Learning by Design steps: from theme, to research, to idea, to sketch, to make and then show

In this cycle you can see the names of the tools we offer at each step. Tools are used at the discretion of the teacher and pupil

 

Design-a-Thon School has an underlying pedagogical model inspired by Reggio Emilia; John Dewey’s Child and Curriculum; and Seymour Papert’s Learning theory constructionism.
Our Learning by Design cycle, combines Design Thinking for children, with the Maker Movement approach to making, all structured in experiential projects. The projects are real world issues. The design thinking process has been especially adapted for children and enhanced with reflection moments for the educational context. The process was first developed and tested for the Global Children's Design-a-Thon in 2014.

 

LEARNING OBJECTIVES  

Through the Design-a-Thon School, students learn to:

Cultivate their creativity:

·      Apply design thinking to a social challenge

·      Think creatively and critically about proposed solutions

·      Cultivate their sense of curiosity and imagination

Make with new and old technologies:

·      Sketch and build prototypes

·      Program with Scratch

·      Develop robots and interactive machines

Life long skills:

·     Develop empathy and understanding for other perspectives;

·     Collaborate with their peers

·     Communicate their ideas

·     And think philosophically about society

 

WHAT ABOUT TEACHERS?

Through the Design-a-Thon School teachers gain:

·     Knowledge and skills on technology (and programing / engineering)

·     Self-confidence to put that knowledge into practice (to apply that knowledge in the classroom )

·     Enthusiasm to apply the new approach to the exhausting themes in the classroom


WHAT MAKES US DIFFERENT?

There are a lot of (great) methods coming up which engage children in learning to program and make. Our program (method?) (does this too and)(though) goes two steps further:

·     Design-a-Thon School combines learning and making with real world issues which encourages children making the world a better place.

·     The underlying design process which children and teachers learn through, contributes to changing the whole education system, it’s a new way of learning, which can be applied to all subjects. (maybe good to say why changing the whole educational system is a good thing..)


Learning by Design:

Children and teachers can choose to do whole Design-a-Thon as prescribed or pick and choose tools and themes to create their own.
Depending on the time available and what you want to learn. You can create your own learning experiences.
All projects follow our Learning by Design cycle.

Hereunder we describe the steps:

 

1. THEME

Inspiration on themes

The objective of the presentation and discussion is:

·     To inspire and inform the children on the variety and diversity of problems and solutions.

·     To draw the children into the theme, to get them thinking and wondering.

·     To have a philosophical discussion.

Design-a-Thon School aspires to deal with real world issues which encourages children making the world a better place.
Some of the themes we like to work with:
Waste, mobility, food, drones.

Here you can download theme introduction files per topic.
Each theme introduction contains a series of slides to inspire, inform and elicit discussion on the theme with your students.
If you need to, you can download the Theme Guidelines, on how to present the theme and links to more information about the theme.

 

2. RESEARCH

The objective of the research is:

·     For students to explore the theme from their own perspective.

·     For students to narrow down the theme to an aspect they want to 'ideate' on.

·     For students to learn more about the context of the theme and to discover facts and information.

·     For students to learn more about the inventions done and technologies in used in the theme area.

Depending on the time available the teacher can advise how deep the research can go.
With all our Research worksheets, children can work alone or in pairs. They are led by questions, to investigate a problem or a theme further.
The worksheet is designed to be playful, there are no wrong answers.
In principal work sheets are independent of the theme and can be used within different themes or projects.

Here you can download the Research worksheets for the students.
They are pdf files which you can print out and fill in with pencils or markers.

 

3. IDEATE

Ideation tools

The objective of the ideate is:

·     For students to practice creative thinking.

·     For students to come up with an idea or invention which helps solve the chosen problem.

With all (of) the (our) Idea worksheets, children can work alone or in pairs. They are led by questions, to select a problem they would like to tackle.
They look at that problem from their own knowledge of the situation and step by step work towards ideating a solution.
The worksheet is designed to be playful, there are no wrong answers.
The aim is to get to the heart of the matter according to the child.
 

Here you can download the Idea worksheets for the students.
They are pdf files which you can print out and fill in with pencils or markers.
If you need to, you can download the Idea worksheet Guidelines, on how to guide the students while working.

 

4. SKETCH

Sketching ideas

De leerlingen kunnen eigen ideeën communiceren door middel van o.a. geannoteerde schetsen (bouwtekening) en het maken van modellen.
Hier kunnen we schrijven met wat ze allemaal kunnen sketchen:
stiften, pennen...

 

5. MAKE

Making process

Leerlingen leren hoe ze hun ideeën kunnen vormgeven, door bv een model ervan kunnen maken.
Hierin leren ze ook te werken met diverse technieken.
Een chapter schrijven over (software) programing with Scratch
Een chapter schrijven over (software) programing with Arduino

 

6. SHOW

Showing off the inventions (Presentation moments)

De leerlingen kunnen eigen en de groeps-werk presenteren en erop reflecteren door het geven van specifieke feedback.
Leuk als we citaten van kinderen opschrijven. (in vrolijke kleuren)

 

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REFLECTING MOMENTS:

Hier komt een tekst over reflectie met academisch onderbouwing.
Tips over hoe je reflect process kan begeleiden / sturen.
    vragen etc...
    (misschien met iedere design-a-thon een vragen lijst maken?)