There's an App for That: Discover How App Prototyping Promotes Creative Thinking!
Explore and create : Creation lab
Have you ever had a problem and thought to yourself, "Is there an app for that?" Learn about a design process that turns "There's an app for that" curiosity into a launchpad to learn how to analyze and assess problems and build real solutions.
|Audience:||Library media specialists, Teachers|
|Attendee devices:||Devices useful|
|Attendee device specification:||Laptop: Chromebook, Mac, PC
|Topic:||Creativity & curation tools|
|Subject area:||Performing/visual arts, STEM/STEAM|
|ISTE Standards:||For Students:
The main objective of this session is to model for teachers a creative and hands-on approach to building critical thinking, creativity, and problem-solving skills. Each participant will finish the session having completed some sort of solution to bring back and share with their colleagues.
Participants will engage in a hands-on 55 minute activity focused on identifying a problem in their school or classroom and then work individually or in a team to develop an app prototype that addresses their problem and attempts to provide new value through their solution. Session will focus on peer-to-peer collaboration, and a friendly competition at the end of the session.
1 - Intro - 5 minutes
2 - Identifying Opportunity - 10 minutes
3 - Ideating Solutions - 15 minutes
4 - Impliment Prototypes - 15 minutes
5 - Let's Pitch - 10 minutes
6 - Wrap up! - 5 minutes