

  13. Ready to Dream & Design It?Explore the first phase in the design thinking process with an activity from Project MASH.

  14. The Good, the Bad, & the Ugly A Design Thinking Activity from Project MASH • You’ve walked through this school hundreds of times, but you’ll never look at it the same after today. • During this activity you will: • Explore your school in a critical and creative way • Conduct critical research and analyze the data

  15. STEP Discover TIME 2O minutes • Explore the campus using your smartphone. Take pictures of the good, bad, and ugly—use your thumb in each picture to indicate which category it fits. GOAL

  16. Dig Deeper STEP TIME 10 minutes GOAL • Analyze your images. • What patterns emerge? • Are there more good, bad, or ugly photos? • What opportunities do you see in the “bad” or “ugly” areas?

  17. Brainstorm STEP TIME 10 minutes • Choose one of the opportunities you identified, then brainstorm all the possible solutions with your team. • Embrace wild & wacky ideas. • List as many possibilities as possible. • Choose your best solution and create a quick sketch illustrating it for the group. GOAL

  18. Project Share TIME 5 minutes • What are your general findings from the Good, the Bad, and the Ugly activity? Summarize these. • What opportunity did you identify? • How might you address the opportunity? • Create a sketch of your best idea.

  19. Reflection & Discussion TIME 1O minutes • How else might you use the Good, the Bad, the Ugly activity? • What skills and content did you cover today? If this was adapted to your subject area, what skills/ content could you cover using this approach? • What role does technology play? How is this role distinct from the simple notion of “technology integration”?

  20. Common Core Connections TIME 5 minutes • What connections do you see between design thinking and the skills identified in the Common Core State Standards? • What connections do you see between design thinking and the knowledge foci supported by the Common Core State Standards?

  21. Design thinking is an approach to teaching and learning at the heart of Project MASH, a social network for educators, students, and the organizations that serve them. Visit www.projectmash.org for student activities and projects that rely on design thinking and other unique teaching strategies.

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