This deck was used for a design thinking workshop for school leaders, teachers, and students. It introduces shelter as a problem step and walks through the stages of the design thinking process. This work was done with the Stanford RED lab on the d.Loft project, funded by the NSF.
Getting started with design thinking in your classroom? This list, from my work in the RED Lab at Stanford, outlines the contents of classroom creation station starter kit.
This deck was used for a design thinking workshop for school leaders, teachers, and students. It introduces shelter as a problem step and walks through the stages of the design thinking process. This was adapted from a prezi so a bit of its magic was lost in translation to slides. This work was done with the Stanford RED lab on the d.Loft project, funded by the NSF.
This is a pilot assessment geared to evaluating middle school students' understanding of the design process. Students are given an open ended prompt about design thinking and are not given any scaffolding to answer this question.
This is a pilot assessment geared to evaluating middle school students' understanding of the design process. Students are given images of design processes and asked to apply them.
Solve a Problem, Write & Draw Design Thinking Assessment (K-12 students)Molly B. Zielezinski PhD
This is a pilot assessment geared to evaluating middle school students' understanding of the design process. Students are given an problem space and prompted to explain how they would address problems in this space using the design thinking process.
This handout was used for a design thinking workshop for school leaders, teachers, and students. It introduces the design thinking process and mindsets. This work was done with the Stanford RED lab on the d.Loft project, funded by the NSF.
Workshop Criatividade e Design ThinkingBruno Duarte
Slides da apresentação/workshop Criatividade e Design Thinking realizada por Bruno Duarte, João Menezes e Monica Possel (IxDA Joinville).
Como utilizar o Design Thinking para gerar empatia e ideias de alto impacto
Getting started with design thinking in your classroom? This list, from my work in the RED Lab at Stanford, outlines the contents of classroom creation station starter kit.
This deck was used for a design thinking workshop for school leaders, teachers, and students. It introduces shelter as a problem step and walks through the stages of the design thinking process. This was adapted from a prezi so a bit of its magic was lost in translation to slides. This work was done with the Stanford RED lab on the d.Loft project, funded by the NSF.
This is a pilot assessment geared to evaluating middle school students' understanding of the design process. Students are given an open ended prompt about design thinking and are not given any scaffolding to answer this question.
This is a pilot assessment geared to evaluating middle school students' understanding of the design process. Students are given images of design processes and asked to apply them.
Solve a Problem, Write & Draw Design Thinking Assessment (K-12 students)Molly B. Zielezinski PhD
This is a pilot assessment geared to evaluating middle school students' understanding of the design process. Students are given an problem space and prompted to explain how they would address problems in this space using the design thinking process.
This handout was used for a design thinking workshop for school leaders, teachers, and students. It introduces the design thinking process and mindsets. This work was done with the Stanford RED lab on the d.Loft project, funded by the NSF.
Workshop Criatividade e Design ThinkingBruno Duarte
Slides da apresentação/workshop Criatividade e Design Thinking realizada por Bruno Duarte, João Menezes e Monica Possel (IxDA Joinville).
Como utilizar o Design Thinking para gerar empatia e ideias de alto impacto
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
You know what they say happens to you and me when we assume. Let's not get caught in that trap. Find methods to help you challenge assumptions and uncover better ideas. These quick workflow fixes can help you address where you should ask more questions, find different answers, work better as a team, and - ultimately - create better products and services. We will walk through a series of activities that can be applied to your creative development process to build more functional, engaging, and user-centered work and help your teams be more productive, goal-oriented, and inquisitive. These activities will vary in complexity - some as quick as 5 minutes, some more in-depth that require a couple of hours of work - but all are geared at helping you find something actionable that you can add to your toolkit.
You know what they say happens to you and me when we assume. Let's not get caught in that trap. Find methods to help you challenge assumptions and uncover better ideas. These quick workflow fixes can help you address where you should ask more questions, find different answers, work better as a team, and - ultimately - create better products and services. We will walk through a series of activities that can be applied to your creative development process to build more functional, engaging, and user-centered work and help your teams be more productive, goal-oriented, and inquisitive. These activities will vary in complexity - some as quick as 5 minutes, some more in-depth that require a couple of hours of work - but all are geared at helping you find something actionable that you can add to your toolkit.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
On Feb 22, 2018 I ran an IdeaLab session for 300 high school students in Mumbai as part of the TiE Global Summit. IdeaLab is a fun, fast-paced activity where you develop a great idea in about an hour. IdeaLab is the first group activity for TiE Young Entrepreneurs, an invention education program.
Learning in Public - A How to Speak in Public WorkshopAlan Richardson
Glossophobia, the fear of public speaking, usually ranks pretty high on surveys of 'what people fear'. And for good reason. We've all attended conferences where the keynote speakers were seriously injured after being hit by a torrent of rolled up feedback forms, or speakers were left bleeding from a rain of plastic name badges thrown Shuriken-like by the Ninja trained attendees.
You can learn to avoid these outcomes, and when you do, you gain a skill that will win you recognition, improve your job prospects and allow you to travel the world talking to fellow testers.
In this workshop Alan will provide hints and tips for improving your public speaking. Sharing, from experience, what works for him, and discuss some conventional wisdom on public speaking. Alan will also share a few secrets, and unconventional exercises that he uses to prepare.
Public speaking is a skill we have to learn in public, but it is a skill, it is learn-able, and it is a skill that you can learn.
Read more in the supporting blog post:
http://blog.eviltester.com/2017/09/overcome-imposter-syndrome-public-speaking.html
http://www.create-learning.com
Creativity to Innovation program.
People that wish to remain competitive in the today’s environment must develop their capacity to generate creative ideas and then use their talent well to transfer these ideas into innovative practices. This leads to new processes and improved methods for the best use of existing resources, and increases the ability to solve problems and implement solutions that enhance their lives and work. In addition to broadening their personal capacity for creativity and innovation, leaders are better able to implement innovative ideas into their existing practices.
http://www.create-learning.com Creativity to Innovation program at Syracuse University. People that wish to remain competitive in the today’s environment must develop their capacity to generate creative ideas and then use their talent well to transfer these ideas into innovative practices. This leads to new processes and improved methods for the best use of existing resources, and increases the ability to solve problems and implement solutions that enhance their lives and work. In addition to broadening their personal capacity for creativity and innovation, leaders are better able to implement innovative ideas into their existing practices.
Creative Behaviour - David Baskerville and David AvisIIBA UK Chapter
Presentation from David Baskerville and David Avis (Lead BAs at Barclays Bank) on creativity techniques for Business Analysts. Delivered 18th July (Knutsford) and 31st July (Coventry).
How can we design better technologies with research in mind? This paper summarizes decades of research for those who are interested in designing or investing in technology supported products that focus on social emotional learning, school culture and school culture.
The purpose of this report is to provide a research synthesis about the expanded definition of student success that can be leveraged by EdTech developers, investors, and enthusiasts to support research-aligned product development and adoption. Although research on EdTech lags significantly behind the current interests and needs of the market, there is much relevant research about social emotional development and school climate and culture that is applicable to the design of EdTech tools. Drawing on over 100 publications, this report introduces 6 levers for supporting student success, each with 2 critical research-based findings.
Suggested Citation: Zielezinski, M.; Franz, P.; Thibodeau A. (2020). Optimizing EdTech for an Expanded Definition of Student Success: A Research Review for EdTech Developers. MBZ Labs.
Only have a minute? Head to pages 5-6 for a snapshot of the findings.
As technology evolves and shapes our public discourse, and students continue to engage with technology on a daily basis, it becomes imperative for classrooms to serve as spaces to teach responsible uses of technology while meeting the diverse needs of students and the various ways they access technology. There is an additional level of urgency as our reliance on
technology shapes the economy, political discourses, and how we understand each other.
The Technology Integration Practices (TIP) Tools support school districts, schools, teachers, and
coaches in infusing technologies and pedagogy, tracking professional growth, and measuring instructional practices in support of equitable student learning. The TIP Tool includes: a District Assessment Tool, a Lesson Observation Tool and a Career Trajectory Tool.
More Related Content
Similar to Design Thinking Teacher Workshop- Shelter Challenges
These slides were prepared to introduce district leaders to the design thinking process. The design challenge we worked on during this day-long introduction was to redesign high school media centers. These slides were used to step participants through each phase of the design thinking process.
You know what they say happens to you and me when we assume. Let's not get caught in that trap. Find methods to help you challenge assumptions and uncover better ideas. These quick workflow fixes can help you address where you should ask more questions, find different answers, work better as a team, and - ultimately - create better products and services. We will walk through a series of activities that can be applied to your creative development process to build more functional, engaging, and user-centered work and help your teams be more productive, goal-oriented, and inquisitive. These activities will vary in complexity - some as quick as 5 minutes, some more in-depth that require a couple of hours of work - but all are geared at helping you find something actionable that you can add to your toolkit.
You know what they say happens to you and me when we assume. Let's not get caught in that trap. Find methods to help you challenge assumptions and uncover better ideas. These quick workflow fixes can help you address where you should ask more questions, find different answers, work better as a team, and - ultimately - create better products and services. We will walk through a series of activities that can be applied to your creative development process to build more functional, engaging, and user-centered work and help your teams be more productive, goal-oriented, and inquisitive. These activities will vary in complexity - some as quick as 5 minutes, some more in-depth that require a couple of hours of work - but all are geared at helping you find something actionable that you can add to your toolkit.
Immerse, Imagine, Invent, Articulate: A framework for disruptive innovationPaulJervisHeath
What new product or service could you invent that would completely change your customers’ lives? How could you disrupt your entire sector?
This practical workshop takes you through an innovation process, helping you to identify the clichés that exist in your sector and giving you the tools and time to redefine them. The workshop provides techniques to disrupt those clichés, generate genuine customer insights, turn opportunities into ideas through proven ideation methods, create a coherent concept and then articulate that concept.
The workshop shows you how to realise a new product or service through a lean process of prototyping and iteration and we discuss case studies each step of the way.
Find out why focus groups are not design research. Find out why the average brainstorm gives ideation a bad name and find out how to make your own innovation processes have tangible business outcomes.
This workshop was ran at UX Cambridge in September 2013 and will be running again at the J. Boye conference in Århus, Denmark in November 2013.
On Feb 22, 2018 I ran an IdeaLab session for 300 high school students in Mumbai as part of the TiE Global Summit. IdeaLab is a fun, fast-paced activity where you develop a great idea in about an hour. IdeaLab is the first group activity for TiE Young Entrepreneurs, an invention education program.
Learning in Public - A How to Speak in Public WorkshopAlan Richardson
Glossophobia, the fear of public speaking, usually ranks pretty high on surveys of 'what people fear'. And for good reason. We've all attended conferences where the keynote speakers were seriously injured after being hit by a torrent of rolled up feedback forms, or speakers were left bleeding from a rain of plastic name badges thrown Shuriken-like by the Ninja trained attendees.
You can learn to avoid these outcomes, and when you do, you gain a skill that will win you recognition, improve your job prospects and allow you to travel the world talking to fellow testers.
In this workshop Alan will provide hints and tips for improving your public speaking. Sharing, from experience, what works for him, and discuss some conventional wisdom on public speaking. Alan will also share a few secrets, and unconventional exercises that he uses to prepare.
Public speaking is a skill we have to learn in public, but it is a skill, it is learn-able, and it is a skill that you can learn.
Read more in the supporting blog post:
http://blog.eviltester.com/2017/09/overcome-imposter-syndrome-public-speaking.html
http://www.create-learning.com
Creativity to Innovation program.
People that wish to remain competitive in the today’s environment must develop their capacity to generate creative ideas and then use their talent well to transfer these ideas into innovative practices. This leads to new processes and improved methods for the best use of existing resources, and increases the ability to solve problems and implement solutions that enhance their lives and work. In addition to broadening their personal capacity for creativity and innovation, leaders are better able to implement innovative ideas into their existing practices.
http://www.create-learning.com Creativity to Innovation program at Syracuse University. People that wish to remain competitive in the today’s environment must develop their capacity to generate creative ideas and then use their talent well to transfer these ideas into innovative practices. This leads to new processes and improved methods for the best use of existing resources, and increases the ability to solve problems and implement solutions that enhance their lives and work. In addition to broadening their personal capacity for creativity and innovation, leaders are better able to implement innovative ideas into their existing practices.
Creative Behaviour - David Baskerville and David AvisIIBA UK Chapter
Presentation from David Baskerville and David Avis (Lead BAs at Barclays Bank) on creativity techniques for Business Analysts. Delivered 18th July (Knutsford) and 31st July (Coventry).
Similar to Design Thinking Teacher Workshop- Shelter Challenges (20)
How can we design better technologies with research in mind? This paper summarizes decades of research for those who are interested in designing or investing in technology supported products that focus on social emotional learning, school culture and school culture.
The purpose of this report is to provide a research synthesis about the expanded definition of student success that can be leveraged by EdTech developers, investors, and enthusiasts to support research-aligned product development and adoption. Although research on EdTech lags significantly behind the current interests and needs of the market, there is much relevant research about social emotional development and school climate and culture that is applicable to the design of EdTech tools. Drawing on over 100 publications, this report introduces 6 levers for supporting student success, each with 2 critical research-based findings.
Suggested Citation: Zielezinski, M.; Franz, P.; Thibodeau A. (2020). Optimizing EdTech for an Expanded Definition of Student Success: A Research Review for EdTech Developers. MBZ Labs.
Only have a minute? Head to pages 5-6 for a snapshot of the findings.
As technology evolves and shapes our public discourse, and students continue to engage with technology on a daily basis, it becomes imperative for classrooms to serve as spaces to teach responsible uses of technology while meeting the diverse needs of students and the various ways they access technology. There is an additional level of urgency as our reliance on
technology shapes the economy, political discourses, and how we understand each other.
The Technology Integration Practices (TIP) Tools support school districts, schools, teachers, and
coaches in infusing technologies and pedagogy, tracking professional growth, and measuring instructional practices in support of equitable student learning. The TIP Tool includes: a District Assessment Tool, a Lesson Observation Tool and a Career Trajectory Tool.
Slide prepared for presentation at EdSurge Fusion 2019. Description: This talk will help school leaders understand what “counts” as evidence of efficacy from an edtech company and which types of evidence can be leveraged to gain access to federal funding.
After listening to this lightning talk, attendees will be able to:
This slides is about which federal funding streams can be leveraged to purchase educational technology products with specific examples of purchases that can be used under Title I, Title II, Title III and Title IV.
Slides prepared for presentation at EdSurge Fusion 2019. Description: This talk will help school leaders understand what “counts” as evidence of efficacy from an edtech company and which types of evidence can be leveraged to gain access to federal funding.
After listening to this lightning talk, attendees will be able to:
1) Understand the different forms of evidence provided by EdTech companies
2) Organize evidence types in terms of rigor
3) Understand which forms of evidence can be used to leverage federal funding
I developed this model as a part of my dissertation research. The goal of this project was to map out all of the stakeholders that influence potential outcomes associated with technology use in K-12. This model is specific to the organization of US schools but I dream of mapping other countries as I continue this work down the road.
Take a deep breath and check these steps. This poster was prepared for the moments in the classroom when you do not know what else to try with students. It helps K-12 teachers to remember that all unpleasant behaviors are attached to a need the student has. Once we evaluate student needs, we ask- is this student in control or not? The answer to this leads us to different paths for helping our students through difficult moments.
This is a term that I developed as part of my dissertation research. It is an adaption of the word socio-mathematical norms (Yackel and Cobb). I use the phrase socio-technological norms in my research and my work in the field to describe the norms and rules that guide the way we act and interact around technology.
These are strategies for helping K-12 students develop a healthy relationship with technology. Each technique is something that teachers can easily integrate into daily lessons without additional prep or training.
This reflection guide was created as a preview for a comprehensive research-based rubric that will help teachers evaluate their use of technology. The complete rubric for teaching with technology will be released in June 2019.
This lesson was prepared to demonstrated the interactive features of an Interactive Whiteboard as applied in an 8th grade math lesson. I designed the lesson for my students and then adapted it for a school Advisory Board meeting.
This graphic introduces a classification system for the types of activities learners do with technology. This iteration (an update from Technology Activity Types 2016) was informed by recent reading and research in the learning sciences. The second page illustrates a correspondence between the level's of Bloom's taxonomy and the activities learners engage in moving from the bottom to the top of the graphic. All though this correspondence is true in general, there are exceptions to the heuristic. As always, the most important thing to remember when choosing a technology to support student learning is the alignment between your objectives, the activity, the features of the technology, and the learning context.
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Citation: Ravitch, S.M. & Riggan, M. (2012). Reason & rigor: How conceptual frameworks guide research. Los Angeles: Sage.
This document provides a chapter outline covering the topics in this book (Edition 1). I created this for Stanford Education 424- a class for students starting out their careers in Education Research and learning how to write a conceptual framework.
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2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
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This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
2. OBJECTIVES:
1. You will be introduced to the design thinking
process.
1. You will experience the design process first
hand as a student.
1. If you are a student--You will create a comic
book about your design thinking experiences.
If you are an educator– you will reflect on your
experience and plan for design thinking at
your site.
36. Temporary
Permanent
DieWithout It Love to Have It
HighThreat
Environment
MinimalThreat
Environment
Necessary vs. Optional
Mobile vs. Stationary
Flexible vs. Fixed
Features
Interior vs. Exterior
Shelter
To Survive vs.ToThrive
OtherWays to Organize
A good shelter is protecting or shielding it’s users.
Ask yourself, what EXACTLY are the threats or dangers?
Remember to think about the interior and exterior of your
shelter as you design to meet the users needs.
37. In this problem space,
your team will be given one
of the following three design challenges.
THE PROBLEM SPACE: Shelter
44. You build empathy by:
• Understanding the problem space
• Engaging with others through observing
them, interviewing them
• learning how to “understand” people and
use what you see and hear about their needs
45. We learn to:
• Look closely
• Interview users
• Develop
“insights”about the
person and his/her needs
52. Understand someone who is
different from yourself.
Study a “user” who seems really different than you
Listen carefully
Ask a lot of questions about the person’s ideas and experiences
Never judge the person even if you do not agree
Ask them about current solutions and how they feel about them
Get them to tell stories
53. Be a Detective
Understand how a user sees the problem space
Do research
Find information
Interview and observe
Ask a lot of questions
Look for patterns
Develop insights about the “user’s” needs
55. Research Steps:
How does your team understand the challenge?
1.What do we already know?
• Issues or constraints
• Barriers that you can identify
2.What do we need to know?
•What other spaces/situations might seem like this one?
•What do we know about how things are in those spaces?
56. Research Steps, Continued:
Capturing and sharing your learning
3. For each source of research, show
• Most important facts learned
• Most important issues discovered
• Most important similar spaces/situations
• Most important people you came across and their
contributions
4. Funniest/Wildest/ ideas from research
60. Interviewing:
Capturing what was learned
Who did you meet? Describe your user.
What was the most surprising story you heard?
What did he/she care about the most?
What frustrates him/her?
What is he/she hoping for?
1. Have a “notetaker” write notes during the interview.
2. Each answer the following questions.
3. Post your answers and share your answers with the group
93. Similarities between DesignThinking
&Traditional Engineering Approaches
• Generating novel ideas and finding evidence
• Relying on collaboration
• Following a sequence of steps or cycles
• Collecting and analyzing data,
• Engaging an intentional creative process
• Prototyping, testing, revision cycles
• Communicating solutions in several formats
94. Distinguishing Aspects of DesignThinking
• User-centered with one focal user
• Empathy is the focus and center of problem solving
• Ideas come from many sources
• Ambiguity is sought after/embraced
• All ideas are solicited and considered
• Entertaining “wild” ideas and completely
• Seeking new solutions for a rapidly changing world
96. Your Challenge Success
(Stories to tell in your comics)
Who were your team members?
Who was your user? What did you learn from the user?
What needs did the user have?
What was the most surprising thing you learned from the user?
What ideas came from your brainstorm?
What was the most wacky idea you had?
What did you prototype?
What feedback did you get?
Tell us something you learned about design thinking.