Using sketchboards in support of designing active learning spaces


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Using sketchboards in support of designing active learning spaces

  1. 1. Using Sketchboards in Support of Designing Active Learning Spaces
  2. 2. Introductions Joey Spooner Web Manager American Association for the Advancement of Science @spoonstein Tawnya Means Director Center of Teaching, Learning, and Assessment Warrington College of Business Administration University of Florida
  3. 3. The Problem
  4. 4. The Problem
  5. 5. The Problem
  6. 6. Active Learning
  7. 7. Active Learning
  8. 8. "Learning is not a spectator sport. Students do not learn much just by sitting in class listening to teachers, memorizing prepackaged assignments, and spitting out answers. They must talk about what they are learning, write about it, relate it to past experiences, apply it to their daily lives. They must make what they learn part of themselves." Chickering and Gamson, "Seven principles for good practice"
  9. 9. Sketchboards
  10. 10. "a low-fi technique that makes it possible for designers to explore and evaluate a range of interaction concepts while involving both business and technology partners. Unlike the process that results from wireframe-based design, the sketchboard quickly performs iterations on many possible solutions and then singles out the best user experience to document and build upon." Brandon Schauer, "Sketchboards: Discover Better + Faster UX Solutions"
  11. 11. Expressing Flow & Path Explore and Evaluate Interaction Concepts StagesInputs Page Tables Personas Scenarios Technical Data Login Reserve Thank You Basic Detailed Very Detailed Sketches Sketches Sketch
  12. 12. Expressing Flow & PathSketching Rapid design concepts through sprinted sketching
  13. 13. What we did Inputs Processes for teaching Room layouts Sample homework Persona (Remote) Inspirations like Google Play Scenario for remote persona Other examples of interactive classrooms
  14. 14. What we did Homeplate Group Discovery Application of Knowledge Review StagesInputs
  15. 15. What we did
  16. 16. What we did
  17. 17. 8 Sessions = More Questions
  18. 18. Major Themes of Discovery Virtual environment research and development Physical prototyping to better understand requirements and technical needs relative to the goals of the teachers
  19. 19. Prototyping Lecture Team presentations Team-based learning Think-Pair-Share Peer-Review Problem-solving using real data Ice Breakers One Minute Paper / Free Write Focused Listing Roundtable Teamwork with PC Individual work Questions Just in time teaching Scenarios / Case Studies Corners Ten-Two Strategy Room Usage Scenarios
  20. 20. Other Priorities Stink
  21. 21. What would be next? Wireframes More prototype testing
  22. 22. Where We Are Today
  23. 23. Where We Are Today
  24. 24. Where We Are Today
  25. 25.
  26. 26. Questions?