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Research and Design With Personal/Global Relevance: Meaningful Innovation Ideas for Teaching SDGs

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Participate and share : Poster

Silvia Serrano  
Jennifer Garcia  

Learn about accessible strategies and tools to use for purposeful research, exploration and design, following a nonlinear design approach in the middle and high school classroom. Get ideas for purposeful projects rooted within the UN Sustainable Development Goals, examples of student work, planning, project management, resources and tips.

Audience: Library media specialists, Teachers, Technology coordinators/facilitators
Skill level: Beginner
Attendee devices: Devices useful
Attendee device specification: Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials: It would be useful for attendees to have either a cell phone camera that captures QR codes or a QR Code reader like i-nigma QR Code Reader on their phones or tablets. The following applications will be referred to within the session and while it is not required, attendees may want to have them ready on their phones/tablets to explore with: Google Slides, Google Docs, Google Sheets, FlipGrid, TinkerCad: App Store-https://tinyurl.com/y2n97x5q

The rest of the applications we will refer to can be accessed via web browser on mobile devices and across computer platforms.

Topic: Project-, problem- & challenge-based learning
Grade level: 6-12
Subject area: Social studies, STEM/STEAM
ISTE Standards: For Educators:
  • Design authentic learning activities that align with content area standards and use digital tools and resources to maximize active, deep learning.
For Students:
Creative Communicator
  • Students create original works or responsibly repurpose or remix digital resources into new creations.
Innovative Designer
  • Students exhibit a tolerance for ambiguity, perseverance and the capacity to work with open-ended problems.

Proposal summary

Purpose & objective

The presentation is meant for teachers and students in any school, or learning situation with access to the internet, as web applications will be used. It is meant for those who are interested in exploring ways to build research and action into their projects. They will learn about methods through which to build active learning experiences into research based project work that is relevant to students and student driven.

The presentation will focus on an array of strategies for teaching research skills as well as personalising learning through choice while engaging with PBL experiences. It will include references to and examples of work created through the use of digital tools some of which are GSuite, Flipgrid, TynkerCad, Tour Creator, Minecraft Edu, Panoform, and Metaverse.

Throughout the presentation we will demonstrate examples of student projects that illustrate the potential outcomes of using a design process through PBL research and relevant technologies for teaching and learning. We will provide planning ideas, strategies for launching and running projects of this type and assessment models. This will be accomplished through the sharing of exemplars and resources through our main Google presentation, made accessible through QR Codes and hyperlinks. All of our resources will be made available to attendees prior to, during and after the presentation. We will also have the relevant tools available both for demonstration purposes and exploration by attendees.

We hope to spark interest, empower teachers to embrace project work and embark on the development of their own PBL experiences for students, without fear of failure. It is our intention to provide attendees with the resources, solid examples, clear guidance, strategies and tips on how to imbue project work with strong research skills, student action and creativity through design thinking. It is our hope that they will take away ideas, and strategies for building their own digital projects.

Supporting research

Design Thinking: https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process

The World’s Largest Lesson: https://worldslargestlesson.globalgoals.org/
UN SDG Student Resources: https://www.un.org/sustainabledevelopment/student-resources/

SDG Toolkit:http://sdgtoolkit.org/tool/sdgs-for-kids/

PBL Works: https://www.pblworks.org/

Project-based learning not just for STEM anymore
Nell K. Duke, Anne-Lise Halvorsen and Stephanie L. Strachan

Innovations and Challenges in Project-Based STEM Education: Lessons from ITEST
Alice Connors-Kellgren, Caroline E. Parker, David L. Blustein and Mike Barnett

How to Personalize Learning in K-12 Schools: Five Essential Design Features
Dabae Lee

Buck Institute for Education Project Based Learning & Student Achievement: What Does the Research Tell Us?: https://files.eric.ed.gov/fulltext/ED590832.pd

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Silvia Serrano, Academia Británica Cuscatleca

I am the Head of the ICT department,  IGCSE and IB Computer Science teacher,  in the Secondary Section, at the Academia Britanica Cuscatleca in El Salvador.  It is one of my goals as an ICT teacher to pass on my passion to my students, so they can use technology to change lives at a level and on a scale that has never been imagined before. 

Jennifer Garcia, Academia Brittanica Cuscatleca

I am the Learning Resources Coordinator, KS3 ICT and IB ITGS teacher, at the Academia Britanica Cuscatleca in El Salvador. I offer digital media support and training for staff and students and develop cross-curricular projects with departments. I am a Google Certified Innovator, Google Educator and Google Education Trainer.

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