Design Thinking in the Classroom: Easy-to-Use Teaching Tools to Foster Creativity, Encourage Innovation, and Unleash Potential in Every Student

Design Thinking in the Classroom: Easy-to-Use Teaching Tools to Foster Creativity, Encourage Innovation, and Unleash Potential in Every Student

by David Lee

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Harness the Power of Design Thinking to Inspire your Students!

Whether your students are tackling project-based learning or developing solutions in the STEM maker lab, design thinking will help them be more innovative. The design-thinking process, practices and mindsets teach 21st-century skills such as adaptability, collaboration and critical thinking.

The design thinking program described in this book helps develop students’ mindsets in a way that is more conducive to producing innovative solutions. It allows students to apply their creativity to tackle real-world issues and achieve better results through the use of its five learning phases:

• Empathize
• Define
• Ideate
• Prototype
• Test

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Product Details

ISBN-13: 9781612438245
Publisher: Ulysses Press
Publication date: 09/18/2018
Format: NOOK Book
Pages: 224
File size: 6 MB

About the Author

David Lee is the elementary STEM coordinator at Korea International School in Seongnam, South Korea. Previously, he was an elementary technology teacher and educational technology specialist. As a Google Certified Innovator, he has inspired educators and driven transformation through workshops, keynote speeches, and consultations. David lives in South Korea with his wife and child.

Table of Contents

Preface: Driven By My Past 11

Part 1 What Is Design Thinking? 15

Introduction: Challenges of a Rapidly Changing Workplace 16

Seven Survival Skills 18

Successful Teachers in Innovation 19

Interview with a CEO 21

A Challenge for Today's Teachers 22

Chapter 1 Design Thinking and Why It Matters 24

Design and Business 25

Design Thinking for Education 28

Chapter 2 More Than a Process: DT Mindsets 32

Six Key Mindsets 33

Other Mindsets for Success 38

Part 2 The Design Thinking Process 45

Chapter 3 The Five Phases of Design Thinking 46

Chapter 4 Empathize Phase 49

Self-Awareness and Partnerships 50

Interviews 52

Observations 62

Immersion 65

Research 67

Empathy Map 69

Projects 73

City Plan 73

Family Activity Tool 76

Design Thinking Club School Solutions 79

Festival Parade Floats 85

Toy Lab 87

Breakout EDU Game Design 90

Schoolhouse Design 92

Chapter 5 Define Phase 93

Synthesis: Finding Needs and Insights 94

Problem Statement 97

"How Might We" Question 99

Chapter 6 Ideate Phase 101

Demystifying Creativity, Innovation, and Originality 102

Ideate Principles 105

Pre-Brainstorming: Mindset, Warm-Ups, and Practice 107

Divergent Thinking: Apple Devices for English Language Learners 117

Building Upon Ideas of Others through Plussing 122

Sharing and Capturing Ideas 124

Getting Unstuck 125

Convergent Thinking: Choosing the Best Ideas 127

Chapter 7 Prototype Phase 131

Rapid Prototyping 132

Prototyping in Action: Fifth-Grade Eco Trade Show 138

Facilitation and Mentorship 141

Makerspace, Tools, and Materials 143

Chapter 8 Test Phase 146

Embracing Failure 147

Testing with End Users 148

Testing without End Users 151

Iteration 152

Part 3 Design Thinking in the Classroom 155

Chapter 9 Pedagogy 156

The ACT Project 156

Project-Based Learning; Bringing the Real World to the Classroom 159

Chapter 10 Creating DT Projects 162

Single-Subject Approach 163

Transdisciplinary Approach 164

Develop a Driving Question 168

Planning DT Curriculum, Assessments, and Instruction 171

Learning Management System: Seesaw and DT Digital Interactive Notebook 174

Conclusion 176

Appendix: Planning Materials and Resources 180

Design Thinking Standards 180

Digital Interactive Notebook 182

References 184

Index 196

Acknowledgments 203

About the Author 205

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