The document discusses a project aimed at engaging children in science exploration through after school programs to boost interest in STEM fields. It notes that only 29% and 18% of US students are proficient in science in 4th/8th grade and 12th grade respectively. STEM jobs are growing 51% faster than other jobs. The project involves hands-on activities like making tops, testing how width and weight affect spin time, and making yo-yos to explore design changes. The goal is to develop an effective model for out-of-school science programs and encourage more students, especially underrepresented groups, to pursue STEM careers.
Lecture 3 being creative and generating solutionsandibrains
The document discusses techniques for generating creative ideas and solutions to problems. It introduces techniques like brainstorming, morphological charts, mind mapping, and bissociation. Bissociation involves listing an object or problem on the left side of a page and arbitrarily selected nouns on the right side to discover potential solutions by making unexpected connections between distant concepts.
The Keynote I used to guide my back to school staff meeting. Email me if you'd like to know which videos went in the blank pages on this SlideShare and what some of the photos were used for. I should have put in some brief notes in Keynote before I uploaded this Sorry!
This document discusses techniques for generating solutions to problems, including evaluating the problem definition, overcoming mental blocks, brainstorming, and incubating ideas. It describes brainstorming as an unstructured process for generating many ideas without judgment. Specific brainstorming techniques discussed are Osborn's checklist, random stimulation, considering other viewpoints, and futuring. Mental blocks and how to recognize them are also covered. The overall message is about using diverse creative thinking methods to generate multiple potential solutions to a problem.
The document discusses the concept of "The Slight Edge" which is a philosophy that small, daily choices and disciplines, though seemingly insignificant, have a significant cumulative impact on success over time. It outlines seven principles: 1) Show up consistently, 2) Be consistent, 3) Have a good attitude, 4) Commit for the long term, 5) Have faith and burning desire, 6) Be willing to pay the price, and 7) Practice slight edge integrity in what you do when no one is watching. Following these principles through small, consistent actions can result in massive success, optimized health, and amazing relationships through the compound effect over time.
Redes Sociales - Experiencia de UsuarioRodrigo Vera
Este documento habla sobre la experiencia del usuario (UX) y el uso de redes sociales como Twitter para las marcas. Explica que UX se refiere a los factores que afectan la interacción del usuario con un producto o servicio y cómo esto genera percepciones positivas o negativas. También discute cómo las marcas usan estrategias de marketing de largo plazo y campañas en redes sociales para posicionarse, crear engagement con los usuarios, y responder dudas y problemas. Finalmente, invita a las marcas a pensar no solo en canales de
The document advertises a 2-hour workshop that uses doodling exercises to inspire creative thinking and problem solving. It includes links to various doodling resources and proposes a series of timed drawing exercises that start simply and become more abstract, such as drawing 30 cubes in 10 minutes or emergent shapes from modified pictionary drawings. The goal is to expand participants' thinking through rapid visualization and reinterpretation of simple forms.
El documento describe un taller de prototipado iterativo que incluye: 1) una presentación sobre diseño centrado en el usuario y prototipado, 2) la realización de un ejercicio de prototipado en papel, 3) pruebas de usuario del prototipo, 4) correcciones al prototipo basadas en los resultados, y 5) una conclusión y debate final. El taller enseña técnicas de prototipado de baja y alta fidelidad para obtener comentarios de usuarios que mejoren de forma iterativa el diseño.
Lecture 3 being creative and generating solutionsandibrains
The document discusses techniques for generating creative ideas and solutions to problems. It introduces techniques like brainstorming, morphological charts, mind mapping, and bissociation. Bissociation involves listing an object or problem on the left side of a page and arbitrarily selected nouns on the right side to discover potential solutions by making unexpected connections between distant concepts.
The Keynote I used to guide my back to school staff meeting. Email me if you'd like to know which videos went in the blank pages on this SlideShare and what some of the photos were used for. I should have put in some brief notes in Keynote before I uploaded this Sorry!
This document discusses techniques for generating solutions to problems, including evaluating the problem definition, overcoming mental blocks, brainstorming, and incubating ideas. It describes brainstorming as an unstructured process for generating many ideas without judgment. Specific brainstorming techniques discussed are Osborn's checklist, random stimulation, considering other viewpoints, and futuring. Mental blocks and how to recognize them are also covered. The overall message is about using diverse creative thinking methods to generate multiple potential solutions to a problem.
The document discusses the concept of "The Slight Edge" which is a philosophy that small, daily choices and disciplines, though seemingly insignificant, have a significant cumulative impact on success over time. It outlines seven principles: 1) Show up consistently, 2) Be consistent, 3) Have a good attitude, 4) Commit for the long term, 5) Have faith and burning desire, 6) Be willing to pay the price, and 7) Practice slight edge integrity in what you do when no one is watching. Following these principles through small, consistent actions can result in massive success, optimized health, and amazing relationships through the compound effect over time.
Redes Sociales - Experiencia de UsuarioRodrigo Vera
Este documento habla sobre la experiencia del usuario (UX) y el uso de redes sociales como Twitter para las marcas. Explica que UX se refiere a los factores que afectan la interacción del usuario con un producto o servicio y cómo esto genera percepciones positivas o negativas. También discute cómo las marcas usan estrategias de marketing de largo plazo y campañas en redes sociales para posicionarse, crear engagement con los usuarios, y responder dudas y problemas. Finalmente, invita a las marcas a pensar no solo en canales de
The document advertises a 2-hour workshop that uses doodling exercises to inspire creative thinking and problem solving. It includes links to various doodling resources and proposes a series of timed drawing exercises that start simply and become more abstract, such as drawing 30 cubes in 10 minutes or emergent shapes from modified pictionary drawings. The goal is to expand participants' thinking through rapid visualization and reinterpretation of simple forms.
El documento describe un taller de prototipado iterativo que incluye: 1) una presentación sobre diseño centrado en el usuario y prototipado, 2) la realización de un ejercicio de prototipado en papel, 3) pruebas de usuario del prototipo, 4) correcciones al prototipo basadas en los resultados, y 5) una conclusión y debate final. El taller enseña técnicas de prototipado de baja y alta fidelidad para obtener comentarios de usuarios que mejoren de forma iterativa el diseño.
Este documento presenta un proyecto de diseño de interfaz llamado Mumiko, cuyo objetivo es facilitar el hábito y la creación musical aplicando tecnología musical habilitante. El proyecto busca reducir las barreras para la experiencia musical a través de una plataforma digital que sea un "facilitador" tanto para la ejecución como para la composición musical, sin requerir conocimientos previos. Se realizó una investigación con entrevistas y encuestas para identificar arquetipos de usuarios y necesidades relacionadas con la música.
Construyendo la Comunidad de IxDA MendozaIxDA Mendoza
IxDA es una asociación creada para difundir la disciplina del Diseño de Interacción, que conforma (junto a usabilidad, arquitectura de la información y accesibilidad, entre otras) el ecosistema del Diseño de Experiencias del Usuario.
Este documento presenta una introducción a los wireframes. Explica que los wireframes son representaciones esquemáticas de pantallas sin elementos gráficos que muestran el contenido y comportamiento de las páginas. Luego describe los wireframes de alta y baja fidelidad, y los elementos esenciales que deben contener como navegación, información, interacción y apoyo. Finalmente, presenta algunas herramientas para crear wireframes y consejos para su diseño.
El documento describe un proyecto llamado Mumiko que busca aplicar tecnología musical para permitir que personas de todo tipo puedan interpretar y componer música sin conocimientos previos. Se plantea desarrollar una aplicación móvil con interfaz y funciones de interacción musical para fomentar el interés por la música. También propone crear redes colaborativas entre usuarios y artistas para generar nuevas obras musicales.
Introduccion a ux - IxDA Mendoza - Taller UXIxDA Mendoza
IxDA es una asociación creada para difundir la disciplina del Diseño de Interacción, que conforma (junto a usabilidad, arquitectura de la información y accesibilidad, entre otras) el ecosistema del Diseño de Experiencias del Usuario.
Tercera clase del taller de Arquitectura de la Información y Usabilidad del Diplomado en Técnicas de Diseño para Sitios Web de la Universidad del Pacífico.
This is the supporting presentation from the SPA 2011 (http://www.bcs-spa.org/) conference workshop that I ran.
There are 10 simple exercises that take you from simple sketching up to creative problem solving using analog drawing and metaphors...
El documento proporciona información sobre el diseño de interacción. Explica que el diseño de interacción se enfoca en la relación entre las personas y los sistemas interactivos para crear experiencias significativas. Incluye temas como roles de usuario, casos de uso, wireframes e interfaz, y describe herramientas como diagramas de casos de uso y partituras de interacción para planificar el diseño de la interacción.
Un mockup es un modelo a escala o completo para el diseño de un dispositivo, usado para enseñar, demostrar o evaluar, promover, o cualquier otro propósito con el diseño. Es un prototipo y por lo tanto provee al menos la funcionalidad de un sistema y sus pruebas básicas de diseño. Los mockups son utilizados por los diseñadores principalmente para adquirir retroalimentación de sus usuarios.
Se pueden desarrollar en un tablero, en borrador en papel y en ocasiones, hasta en un taller con un martillo.
Un wireframe es un prototipo visual de baja calidad que muestra el esqueleto o armazón de un sitio web o aplicación, indicando áreas, layout, jerarquías y esquemas de navegación sin detalles de diseño. Sirve para explorar posibilidades y probar requerimientos de forma rápida. Algunas herramientas gratuitas para crear wireframes son Mockingbird, Lovely Charts, Cacoo, Gliffy, Lumzy, Mockflow, Pencil Project, SimpleDiagrams, Denim y Website Wireframe.
El documento habla sobre wireframes. Explica que los wireframes son esquemas visuales simples que muestran la estructura y distribución de contenidos en una interfaz, sirviendo como puente entre el diseño de la arquitectura de información y el diseño de la interfaz. También destaca que los wireframes ayudan a definir la estructura sin distracciones visuales, son útiles para la comunicación entre equipos, y sirven para diseñar cualquier tipo de interfaz digital.
Este documento presenta una introducción a los wireframes. Explica que los wireframes son representaciones esquemáticas de pantallas digitales que muestran la estructura y contenido sin elementos gráficos. Detalla que sirven para comunicar ideas entre el equipo, permitir pruebas tempranas y evitar errores costosos. También provee consejos sobre el uso de herramientas para crear wireframes y recomienda recursos adicionales sobre el tema.
El documento habla sobre los wireframes, que son esquemas visuales simples que representan la estructura y contenido básico de una página web o aplicación. Explica que los wireframes muestran la jerarquía y distribución de los contenidos en la pantalla de una manera gráfica simple, sin distracciones visuales. También describe algunas características, ejemplos y herramientas comunes para crear wireframes.
Como prototipar MAL una aplicación. La importancia del WireframeJorge Galindo Cruces
Buenas! Hace un mes di una charla sobre prototipado en el VIII Betabeers Cádiz y como soy un desastre he tardado en colgar la presentación.
Le di este nombre para recalcar lo mal que se puede llegar a hacer una app sin el uso del prototipado antes del diseño. Empiezo hablando del porqué hacerlo y poco a poco desarrollo el proceso que utilizamos en 47 Degrees.
Por favor, sentidse libre de comentar o preguntar lo que sea!
Enjoy!
Este documento describe el proceso de prototipado, incluyendo sus características, objetivos y fases. Explica que el prototipado permite una construcción rápida y evolutiva mediante un proceso iterativo que reduce la distancia entre el objetivo del negocio y las necesidades del usuario. También detalla las diferentes fases del prototipado como wireframes de baja y alta fidelidad, diseño gráfico y maquetas interactivas, y cómo cada una aumenta la fidelidad visual y funcional del diseño.
Prototipado: Cómo representar la interacciónricardogil
Este documento describe los prototipos interactivos y cómo crearlos. Explica que los prototipos representan la estructura, funcionamiento y comportamiento de objetos o procesos, y que existen prototipos de baja, media y alta fidelidad. También cubre soluciones como usar patrones, iconos de interacción y herramientas como Visio para crear prototipos interactivos que puedan probarse con usuarios. El objetivo final es mostrar formas de prototipar aplicaciones web y de movil de manera rápida y económica.
This document provides instructions and guidance for leading students through four challenges involving building bridges out of paper. The challenges progress from making simple bridges to using techniques like rolled beams, accordion folds, and columns. The leader is encouraged to ask questions to stimulate critical thinking about design and engineering concepts. Testing bridges involves gradually adding weight until failure. Data is collected on strength. The goal is to help students understand what shapes and techniques make bridges stronger through an experiential learning process.
I have created a plan in PowerPoint to construct a fun temporary obstacle course for disabled children and adults that use wheelchairs or walkers. The plan includes many elements that can be used to set up a course. This course is not a permanent one, but one that people can construct or put together easily for a fundraiser, get together, picnic or just a day of fun at home.
For each element, I provide a list of materials, instructions on how to set it up, and discuss any safety concerns. I have tested each element before including it in the final plan.
For the last part of my project I am distributing the plans to you, disability organizations, and schools so you can use it to create obstacle courses at your events and fundraisers and share it with your families for fun activities they can do at home birthday parties or just everyday fun.
Este documento presenta un proyecto de diseño de interfaz llamado Mumiko, cuyo objetivo es facilitar el hábito y la creación musical aplicando tecnología musical habilitante. El proyecto busca reducir las barreras para la experiencia musical a través de una plataforma digital que sea un "facilitador" tanto para la ejecución como para la composición musical, sin requerir conocimientos previos. Se realizó una investigación con entrevistas y encuestas para identificar arquetipos de usuarios y necesidades relacionadas con la música.
Construyendo la Comunidad de IxDA MendozaIxDA Mendoza
IxDA es una asociación creada para difundir la disciplina del Diseño de Interacción, que conforma (junto a usabilidad, arquitectura de la información y accesibilidad, entre otras) el ecosistema del Diseño de Experiencias del Usuario.
Este documento presenta una introducción a los wireframes. Explica que los wireframes son representaciones esquemáticas de pantallas sin elementos gráficos que muestran el contenido y comportamiento de las páginas. Luego describe los wireframes de alta y baja fidelidad, y los elementos esenciales que deben contener como navegación, información, interacción y apoyo. Finalmente, presenta algunas herramientas para crear wireframes y consejos para su diseño.
El documento describe un proyecto llamado Mumiko que busca aplicar tecnología musical para permitir que personas de todo tipo puedan interpretar y componer música sin conocimientos previos. Se plantea desarrollar una aplicación móvil con interfaz y funciones de interacción musical para fomentar el interés por la música. También propone crear redes colaborativas entre usuarios y artistas para generar nuevas obras musicales.
Introduccion a ux - IxDA Mendoza - Taller UXIxDA Mendoza
IxDA es una asociación creada para difundir la disciplina del Diseño de Interacción, que conforma (junto a usabilidad, arquitectura de la información y accesibilidad, entre otras) el ecosistema del Diseño de Experiencias del Usuario.
Tercera clase del taller de Arquitectura de la Información y Usabilidad del Diplomado en Técnicas de Diseño para Sitios Web de la Universidad del Pacífico.
This is the supporting presentation from the SPA 2011 (http://www.bcs-spa.org/) conference workshop that I ran.
There are 10 simple exercises that take you from simple sketching up to creative problem solving using analog drawing and metaphors...
El documento proporciona información sobre el diseño de interacción. Explica que el diseño de interacción se enfoca en la relación entre las personas y los sistemas interactivos para crear experiencias significativas. Incluye temas como roles de usuario, casos de uso, wireframes e interfaz, y describe herramientas como diagramas de casos de uso y partituras de interacción para planificar el diseño de la interacción.
Un mockup es un modelo a escala o completo para el diseño de un dispositivo, usado para enseñar, demostrar o evaluar, promover, o cualquier otro propósito con el diseño. Es un prototipo y por lo tanto provee al menos la funcionalidad de un sistema y sus pruebas básicas de diseño. Los mockups son utilizados por los diseñadores principalmente para adquirir retroalimentación de sus usuarios.
Se pueden desarrollar en un tablero, en borrador en papel y en ocasiones, hasta en un taller con un martillo.
Un wireframe es un prototipo visual de baja calidad que muestra el esqueleto o armazón de un sitio web o aplicación, indicando áreas, layout, jerarquías y esquemas de navegación sin detalles de diseño. Sirve para explorar posibilidades y probar requerimientos de forma rápida. Algunas herramientas gratuitas para crear wireframes son Mockingbird, Lovely Charts, Cacoo, Gliffy, Lumzy, Mockflow, Pencil Project, SimpleDiagrams, Denim y Website Wireframe.
El documento habla sobre wireframes. Explica que los wireframes son esquemas visuales simples que muestran la estructura y distribución de contenidos en una interfaz, sirviendo como puente entre el diseño de la arquitectura de información y el diseño de la interfaz. También destaca que los wireframes ayudan a definir la estructura sin distracciones visuales, son útiles para la comunicación entre equipos, y sirven para diseñar cualquier tipo de interfaz digital.
Este documento presenta una introducción a los wireframes. Explica que los wireframes son representaciones esquemáticas de pantallas digitales que muestran la estructura y contenido sin elementos gráficos. Detalla que sirven para comunicar ideas entre el equipo, permitir pruebas tempranas y evitar errores costosos. También provee consejos sobre el uso de herramientas para crear wireframes y recomienda recursos adicionales sobre el tema.
El documento habla sobre los wireframes, que son esquemas visuales simples que representan la estructura y contenido básico de una página web o aplicación. Explica que los wireframes muestran la jerarquía y distribución de los contenidos en la pantalla de una manera gráfica simple, sin distracciones visuales. También describe algunas características, ejemplos y herramientas comunes para crear wireframes.
Como prototipar MAL una aplicación. La importancia del WireframeJorge Galindo Cruces
Buenas! Hace un mes di una charla sobre prototipado en el VIII Betabeers Cádiz y como soy un desastre he tardado en colgar la presentación.
Le di este nombre para recalcar lo mal que se puede llegar a hacer una app sin el uso del prototipado antes del diseño. Empiezo hablando del porqué hacerlo y poco a poco desarrollo el proceso que utilizamos en 47 Degrees.
Por favor, sentidse libre de comentar o preguntar lo que sea!
Enjoy!
Este documento describe el proceso de prototipado, incluyendo sus características, objetivos y fases. Explica que el prototipado permite una construcción rápida y evolutiva mediante un proceso iterativo que reduce la distancia entre el objetivo del negocio y las necesidades del usuario. También detalla las diferentes fases del prototipado como wireframes de baja y alta fidelidad, diseño gráfico y maquetas interactivas, y cómo cada una aumenta la fidelidad visual y funcional del diseño.
Prototipado: Cómo representar la interacciónricardogil
Este documento describe los prototipos interactivos y cómo crearlos. Explica que los prototipos representan la estructura, funcionamiento y comportamiento de objetos o procesos, y que existen prototipos de baja, media y alta fidelidad. También cubre soluciones como usar patrones, iconos de interacción y herramientas como Visio para crear prototipos interactivos que puedan probarse con usuarios. El objetivo final es mostrar formas de prototipar aplicaciones web y de movil de manera rápida y económica.
This document provides instructions and guidance for leading students through four challenges involving building bridges out of paper. The challenges progress from making simple bridges to using techniques like rolled beams, accordion folds, and columns. The leader is encouraged to ask questions to stimulate critical thinking about design and engineering concepts. Testing bridges involves gradually adding weight until failure. Data is collected on strength. The goal is to help students understand what shapes and techniques make bridges stronger through an experiential learning process.
I have created a plan in PowerPoint to construct a fun temporary obstacle course for disabled children and adults that use wheelchairs or walkers. The plan includes many elements that can be used to set up a course. This course is not a permanent one, but one that people can construct or put together easily for a fundraiser, get together, picnic or just a day of fun at home.
For each element, I provide a list of materials, instructions on how to set it up, and discuss any safety concerns. I have tested each element before including it in the final plan.
For the last part of my project I am distributing the plans to you, disability organizations, and schools so you can use it to create obstacle courses at your events and fundraisers and share it with your families for fun activities they can do at home birthday parties or just everyday fun.
Here are the key components of a science fair report:
- Title Page
- Abstract
- Introduction/Background
- Hypothesis
- Materials and Methods
- Results
- Discussion/Analysis
- Conclusion
- Bibliography
The report should clearly explain the purpose, methods, results and conclusions of the experiment in a logical, organized manner. Tables, graphs and images can be included to effectively convey results. Proper citations and a bibliography are also important components. Taking time to proofread and format the report professionally will help maximize the overall score.
The document provides instructions for a multi-week school project where students will work in groups to construct paper mache volcanoes. It outlines 11 steps for building an erupting volcano, including forming groups, researching volcanoes, constructing the volcano structure, adding paper mache layers, decorating, and creating an eruption. Students will then write a reflection report on their project before submitting their volcano model, research, and report for a grade. The project aims to authentically simulate the process of designing and carrying out a natural disaster-themed science project.
The document describes 5 science experiments that students can conduct to learn about various scientific concepts:
1. The first experiment uses vinegar and eggs to demonstrate how the calcium carbonate in eggshells reacts with acetic acid in vinegar.
2. The second experiment involves creating a color spinning top to show how primary colors mix together and appear white when spun rapidly.
3. The third experiment uses magnets and toy cars to show the attraction and repulsion of opposite and similar magnetic poles.
4. The fourth experiment tests the conduction of heat through different materials like wood, plastic and metal spoons.
5. The fifth experiment transfers oil between cups using a playing card to demonstrate differences in density
The document provides information about the upcoming Dewey Elementary School science fair, including that all project submissions are due by January 7th, judging will take place on January 9th, winners will be announced the week of January 13th, and supplies like trifold boards will be available for purchase from the front office. It also provides resources for students and parents, including timelines, forms to be signed and returned, and example science fair project topics and guidelines.
The checkpoint model aims to increase student engagement, understanding, and retention through the use of guided checkpoints during labs and classes. Checkpoints consist of questions that students work through in groups with TA consultation. This allows students to test their understanding before moving forward. The model has been implemented in various courses at two universities, leading to increased attendance at office hours, deeper engagement with material, and improved overall marks. Initial implementation requires extra training for TAs and preparation of checkpoint materials.
The document discusses six common patterns of text structure: chronological, cause and effect, compare and contrast, problem and solution, sequence/process, and spatial/descriptive. It provides examples and descriptions of each pattern to help readers identify how a text is organized. Tips are given to analyze a passage and determine which pattern of text structure has been used. Several short passages are presented and the reader is asked to identify the pattern of organization for each one.
The document discusses six common patterns of text structure: chronological, cause and effect, compare and contrast, problem and solution, sequence/process, and spatial/descriptive. It provides examples and descriptions of each pattern type to help identify how a text is organized. Tips are given to determine a text's structure, such as looking for signal words or graphic organizers. Practice examples are then presented for the reader to identify the structure of short passages.
Innovate like-a-turtle : PHM's MEGA Awesome School OpenerVicki Davis
In this opening to the school year, teachers were taught a strategy for innovation, 5 ways to have the best school year ever, Cool Cat Teacher's Essential Chromebook Tips and the 9 Ways Writing is Reinvented. Vicki also shares her personal learning goals at the end. Lots of fun in this customized speech in Indiana - August 2014
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.
1. The document describes an exercise where groups of 5 people are tasked with assembling puzzle pieces into squares of equal size without verbal communication.
2. Each group member is given pieces in an envelope to assemble their square, with the goal being to complete all squares at the same time since the task is not finished until all are equal in size.
3. Observers monitor the groups and take note of non-verbal communication attempts and how group members help or do not help each other reach the goal within the time limit.
The document provides leadership exercises and creativity problems intended to build problem solving skills. It includes math, logic, and sequencing puzzles as well as interactive team building activities involving acting out scenarios and working together in groups to solve challenges. The various exercises are meant to encourage participants to think creatively, communicate effectively, and build skills in areas like problem definition, risk-taking, and strategic planning.
This document provides guidance and activities for icebreakers and energizers to be used at training courses and meetings. It includes:
- Over 30 suggested icebreaker activities categorized as quick and easy, requiring resources, or requiring prior preparation. The activities aim to help participants get to know each other and relax.
- Tips for choosing appropriate icebreakers and running the activities effectively. Icebreakers should not make anyone uncomfortable and the facilitator should consider the audience.
- Explanations and instructions for sample icebreaker activities like "Human Spelling", "Electricity", and "Protect Your Egg". These involve using the body to spell words, tapping hands around a circle, and engineering protections for dropped
Tips for better surveys: better questions in your questionnaire, better overall survey process. From UPA2012 in Las Vegas.
This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
This presentation provides strategies for incorporating creativity into core content areas to engage gifted students. It discusses varying instructional approaches, including allowing student choice in process and products. Examples are given of creative lesson plans that integrate arts, challenge higher-order thinking, and consider individual student needs and abilities. Strategies are also shared for showcasing student work to parents through presentations and interactive activities.
1. A project of the Center for Science Education at EDC Inc,
Funded by the National Science Foundation NSF # 0917576
Copyright 2008 Education Development Center, Inc.
2. NPASS2 Goal
To create a scalable model of OST
science programming that
regularly engages children in
meaningful science exploration
and which peaks their interest
and confidence in pursuing study
and career options in the STEM
fields
3. % of US 4th and 8th
graders proficient in
science. (NAEP 2005)
29
4. % of US 12th graders,
proficient in science.
18
5. % increase between 1998
and 2008 in the number of
US jobs requiring training
in STEM
51
6. % by which this is faster
than the overall job
growth in the overall US
economy
400
7. % of HS graduates aged 25
– 29 (2000) with
bachelor’s or higher
degrees in science
Whites 36
African Americans 21
Hispanics 15
13. Challenge # 1: Make a Top
Make a TOP out of any of these materials
Make it spin for at least 20 seconds
MATERIALS
• 2 Heavy Paper Plates
• I dowel
• I pencil
• 2 Rubber Bumpers
• 2 Binder clips
Roles
• Builder
• Materials
• “Spy”
• Presenter
14. What do I do? What to think about
Make a top with the materials
provided.
Practice “launching” the top
by using your hands.
Make changes to your top that
allow it to spin longer.
Time how your top spins, and
record the times on a data
sheet
Does it matter whether the
dowel is exactly in the middle of
the plate?
Why does the dowel need to be
fixed tightly to the plate?
What is the best way to launch
the top?
What is the fairest way to time
your top? When should you start
& stop the clock?
15. Discussion Questions
Do not tell the children what is wrong with their tops or how to fix them
General questions: Specific questions:
What works (and what doesn’t)?
What have you tried (and what
happened)?
What has worked for other teams?
How did the rubber bumpers help
your top?
How did you keep the plate fixed
tightly to the axle? Why does it
matter?
How did you spin the top?
Did your top wobble? What did/could
you do to stop the wobble?
What happened if your axle wasn’t
exactly in the middle of the plate?
How did you find the middle of the
plate?
How could you change the design to
make it work better?
16. Example what works chart
What Works What Doesn’t
The hole in the middle of the
plate
Sharp Pencil
Bumpers on top of plates
Plates low on dowel
Bumpers tight
Spin really hard
Bigger plates spin better
Fast launch
Hole not in middle
Plates high on dowel
Spin too hard
Bigger plates are worse
Sharp point on dowel
Slow launch
17. Challenge # 2: Weight and
Width
Make a new TOP with these extra materials
Can you make it spin for 60 seconds
Can you make a string launcher
MATERIALS
• 4 - 6 Heavy Paper Plates, various
sizes
• I dowel, pencil
• 2 Rubber Bumpers
• 2 Binder clips
• String and index card
Roles
• Builder
• Materials
• “Spy”
• Presenter
18. What do I do? What to think about
Choose two plates of one size with
which to build your new top.
Make a new top using all four
plates.
Spin your top 3 times and measure
how long it spins each time.
Add 2 more plates, spin 3 times,
and record the spin times again.
Repeat this process until you have
filled all lines on data chart.
What difference does adding
extra plates make?
Is there an optimum (best) plate
size?
19. As the children make their new tops and test them, walk among
the teams to make sure that they are using a consistent
experimental procedure. Common errors they make in
procedure are:
1. Launch technique: Is the same person launching all tests and do they use the
same method?
2. Plates are at different heights on the dowel from one test to the next.
3. Plates are not squeezed tightly between rubber bumpers each time.
4. Children do not record results immediately and accurately.
5. Children use different standards for timing from one test to the next.
Troubleshooting
20. After ample time has passed, call the whole group together to
share their results. Do this even if some teams have not finished
testing yet. Pin or tape their data sheet on the wall and have
everyone take a look at the whole data set. Ask them:
• Does anything stand out for you from this data?
• Can you draw any firm conclusions about the best weight and width
for a top made from these materials?
They may still not be able to decide conclusively which
configuration works best. Some conclusions you can all agree
on are:
• Bigger plates seem to spin longer as long as you don’t use too many at
once.
• More plates seem to spin longer up to a point. After a certain number, it
gets harder to get them spinning at all.
• To really test the best design, all of the tops would have to start pinning at
the same speed.
21. Challenge# 3: Yo-Yos
Make a Yo-Yo with these materials
Can you make it spin back up to your hand
MATERIALS
• 2 Heavy Paper Plates
• I dowel
• 1 wooden spool
• Cotton string (30 inches)
• 2 Rubber Bumpers
Roles
• Builder
• Materials
• “Spy”
• Presenter
22. What do I do? What to think about
Make a yo-yo with the materials
provided.
Practice “releasing” your yo-yo so it
comes back up after it travels down
the string.
If your yo-yo wobbles, make changes
to it that make it spin steadily.
Why does the axle need to be fixed
tightly to the plate?
Does it matter whether the axle in in
the middle of the plate?
What is the best way to release the
yo-yo?
23. • What works (and what doesn’t)?
• What have you tried (and what happened)?
• What has worked for other teams?
Leading the Activity
24. Troubleshooting
Problem Possible Causes
Plates wobble on the way down
String catches on edges of plates
Yo-yo will not climb back up string
String slips out of hand
Yo-yo falls freely but won’t climb
back more than half way
1.String not centered between plates
2.Plates not balanced
3.Axle not in center of plates
1.Platesfacing IN instead of OUT
2.String not in center of axle
1.String not tied tightly to axle
2.String rubbing on plates, creating
friction
1.Not using a slipknot loop
1.Not using the “little jerk trick”
25. Leading the Discussion
What Works What Doesn’t
Holes in middle of plate
String in middle between plates
Rubber bumpers are tight
Tight loop on finger
Smaller plates spin faster
Drop the yo-yo; don’t throw it
Two sides balanced
Hole not in middle
Throw too hard
Bigger plates are slower
Slow launch
Different sized (or number of)
plates on each side
String loose on axle
• What would happen if you added more plates?
• What would happen if you used larger or smaller plates?
• How do you make the yo-yo come all the way back up to your hand?
26. Assessment
Skills Behaviors
Think through their designs and
deal with problems in a skillful
manner.
Work cooperatively together
Describe to you and to each other
how they did whatever they did and
how it worked.
Focus on what they actually see
happening rather than what they
think should happen.
Taking turns and sharing the hands-
on work.
Asking each other for help before
asking you.
Listening when their peers share
ideas.
Responding constructively to ideas.
Making deliberate changes to their
designs to improve how they work.
Making changes only one factor at a
time.
Keeping accurate and clear data and
records, where appropriate.