Solving Instructional Design Challenges With Coaching and Creativity |
Participate and share : Interactive session
Dee Lanier Emily Roth
Using gamified problem-based learning, explore how the design-thinking process can help teachers understand and embrace powerful strategies and tools to improve student outcomes, no matter their existing comfort level with risk-taking or technology.
Audience: | Coaches, Principals/head teachers |
Skill level: | Beginner |
Attendee devices: | Devices required |
Attendee device specification: | Smartphone: Android, iOS Laptop: Chromebook, Mac, PC Tablet: iOS, Android |
Participant accounts, software and other materials: | If using a mobile device, attendees will be required to download the Flipgrid app to share their creative solutions- https://blog.flipgrid.com/downloads |
Topic: | Coaching & mentoring |
Grade level: | PK-12 |
Subject area: | STEM/STEAM |
ISTE Standards: | For Coaches: Collaborator
Collaborator
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Disclosure: | The submitter of this session has been supported by a company whose product is being included in the session |
Related exhibitors: | Samsung Electronics |
Participants will backwards design strategies for overcoming challenges common to classrooms and instructional design. Utilizing an adapted design-thinking process, participants will collaborate to share a creative solution to the problem they have identified.
Participants will utilize a modified design-thinking process called Solve in Time, in order to develop an array of solutions for their school environment. Solve in Time is a 5 step process that is facilitated by 4 question and answer cards, 1 creative solution prompt card, and a group help card called, SOS.
Participants will be working individually and adding their responses digitally on a Pear Deck interactive slide deck. They will communicate a creative solution to their problem in a format of their choice.
Since this is a gamified/challenge-based workshop, success will be measured by working through the steps and submitting a solution as a link and receiving direct feedback from other participants.
Setup and Instructions first 10 mins:
Each person will identify a problem within their school setting that they will aim to solve.
A 20 minute time-limit for completing all steps will be made visible on the projector for players to see. People will be directed through the slides to respond to each question on the cards either analog or digitally. The final slide requires each person to share their solution in the Pear Deck or on social media. People are reminded to use their time wisely!
~2 min to identify and define the Problem. Relate the identified problem to the school setting, and summarize it in a single sentence.
~2 min to read the selected Research card and summarize thoughts in the space provided.
~3 min to read the selected Understand card and answer the question using their empathy and compassion skills. Summarize thoughts in the space provided.
~3 min to select a Solve card and answer the question using imagination and critical thinking skills. Summarize thoughts in the space provided.
~10 min to select a Share card and use their communication and creativity skills to collaboratively share their solution to the problem.
The remaining 30 minutes is dedicated to group discussion on how to combine ideas and begin planning to put solutions into action! Participants are encouraged to share their ideas and continue to crowdsource feedback online using relevant hashtags such as #ISTELIVE22 and #SolveiT.
Zaretta Hammond links neuroscience research and culturally responsive teaching and learning for students of color.
Hammond, Zaretta, and Yvette Jackson. Culturally Responsive Teaching and the Brain: Promoting Authentic Engagement and Rigor among Culturally and Linguistically Diverse Students. Corwin, a SAGE Company, 2015.
Empathy and Learning:
"It is literally neurobiologically impossible to think deeply about things that you don’t care about."- Dr. Mary Helen Immordino-YangLahey, J. (2016, May 4). To Help Students Learn, Engage the Emotions. Retrieved September 17, 2019, from Well website: https://well.blogs.nytimes.com/2016/05/04/to-help-students-learn-engage-the-emotions/
Creativity and Learning:
A recent survey by Change the Equation asked students how they feel about different classes. Computer science came in near the top, just behind graphic arts and performing arts, but ahead of English, math, history, science, and foreign languages!
Allen School News » Search Results » change the equation. (2016). Retrieved September 17, 2019, from Washington.edu website: https://news.cs.washington.edu/?s=change+the+equation
Creativity and Memory
Fernandes, M. A. (2018). The Surprisingly Powerful Influence of Drawing on Memory - Myra A. Fernandes, Jeffrey D. Wammes, Melissa E. Meade, 2018. Retrieved September 17, 2019, from Current Directions in Psychological Science website: https://journals.sagepub.com/doi/abs/10.1177/0963721418755385
Dee Lanier is the Lead Experience Designer for Lanier Learning and a lifelong educator who’s passionate about equity and inquiry-based learning. He’s also a Google Certified Trainer, Google Innovator and Google Certified Coach who specializes in creative applications for mobile devices and Chromebooks, low-cost makerspaces and gamified learning experiences.
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