MORE EVENTS
Leadership
Exchange
Solutions
Summit
Change display time — Currently: Eastern Daylight Time (EDT) (Event time)

Engaging Learners With Literacy Through Design Thinking and Empathy Maps

,
Philadelphia Marriott Downtown, Franklin 3/4

Explore and create: Deep-dive Creation lab
Preregistration Required
Save to My Favorites

Presenters

Photo
Southeast Digital Teaching & Learning Consultant
NC Department of Public Instruction
@BoucherLauren
@iteachteacherstech
Lauren Boucher has been in public education for over 15 years. She has taught 3rd grade, gifted education in grades K-8, and was a district level Digital Teaching and Learning Coach for over 8 years. She joined the NCDPI as the Southeast Digital Teaching & Learning Consultant in January of 2021. Additionally, Lauren is the Communications Director for the North Carolina Technology In Education Society, and she has been a presenter with SimpleK12.com since 2013. Lauren is passionate about the transformative possibilities educational technology brings to the table, and loves sharing innovative practices with teachers across North Carolina and beyond.Lauren Boucher has been in public education for over 15 years. She has taught 3rd grade, gifted education in grades K-8, and was a district level Digital Teaching and Learning Coach for over 8 years. She joined the NCDPI as the Southeast Digital Teaching & Learning Consultant in January of 2021. Additionally, Lauren is the Communications Director for the North Carolina Technology In Education Society, and she has been a presenter with SimpleK12.com since 2013. Lauren is passionate about the transformative possibilities educational technology brings to the table, and loves sharing innovative practices with teachers across North Carolina and beyond.
Photo
Digital Teaching & Learning Consultant
NC Dept of Public Instruction
@Scibri
Brian is currently the Digital Teaching & Learning Consultant for the Piedmont Triad Region with the North Carolina Department of Public Instruction. Previously he has worked as an instructional design coach, instructional technology facilitator, and science/STEM teacher in Rowan-Salisbury Schools for 21 years. The highlight of his teaching experience involved teaching Design Thinking / Challenge Based Learning at North Rowan High School. Brian has also taught previously with the North Carolina Virtual Public School and serves as an adjunct chemistry instructor at Catawba College. He also serves as the secretary of the NCTIES Board and as the social media manager for the NCSTA.

Session description

Design thinking is a powerful integration tool for helping students connect with literacy. Join us to learn how integrating design thinking, literacy and empathy maps can help students authentically engage in problem-solving and collaboration to create solutions for characters, while growing their own empathy, creativity and critical thinking.

Purpose & objective

Participants will experience the Design Thinking process as a participant who is seeking to identify a problem or challenge for a character in a piece of literature. Participants will practice using text based evidences, inferencing, and annotating in conjunction with empathy maps to further explore the complexity of a character.

Participants will work collaborative with others to apply the Design Thinking process (Empathy/Identify-Define/Ideation/Protype/Test) to identify a problem and develop a solution that they will create using commonly available makerspace materials during the session

Tools use can vary and will work for any particular situation. Common makerspace materials and can include commonly used digital tools such as Google Workspace and Microsoft products. The beauty of this session is that the participants can use materials and software already available to them. No additional materials are required.

The lesson plan for this session will involve this hyperdoc - https://drive.google.com/file/d/1cW_IAbcUCp1t54wve13784Rp3MJKOAvh/view?usp=sharing. This document will be modified to include a fairy tale that most participants are likely to know. Additionally, a Padlet (example provided - https://padlet.com/whitsonba/dtbrunswick) will be used to ensure collaboration occurs during the simulation and to support any virtual participants.

Participants will reflect during and after the Design Thinking simulation on how to adapt and modify this simulation to work within their own individual students and classrooms. The participants will share their ideas, questions, and wonders to better support each other in implementing Design Thinking at their schools.

Evidences of success will include feedback during and after the session as well as the quality of the product created for the identified solution. Additional evidence will include the quality of the ideas and practices shared among participants on how to best implement Design Thinking within their own school.

More [+]

Outline

A variation of this slidedeck, https://docs.google.com/presentation/d/1lDlgiW467QDYd6BU7uAKkAxjTQ6-Q8ilmlrpONkbiGU/edit?usp=sharing , will be used to direct the session. During the actual Design Thinking simulation, all participants will complete an empathy map and share via Padlet. Participants physically present will construct prototypes using supplied makerspace materials brought by the presenters. Any virtual participants will use Padlet to share their prototypes.

Introduction & Background of Design Thinking - 15 minutes
Design Thinking Simulation - 50 minutes (Story Sharing 5 minutes, Empathy Maps 10 minutes, Identify/ Define Problem 5 minutes, Ideation - 5 minutes, Prototype 15 minutes, Test (feedback) 5 minutes, Distribute/Clean Up of Materials 5 minutes)
Debrief / Sharing of Ideas & Wonders -15 minutes
Resources and Support and Wrap Up -10 minutes

Engagement will occur through questioning throughout the session. Additionally, participants will share (mostly in small groups) their thoughts and responses for each part of the Design Thinking process (some large group sharing as well). Additional engagement will occur through Padlet. Online participants will also have the opportunity to participate via Padlet and backchannel. Engagement will also occur through the creation of a product for a solution to an identified problem. Additional engagement will occur with the sharing and collaboration of ideas for implementing and modifying the Design Thinking process to better fit with a participant's school or students.

More [+]

Supporting research

Design Thinking in the Classroom by David Lee, 2018

Intention: Critical Creativity in the Classroom by Amy Burvall and Dan Ryder

Wakelet Resources - https://wakelet.com/wake/ba67472a-5962-4c59-bf8f-abb736ab0386

Challenge-Based Learning in the School Library Makerspace by Colleen Graves, Aaron Graves, & Diana L. Rendina

Lifelong Kindergarten: Cultivating Creativity Through Projects, Passion, Peers, & Play by Mitchel Resnick

Educated by Design by Michael Cohen

Creative Confidence by Tom Kelley & David Kelley

Designed to Learn by Lindsay Portnoy

Lauren Boucher & Brian Whitson- Design Thinking Google Site -https://sites.google.com/view/designthinking-sk12/home

More [+]

Session specifications

Topic:
Maker activities and programs
Grade level:
PK-12
Skill level:
Beginner
Audience:
Curriculum/district specialists, Library media specialists, Teachers
Attendee devices:
Devices required
Attendee device specification:
Smartphone: Android, iOS, Windows
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Participants will need to access to Google (G-Suite (docs & slides), Microsoft Office Apps, or Pages/Keynote.

They will need an internet enable device that can allow for viewing of G-Suite documents.

No additional account access or materials are needed by the participants.

ISTE Standards:
For Educators:
Designer
  • Explore and apply instructional design principles to create innovative digital learning environments that engage and support learning.
For Students:
Knowledge Constructor
  • Students build knowledge by actively exploring real-world issues and problems, developing ideas and theories and pursuing answers and solutions.
Innovative Designer
  • Students know and use a deliberate design process for generating ideas, testing theories, creating innovative artifacts or solving authentic problems.