Think Cube Innovation For Schools V3

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How to use ThinkCube to teach Innovation in schools. This includes how to play an innovation game with the ThinkCube

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Think Cube Innovation For Schools V3

  1. 1. RETHINK FOR SCHOOLS INNOVATION
  2. 2. SUMMARY 1.  Introduce ThinkCube – What is ThinkCube 2.  Innovation Training For Schools – Description of the Innovation Training Program for schools 3.  How to Play – Rules/Steps of how to play ThinkCube as a game
  3. 3. INTRODUCE THINKCUBE
  4. 4. COMPLETE INNOVATION SYSTEM
  5. 5. 10 YEAR RESEARCH PROJECT SCIENTIFIC RESEARCH FROM 100 YEARS AGO: •  BASED ON EINSTEIN’S METHODOLOGY FOR INVENTION – “COMBINATORIAL PLAY” •  JACQUES HADAMARD’S AND HENRI POINCARE’S INVENTION METHDOLOGY LATEST NEUROSCIENCE AND COGNITIVE RESEARCH: •  LEVERAGES MIHALY CSIKSZENTMIHALYI’S CREATIVITY RESEARCH •  NEUROPLASTCITY AND FLUID INTELLIGENCE RESEARCH
  6. 6. PROPRIETARY INNOVATION METHODOLOGY
  7. 7. INNOVATION FUNDAMENTALS INTERSECTIONS COMBINATORY OF DOMAINS PLAY INCUBATION BRAINSTORMING AS A SKILL
  8. 8. INNOVATION WORKSTATION Idea Library with 200 ThinkCube Packaging Ideas, Words and designed to be an Mutation Cards Innovation WorkStation Idea Handbook and Idea Notepads to Quickstart guide that collect your own ideas explains the to add to the Idea ThinkCubation Process Library
  9. 9. THINKCUBE IDEA LIBRARY THINKCUBE IDEA LIBRARY CONSISTS OF 200 STIMULATING IDEAS, WORDS AND CREATIVITY TECHNIQUES
  10. 10. WHAT PEOPLE ARE SAYING… ThinkCube comes packaged in an eye-catching orange box that is CHUCK FREY – INNOVATION certain to be a conversation starter. It literally screams, quot;Wow!quot; EXPERT – OWNER OF … Kes Sampanthar has succeeded in designing an innovation tool that INNOVATION TOOLS combines a wealth of right-brain stimuli to whack your synapses with a simple left-brained process that will help users to get the best results from it. THOMAS … combining random ideas and concepts to come up with DUFF new insights to problems… Kes Sampanthar has put that process into a system that makes it much easier… TOP AMAZON The packaging of the system is pretty cool … Definitely a REVIEWER great idea and a product well-executed. The game outlines a process of creative thinking meant to get people to quot;thinkcubatequot; more effectively on ideas and drive ROHIT innovation within their organization… BHARGAVA If finding more creativity in the new year was one of your big SVP OGILIVY resolutions, picking up a ThinkCube might be a great place to start.
  11. 11. INNOVATION TRAINING FOR SCHOOLS
  12. 12. BRAIN TRAINING GAME
  13. 13. GAMES BASED ON FLOW Pre-Requisites of Flow 1.  A challenging Activity that requires skills 2.  Clear Goals 3.  Clear Feedback 4.  Control Results of Flow 1.  Autotelic – an activity that is pleasurable in its self 2.  Concentration 3.  Loss of self consciousness 4.  Transformation of time
  14. 14. BRAIN TRAINING The latest research in Neuroscience shows that the brain is plastic and can be trained to be ‘smarter’! Through training games like BrainAge and some new games that develop ‘fluid intelligence’ you can develop your mental abilities.
  15. 15. MOST IMPORTANT MENTAL SKILL THINKCUBE WILL TEACH CHILDREN THE “MOST IMPORTANT” MENTAL SKILL … COMBINATORIAL PLAY “Combinatory play seems to be the essential feature in productive thought.” Albert Einstein
  16. 16. TEACHER TRAINING OBJECTIVES 1.  Learn to teach the basics of creative thinking 2.  Learn to teach the Innovation fundamentals 3.  Use the ThinkCube; the award winning innovation tool and system; to teach the MOST IMPORTANT MENTAL SKILL 4.  Learn to set annual innovation challenges
  17. 17. STUDENT TRAINING OBJECTIVES THINK + FUN “Thinking and Laughing is NOT mutually exclusive!” Kes Sampanthar
  18. 18. HOW TO PLAY
  19. 19. GAME SETUP 5 10 15 20 IDEA LIBRARY UP TO 5 PLAYERS VOTING CHIPS 200 CARDS
  20. 20. GAME STEPS STEP 1: SHUFFLE CARDS STEP 2: DEAL 6 CARDS EACH
  21. 21. GAME STEPS (cont) STEP 3: PICK STEP 4: CHOSEN PLAYER STARTING PLAYER CHOOSES 1 CARD TO PLAY
  22. 22. GAME STEPS (cont) STEP 5: EACH PLAYER PICKS A CARD TO “COMBINE” WITH THE STARTING PLAYER’S CARD
  23. 23. GAME STEPS (cont) STEP 6: THE CHOSEN PLAYER CHOOSES THE CARD HE LIKES FROM THE OTHER PLAYERS
  24. 24. GAME STEPS (cont) STEP 7: THE CHOSEN PLAYERS “STORM” BY COMBINING THE 2 CARDS 2 MINUTE TIMER 2:00 GENERATE NEW IDEAS + = & CHOOSE THE BEST IDEA
  25. 25. GAME STEPS (cont) STEP 8: CHOSEN PLAYER KEEPS 2 CHOSEN CARDS IDEA 1 STEP 9: ALL OTHER PLAYED CARDS ARE DISCARD DISCARDED PILE
  26. 26. GAME STEPS (cont) STEP 10: MOVE TO NEXT PLAYER CLOCKWISE DISCARD PILE
  27. 27. GAME STEPS (cont) STEP 11: DEAL 1 DRAW CARD TO EACH PILE PLAYER GO TO STEP 4 DISCARD PILE
  28. 28. GAME STEPS (cont) STEP 12: REPEAT IDEA 1 IDEA 2 UNTIL EVERY PLAYER HAS PLAYED TWICE i.e. 2 IDEA 1 IDEAS EACH IDEA 1 IDEA 2 IDEA 2 IDEA 1 IDEA 1 IDEA 2 IDEA 2
  29. 29. GAME STEPS (cont) STEP 13: EVERY PLAYER CHOOSES 1 IDEA TO PUT UP FOR VOTE
  30. 30. GAME STEPS (cont) STEP 14: EACH PLAYER VOTES ON THE OTHER PLAYER’S IDEAS 10 20 15 5
  31. 31. GAME STEPS (cont) STEP 15: COUNT VOTES FOR EACH IDEA 5 15 10 15 10 20 5 20 10 5 15 15 20 5 20 5 15 10 10 20
  32. 32. GAME STEPS (cont) STEP 16: THE WINNING IDEA IS THE ONE WITH THE MOST VOTES WINNING IDEA: 65 20 5 20 20
  33. 33. RETHINK CLICK CUBE TO FIND OUT MORE WWW.METAMEMES.COM INNOVATION

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